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* wip: use camera.projection instead of different camera instances Avoid switch camera projection needs to recreate the instance * update examples * release 2.0.0-alpha.35
109 lines
2.3 KiB
TypeScript
109 lines
2.3 KiB
TypeScript
import {
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Renderer,
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ShadowMapPass,
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DeferredRenderer,
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Scene,
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CubeGeometry,
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Mesh,
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StandardMaterial,
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PointLight,
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DirectionalLight,
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startTimeline,
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Vector3,
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OrbitControl,
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Camera
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} from 'claygl';
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import Stats from 'stats.js';
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const renderer = new Renderer({
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canvas: document.getElementById('main') as HTMLCanvasElement,
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pixelRatio: 1.0
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});
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renderer.resize(window.innerWidth, window.innerHeight);
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const shadowMapPass = new ShadowMapPass();
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const deferredRenderer = new DeferredRenderer();
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deferredRenderer.shadowMapPass = shadowMapPass;
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const camera = new Camera('perspective', {
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far: 1000,
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aspect: renderer.getViewportAspect()
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});
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const scene = new Scene();
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const cubeGeo = new CubeGeometry();
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const cubes: Mesh[] = [];
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const CUBE_COUNT = 24;
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for (let i = 0; i < CUBE_COUNT; i++) {
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for (let j = 0; j < CUBE_COUNT; j++) {
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const mesh = new Mesh(
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cubeGeo,
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new StandardMaterial({
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color: [i / CUBE_COUNT, j / CUBE_COUNT, 0.5]
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})
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);
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mesh.position.x = i - CUBE_COUNT / 2;
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mesh.position.z = j - CUBE_COUNT / 2;
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mesh.scale.set(0.5, 0, 0.5);
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cubes.push(mesh);
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scene.add(mesh);
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}
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}
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const directionalLight = new DirectionalLight({
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intensity: 1.2,
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shadowBias: 0.004,
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shadowResolution: 2048,
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shadowCascade: 2
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});
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directionalLight.position.set(10, 10, 10);
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directionalLight.lookAt(scene.position);
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scene.add(directionalLight);
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scene.add(
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new PointLight({
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intensity: 0.4,
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range: 100,
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position: new Vector3(-10, CUBE_COUNT, 0)
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})
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);
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camera.position.set(10, 20, 20);
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camera.lookAt(scene.position);
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const control = new OrbitControl({
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domElement: renderer.canvas,
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target: camera
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});
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let elapsedTime = 0;
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const stats = new Stats();
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stats.dom.style.position = 'absolute';
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stats.dom.style.top = '0px';
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stats.dom.style.right = '0px';
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document.body.appendChild(stats.dom);
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startTimeline((deltaTime) => {
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control.update(deltaTime);
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elapsedTime += deltaTime;
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cubes.forEach(function (cube, idx) {
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const x = Math.round(idx / CUBE_COUNT);
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const y = idx % CUBE_COUNT;
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cube.scale.y =
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(Math.sin(x / 3 + elapsedTime / 1000) * Math.cos(y / 3 + elapsedTime / 1000) + 1) * 2;
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});
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// shadowMapPass.render(renderer, scene, camera);
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// renderer.render(scene, camera);
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deferredRenderer.render(renderer, scene, camera);
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shadowMapPass.renderDebug(renderer);
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stats.update();
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});
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