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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
79 lines
1.9 KiB
TypeScript
79 lines
1.9 KiB
TypeScript
import {
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AmbientLight,
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Camera,
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EnvironmentMapPass,
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loadGLTF,
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Mesh,
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OrbitControl,
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Renderer,
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ShadowMapPass,
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SpotLight,
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startTimeline,
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TextureCube
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} from 'claygl';
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loadGLTF('assets/models/basic_scene/scene.gltf').then((res) => {
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const renderer = new Renderer({
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canvas: document.getElementById('main') as HTMLCanvasElement
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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 environmentMap = new TextureCube({
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width: 256,
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height: 256
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});
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const environmentMapPass = new EnvironmentMapPass({
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texture: environmentMap
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});
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const scene = res.scene!;
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scene.rotation.rotateX(-Math.PI / 2);
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const camera = new Camera('perspective', {
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aspect: renderer.getViewportAspect(),
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far: 100
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});
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camera.position.set(2, 2, 2);
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camera.lookAt(scene.position);
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camera.projection.aspect = renderer.canvas.width / renderer.canvas.height;
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const control = new OrbitControl({
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target: camera,
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domElement: renderer.canvas,
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rotateSensitivity: 0.4
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});
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const light = new SpotLight();
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light.range = 30;
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light.umbraAngle = 10;
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light.penumbraAngle = 25;
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light.shadowResolution = 2048;
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light.shadowBias = 0.0002;
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light.position.set(-5, -5, 5);
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light.lookAt(scene.position);
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scene.add(light);
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scene.add(
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new AmbientLight({
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intensity: 0.3
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})
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);
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const suzanne = scene.getDescendantByName('Suzanne') as Mesh;
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const suzanneMaterial = suzanne.material;
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environmentMapPass.position.set(0, 0.25, 1.5);
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suzanneMaterial.set('color', [1, 1, 1]);
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suzanneMaterial.set('metalness', 1);
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suzanneMaterial.set('roughness', 0.4);
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environmentMapPass.render(renderer, scene);
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suzanneMaterial.set('environmentMap', environmentMap);
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startTimeline((deltaTime: number) => {
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control.update(deltaTime);
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shadowMapPass.render(renderer, scene, camera);
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renderer.render(scene, camera);
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// shadowMapPass.renderDebug(renderer);
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});
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});
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