claygl/example/gltf.ts
Yi Shen 4fd2569e7b
Simplify camera api (#140)
* 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
2023-11-20 18:15:23 +08:00

79 lines
1.9 KiB
TypeScript

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