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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
77 lines
1.5 KiB
TypeScript
77 lines
1.5 KiB
TypeScript
import {
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Renderer,
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ShadowMapPass,
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CubeGeometry,
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Scene,
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Mesh,
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Material,
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createStandardShader,
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SpotLight,
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Vector3,
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PlaneGeometry,
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startTimeline,
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Camera
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} from 'claygl';
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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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const shadowMapPass = new ShadowMapPass();
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const scene = new Scene();
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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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const light = new SpotLight({
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position: new Vector3(0, 4, 4),
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intensity: 0.5,
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shadowBias: 0.001,
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shadowResolution: 512
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});
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scene.add(light);
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const light2 = new SpotLight({
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position: new Vector3(0, 4, -4),
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intensity: 0.5,
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shadowBias: 0.001,
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shadowResolution: 512
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});
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scene.add(light2);
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const plane = new PlaneGeometry({
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widthSegments: 1,
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heightSegments: 1
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});
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const material = new Material(createStandardShader());
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const cube = new Mesh(new CubeGeometry(), material);
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cube.position.y = 1;
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scene.add(cube);
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camera.position.set(0, 4, 5);
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camera.lookAt(new Vector3(0, 1, 0));
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const planeMesh = new Mesh(plane, material);
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planeMesh.rotation.rotateX(-Math.PI / 2);
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planeMesh.scale.set(10, 10, 10);
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scene.add(planeMesh);
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const zeroVector = new Vector3();
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const upAxis = new Vector3(0, 1, 0);
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startTimeline(() => {
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light.rotateAround(zeroVector, upAxis, 0.01);
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light2.rotateAround(zeroVector, upAxis, -0.01);
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light.lookAt(zeroVector);
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light2.lookAt(zeroVector);
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shadowMapPass.render(renderer, scene, camera);
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renderer.render(scene, camera);
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});
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