claygl/example/cubeshadowmap.html
2018-01-04 13:43:15 +08:00

100 lines
3.5 KiB
HTML

<html>
<head>
<meta charset="utf-8">
<script src="../dist/claygl.js"></script>
</head>
<body style="margin:0px">
<canvas width="1200" height="640" id="main"></canvas>
<script type="text/javascript">
var Shader = clay.Shader;
var Material = clay.Material;
var Mesh = clay.Mesh;
var Cube = clay.geometry.Cube;
var meshUtil = clay.util.mesh;
var shaderLibrary = clay.shader.library;
var renderer = new clay.Renderer({
canvas: document.getElementById('main')
});
renderer.resize(window.innerWidth, window.innerHeight);
var timeline = new clay.animation.Timeline();
timeline.start();
var shadowMapPass = new clay.prePass.ShadowMap();
var scene = new clay.Scene;
var camera = new clay.camera.Perspective({
aspect: renderer.getViewportAspect(),
far: 500
});
var cube = new Cube();
var shader = shaderLibrary.get('clay.lambert');
var material = new Material({
shader: shader
});
var root = new clay.Node();
for(var i = 0; i < 2; i++){
for(var j = 0; j < 2; j++){
for(var k = 0; k < 2; k++){
var mesh = new Mesh({
geometry: cube,
material: material
});
mesh.scale.set(0.5, 0.5, 0.5);
mesh.position.set((i-0.5) * 5, (j-0.5) * 5, (k-0.5)*5);
root.add(mesh)
}
}
}
scene.add(root);
var bigCube = new clay.Mesh({
geometry: new clay.geometry.Cube({
inside: true
}),
material: new clay.Material({
shader: clay.shader.library.get("clay.lambert")
}),
culling: false,
scale: new clay.math.Vector3(10, 10, 10)
});
root.add(bigCube);
camera.position.set(0, 2, 10);
camera.lookAt(new clay.math.Vector3(0, 0, 0));
var light = new clay.light.Point({
color: [1.5, 1.5, 1.5],
shadowResolution: 512,
intensity: 0.5,
range: 40,
castShadow: true
})
light.position.set(0.2, 0.2, 0.2);
scene.add(light);
var light2 = new clay.light.Point({
color: [1.5, 1.5, 1.5],
shadowResolution: 512,
range: 40,
intensity: 0.5,
castShadow: true
})
light2.position.set(-0.2, -0.2, -0.2);
scene.add(light2);
var elapsedTime = 0;
timeline.on('frame', function(deltaTime){
shadowMapPass.render(renderer, scene);
renderer.render(scene, camera);
elapsedTime += deltaTime / 1000;
root.rotation.rotateY(deltaTime / 4000);
// light.position.x = 0.2 + 7 * Math.sin(elapsedTime + 0.2);
// light.position.y = 0.2 + 7 * Math.sin(elapsedTime + 0.4);
// light.position.z = 0.2 + 7 * Math.sin(elapsedTime + 0.3);
});
</script>
</body>
</html>