mirror of
https://github.com/pissang/claygl.git
synced 2026-01-25 16:46:30 +00:00
100 lines
3.5 KiB
HTML
100 lines
3.5 KiB
HTML
<html>
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<head>
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<meta charset="utf-8">
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<script src="../dist/claygl.js"></script>
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</head>
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<body style="margin:0px">
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<canvas width="1200" height="640" id="main"></canvas>
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<script type="text/javascript">
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var Shader = clay.Shader;
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var Material = clay.Material;
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var Mesh = clay.Mesh;
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var Cube = clay.geometry.Cube;
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var meshUtil = clay.util.mesh;
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var shaderLibrary = clay.shader.library;
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var renderer = new clay.Renderer({
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canvas: document.getElementById('main')
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});
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renderer.resize(window.innerWidth, window.innerHeight);
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var timeline = new clay.animation.Timeline();
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timeline.start();
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var shadowMapPass = new clay.prePass.ShadowMap();
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var scene = new clay.Scene;
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var camera = new clay.camera.Perspective({
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aspect: renderer.getViewportAspect(),
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far: 500
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});
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var cube = new Cube();
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var shader = shaderLibrary.get('clay.lambert');
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var material = new Material({
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shader: shader
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});
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var root = new clay.Node();
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for(var i = 0; i < 2; i++){
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for(var j = 0; j < 2; j++){
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for(var k = 0; k < 2; k++){
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var mesh = new Mesh({
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geometry: cube,
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material: material
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});
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mesh.scale.set(0.5, 0.5, 0.5);
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mesh.position.set((i-0.5) * 5, (j-0.5) * 5, (k-0.5)*5);
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root.add(mesh)
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}
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}
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}
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scene.add(root);
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var bigCube = new clay.Mesh({
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geometry: new clay.geometry.Cube({
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inside: true
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}),
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material: new clay.Material({
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shader: clay.shader.library.get("clay.lambert")
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}),
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culling: false,
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scale: new clay.math.Vector3(10, 10, 10)
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});
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root.add(bigCube);
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camera.position.set(0, 2, 10);
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camera.lookAt(new clay.math.Vector3(0, 0, 0));
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var light = new clay.light.Point({
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color: [1.5, 1.5, 1.5],
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shadowResolution: 512,
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intensity: 0.5,
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range: 40,
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castShadow: true
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})
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light.position.set(0.2, 0.2, 0.2);
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scene.add(light);
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var light2 = new clay.light.Point({
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color: [1.5, 1.5, 1.5],
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shadowResolution: 512,
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range: 40,
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intensity: 0.5,
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castShadow: true
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})
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light2.position.set(-0.2, -0.2, -0.2);
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scene.add(light2);
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var elapsedTime = 0;
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timeline.on('frame', function(deltaTime){
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shadowMapPass.render(renderer, scene);
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renderer.render(scene, camera);
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elapsedTime += deltaTime / 1000;
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root.rotation.rotateY(deltaTime / 4000);
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// light.position.x = 0.2 + 7 * Math.sin(elapsedTime + 0.2);
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// light.position.y = 0.2 + 7 * Math.sin(elapsedTime + 0.4);
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// light.position.z = 0.2 + 7 * Math.sin(elapsedTime + 0.3);
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});
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</script>
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</body>
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</html> |