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earthquake_3d_viewer_front/three/manual/examples/shadows-directional-light-s...

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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Shadows - Directional Light w/CameraHelper</title>
<style>
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
renderer.shadowMap.enabled = true;
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( - 1.4, 14, 12 );
const controls = new OrbitControls( camera, canvas );
controls.target.set( 0, 5, 0 );
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color( 'black' );
{
const planeSize = 40;
const loader = new THREE.TextureLoader();
const texture = loader.load( 'resources/images/checker.png' );
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.magFilter = THREE.NearestFilter;
texture.colorSpace = THREE.SRGBColorSpace;
const repeats = planeSize / 2;
texture.repeat.set( repeats, repeats );
const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize, planeSize, planeSize );
const positionAttribute = planeGeo.attributes.position;
for ( let i = 0; i < positionAttribute.count; ++ i ) {
positionAttribute.setZ( i, Math.random() * .2 );
}
planeGeo.computeVertexNormals();
const planeMat = new THREE.MeshPhongMaterial( {
map: texture,
flatShading: true,
} );
const mesh = new THREE.Mesh( planeGeo, planeMat );
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.rotation.x = Math.PI * - .5;
scene.add( mesh );
}
/*
{
const sphereRadius = 4;
const sphereWidthDivisions = 32;
const sphereHeightDivisions = 16;
const phiStart = 0;
const phiLength = Math.PI * 2;
const thetaStart = Math.PI * .5;
const thetaLength = Math.PI * .5;
const sphereGeo = new THREE.SphereGeometry(
sphereRadius,
sphereWidthDivisions,
sphereHeightDivisions,
phiStart,
phiLength,
thetaStart,
thetaLength,
);
const sphereMat = new THREE.MeshPhongMaterial({
color: '#AC8',
side: THREE.DoubleSide,
});
const mesh = new THREE.Mesh(sphereGeo, sphereMat);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set(0, sphereRadius + 2, 0);
scene.add(mesh);
}
*/
{
const sphereRadius = 4;
const sphereWidthDivisions = 32;
const sphereHeightDivisions = 16;
const sphereGeo = new THREE.SphereGeometry(
sphereRadius,
sphereWidthDivisions,
sphereHeightDivisions,
);
const sphereMat = new THREE.MeshPhongMaterial( {
color: '#AC8',
} );
const mesh = new THREE.Mesh( sphereGeo, sphereMat );
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set( 0, 0, 0 );
scene.add( mesh );
}
class ColorGUIHelper {
constructor( object, prop ) {
this.object = object;
this.prop = prop;
}
get value() {
return `#${this.object[ this.prop ].getHexString()}`;
}
set value( hexString ) {
this.object[ this.prop ].set( hexString );
}
}
function makeXYZGUI( gui, vector3, name, onChangeFn ) {
const folder = gui.addFolder( name );
folder.add( vector3, 'x', - 10, 10 ).onChange( onChangeFn );
folder.add( vector3, 'y', 0, 10 ).onChange( onChangeFn );
folder.add( vector3, 'z', - 10, 10 ).onChange( onChangeFn );
// folder.open();
}
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.castShadow = true;
light.position.set( 4, 10, 5 );
light.target.position.set( - 4, 1, - 4 );
scene.add( light );
scene.add( light.target );
//light.shadow.bias = -0.001;
light.shadow.camera.near = 0.000001;
light.shadow.camera.far = 1000000;
const cameraHelper = new THREE.CameraHelper( light.shadow.camera );
scene.add( cameraHelper );
const helper = new THREE.DirectionalLightHelper( light );
scene.add( helper );
function updateCamera() {
// update the light target's matrixWorld because it's needed by the helper
light.target.updateMatrixWorld();
helper.update();
// update the light's shadow camera's projection matrix
light.shadow.camera.updateProjectionMatrix();
// and now update the camera helper we're using to show the light's shadow camera
cameraHelper.update();
}
updateCamera();
class DimensionGUIHelper {
constructor( obj, minProp, maxProp ) {
this.obj = obj;
this.minProp = minProp;
this.maxProp = maxProp;
}
get value() {
return this.obj[ this.maxProp ] * 2;
}
set value( v ) {
this.obj[ this.maxProp ] = v / 2;
this.obj[ this.minProp ] = v / - 2;
}
}
class MinMaxGUIHelper {
constructor( obj, minProp, maxProp, minDif ) {
this.obj = obj;
this.minProp = minProp;
this.maxProp = maxProp;
this.minDif = minDif;
}
get min() {
return this.obj[ this.minProp ];
}
set min( v ) {
this.obj[ this.minProp ] = v;
this.obj[ this.maxProp ] = Math.max( this.obj[ this.maxProp ], v + this.minDif );
}
get max() {
return this.obj[ this.maxProp ];
}
set max( v ) {
this.obj[ this.maxProp ] = v;
this.min = this.min; // this will call the min setter
}
}
const gui = new GUI();
gui.addColor( new ColorGUIHelper( light, 'color' ), 'value' ).name( 'color' );
gui.add( light, 'intensity', 0, 10 );
{
const folder = gui.addFolder( 'Shadow Camera' );
folder.open();
folder.add( new DimensionGUIHelper( light.shadow.camera, 'left', 'right' ), 'value', 1, 100 )
.name( 'width' )
.onChange( updateCamera );
folder.add( new DimensionGUIHelper( light.shadow.camera, 'bottom', 'top' ), 'value', 1, 100 )
.name( 'height' )
.onChange( updateCamera );
const minMaxGUIHelper = new MinMaxGUIHelper( light.shadow.camera, 'near', 'far', 0.1 );
folder.add( minMaxGUIHelper, 'min', 0.1, 50, 0.1 ).name( 'near' ).onChange( updateCamera );
folder.add( minMaxGUIHelper, 'max', 0.1, 50, 0.1 ).name( 'far' ).onChange( updateCamera );
folder.add( light.shadow.camera, 'zoom', 0.01, 1.5, 0.01 ).onChange( updateCamera );
}
makeXYZGUI( gui, light.position, 'position', updateCamera );
makeXYZGUI( gui, light.target.position, 'target', updateCamera );
}
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render() {
resizeRendererToDisplaySize( renderer );
{
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>