You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
215 lines
5.5 KiB
HTML
215 lines
5.5 KiB
HTML
2 months ago
|
<!-- 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 - Fake</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"
|
||
|
}
|
||
|
}
|
||
|
</script>
|
||
|
|
||
|
<script type="module">
|
||
|
import * as THREE from 'three';
|
||
|
|
||
|
function main() {
|
||
|
|
||
|
const canvas = document.querySelector( '#c' );
|
||
|
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
|
||
|
|
||
|
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( 0, 10, 20 );
|
||
|
camera.lookAt( 0, 0, 0 );
|
||
|
|
||
|
const scene = new THREE.Scene();
|
||
|
scene.background = new THREE.Color( 'white' );
|
||
|
|
||
|
const loader = new THREE.TextureLoader();
|
||
|
|
||
|
{
|
||
|
|
||
|
const planeSize = 40;
|
||
|
|
||
|
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 );
|
||
|
const planeMat = new THREE.MeshBasicMaterial( {
|
||
|
map: texture,
|
||
|
side: THREE.DoubleSide,
|
||
|
} );
|
||
|
planeMat.color.setRGB( 1.5, 1.5, 1.5 );
|
||
|
const mesh = new THREE.Mesh( planeGeo, planeMat );
|
||
|
mesh.rotation.x = Math.PI * - .5;
|
||
|
scene.add( mesh );
|
||
|
|
||
|
}
|
||
|
|
||
|
const shadowTexture = loader.load( 'resources/images/roundshadow.png' );
|
||
|
const sphereShadowBases = [];
|
||
|
{
|
||
|
|
||
|
const sphereRadius = 1;
|
||
|
const sphereWidthDivisions = 32;
|
||
|
const sphereHeightDivisions = 16;
|
||
|
const sphereGeo = new THREE.SphereGeometry( sphereRadius, sphereWidthDivisions, sphereHeightDivisions );
|
||
|
|
||
|
const planeSize = 1;
|
||
|
const shadowGeo = new THREE.PlaneGeometry( planeSize, planeSize );
|
||
|
|
||
|
const numSpheres = 15;
|
||
|
for ( let i = 0; i < numSpheres; ++ i ) {
|
||
|
|
||
|
// make a base for the shadow and the sphere.
|
||
|
// so they move together.
|
||
|
const base = new THREE.Object3D();
|
||
|
scene.add( base );
|
||
|
|
||
|
// add the shadow to the base
|
||
|
// note: we make a new material for each sphere
|
||
|
// so we can set that sphere's material transparency
|
||
|
// separately.
|
||
|
const shadowMat = new THREE.MeshBasicMaterial( {
|
||
|
map: shadowTexture,
|
||
|
transparent: true, // so we can see the ground
|
||
|
depthWrite: false, // so we don't have to sort
|
||
|
} );
|
||
|
const shadowMesh = new THREE.Mesh( shadowGeo, shadowMat );
|
||
|
shadowMesh.position.y = 0.001; // so we're above the ground slightly
|
||
|
shadowMesh.rotation.x = Math.PI * - .5;
|
||
|
const shadowSize = sphereRadius * 4;
|
||
|
shadowMesh.scale.set( shadowSize, shadowSize, shadowSize );
|
||
|
base.add( shadowMesh );
|
||
|
|
||
|
// add the sphere to the base
|
||
|
const u = i / numSpheres;
|
||
|
const sphereMat = new THREE.MeshPhongMaterial();
|
||
|
sphereMat.color.setHSL( u, 1, .75 );
|
||
|
const sphereMesh = new THREE.Mesh( sphereGeo, sphereMat );
|
||
|
sphereMesh.position.set( 0, sphereRadius + 2, 0 );
|
||
|
base.add( sphereMesh );
|
||
|
|
||
|
// remember all 3 plus the y position
|
||
|
sphereShadowBases.push( { base, sphereMesh, shadowMesh, y: sphereMesh.position.y } );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
{
|
||
|
|
||
|
const skyColor = 0xB1E1FF; // light blue
|
||
|
const groundColor = 0xB97A20; // brownish orange
|
||
|
const intensity = 0.75;
|
||
|
const light = new THREE.HemisphereLight( skyColor, groundColor, intensity );
|
||
|
scene.add( light );
|
||
|
|
||
|
}
|
||
|
|
||
|
{
|
||
|
|
||
|
const color = 0xFFFFFF;
|
||
|
const intensity = 2.5;
|
||
|
const light = new THREE.DirectionalLight( color, intensity );
|
||
|
light.position.set( 0, 10, 5 );
|
||
|
light.target.position.set( - 5, 0, 0 );
|
||
|
scene.add( light );
|
||
|
scene.add( light.target );
|
||
|
|
||
|
}
|
||
|
|
||
|
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( time ) {
|
||
|
|
||
|
time *= 0.001; // convert to seconds
|
||
|
|
||
|
resizeRendererToDisplaySize( renderer );
|
||
|
|
||
|
{
|
||
|
|
||
|
const canvas = renderer.domElement;
|
||
|
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
sphereShadowBases.forEach( ( sphereShadowBase, ndx ) => {
|
||
|
|
||
|
const { base, sphereMesh, shadowMesh, y } = sphereShadowBase;
|
||
|
|
||
|
// u is a value that goes from 0 to 1 as we iterate the spheres
|
||
|
const u = ndx / sphereShadowBases.length;
|
||
|
|
||
|
// compute a position for there base. This will move
|
||
|
// both the sphere and its shadow
|
||
|
const speed = time * .2;
|
||
|
const angle = speed + u * Math.PI * 2 * ( ndx % 1 ? 1 : - 1 );
|
||
|
const radius = Math.sin( speed - ndx ) * 10;
|
||
|
base.position.set( Math.cos( angle ) * radius, 0, Math.sin( angle ) * radius );
|
||
|
|
||
|
// yOff is a value that goes from 0 to 1
|
||
|
const yOff = Math.abs( Math.sin( time * 2 + ndx ) );
|
||
|
// move the sphere up and down
|
||
|
sphereMesh.position.y = y + THREE.MathUtils.lerp( - 2, 2, yOff );
|
||
|
// fade the shadow as the sphere goes up
|
||
|
shadowMesh.material.opacity = THREE.MathUtils.lerp( 1, .25, yOff );
|
||
|
|
||
|
} );
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
main();
|
||
|
</script>
|
||
|
</html>
|