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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 - 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>