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@@ -0,0 +1,88 @@
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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - shadow map - per-object receive shadow</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+
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+ <script type="module">
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+
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+ import * as THREE from '../build/three.module.js';
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+
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+ var camera, scene, renderer;
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+ var caster;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.set(0, 200, 400);
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+ camera.lookAt( new THREE.Vector3(0, 0, 0) );
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+
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+ scene = new THREE.Scene();
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+
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+ var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
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+ var material = new THREE.MeshPhysicalMaterial( { color: 0xff8800 } );
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+
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+ caster = new THREE.Mesh( geometry, material );
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+ caster.castShadow = true;
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+ caster.receiveShadow = false;
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+ scene.add( caster );
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+
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+ var ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000 ), material );
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+ scene.add( ground );
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+ ground.position.set(0, -80, 0);
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+ ground.rotation.x = - Math.PI / 2;
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+ ground.castShadow = false;
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+ ground.receiveShadow = true;
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+
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+ var light = new THREE.PointLight();
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+ scene.add(light);
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+ light.position.set(0, 600, 0);
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+ light.castShadow = true;
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+ light.shadow.camera.far = 1000;
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+
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+ // We use a high bias value mostly because that can reveal bugs in the implementation of caster.receiveShadow
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+ light.shadow.bias = 0.05;
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.shadowMap.enabled = true;
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+ document.body.appendChild( renderer.domElement );
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ caster.rotation.x += 0.005;
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+ caster.rotation.y += 0.01;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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