webgl_lights_spotlight.html 4.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lights - spotlight</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 0px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family: Monospace;
  19. font-size: 13px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #ff0080;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #0080ff;
  28. }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="info">
  33. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - spotlight by <a href="http://master-domain.com" target="_blank" rel="noopener">Master James</a><br />
  34. </div>
  35. <script src="../build/three.js"></script>
  36. <script src="js/controls/OrbitControls.js"></script>
  37. <script src="js/libs/dat.gui.min.js"></script>
  38. <script src="js/WebGL.js"></script>
  39. <script>
  40. if ( WEBGL.isWebGLAvailable() === false ) {
  41. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  42. }
  43. var renderer, scene, camera;
  44. var spotLight, lightHelper, shadowCameraHelper;
  45. var gui;
  46. function init() {
  47. renderer = new THREE.WebGLRenderer();
  48. renderer.setPixelRatio( window.devicePixelRatio );
  49. renderer.setSize( window.innerWidth, window.innerHeight );
  50. document.body.appendChild( renderer.domElement );
  51. renderer.shadowMap.enabled = true;
  52. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  53. renderer.gammaInput = true;
  54. renderer.gammaOutput = true;
  55. scene = new THREE.Scene();
  56. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 1000 );
  57. camera.position.set( 65, 8, - 10 );
  58. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  59. controls.addEventListener( 'change', render );
  60. controls.minDistance = 20;
  61. controls.maxDistance = 500;
  62. controls.enablePan = false;
  63. var ambient = new THREE.AmbientLight( 0xffffff, 0.1 );
  64. scene.add( ambient );
  65. spotLight = new THREE.SpotLight( 0xffffff, 1 );
  66. spotLight.position.set( 15, 40, 35 );
  67. spotLight.angle = Math.PI / 4;
  68. spotLight.penumbra = 0.05;
  69. spotLight.decay = 2;
  70. spotLight.distance = 200;
  71. spotLight.castShadow = true;
  72. spotLight.shadow.mapSize.width = 1024;
  73. spotLight.shadow.mapSize.height = 1024;
  74. spotLight.shadow.camera.near = 10;
  75. spotLight.shadow.camera.far = 200;
  76. scene.add( spotLight );
  77. lightHelper = new THREE.SpotLightHelper( spotLight );
  78. scene.add( lightHelper );
  79. shadowCameraHelper = new THREE.CameraHelper( spotLight.shadow.camera );
  80. scene.add( shadowCameraHelper );
  81. scene.add( new THREE.AxesHelper( 10 ) );
  82. var material = new THREE.MeshPhongMaterial( { color: 0x808080, dithering: true } );
  83. var geometry = new THREE.PlaneBufferGeometry( 2000, 2000 );
  84. var mesh = new THREE.Mesh( geometry, material );
  85. mesh.position.set( 0, - 1, 0 );
  86. mesh.rotation.x = - Math.PI * 0.5;
  87. mesh.receiveShadow = true;
  88. scene.add( mesh );
  89. var material = new THREE.MeshPhongMaterial( { color: 0x4080ff, dithering: true } );
  90. var geometry = new THREE.BoxBufferGeometry( 3, 1, 2 );
  91. var mesh = new THREE.Mesh( geometry, material );
  92. mesh.position.set( 40, 2, 0 );
  93. mesh.castShadow = true;
  94. scene.add( mesh );
  95. controls.target.copy( mesh.position );
  96. controls.update();
  97. window.addEventListener( 'resize', onResize, false );
  98. }
  99. function onResize() {
  100. camera.aspect = window.innerWidth / window.innerHeight;
  101. camera.updateProjectionMatrix();
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. }
  104. function render() {
  105. lightHelper.update();
  106. shadowCameraHelper.update();
  107. renderer.render( scene, camera );
  108. }
  109. function buildGui() {
  110. gui = new dat.GUI();
  111. var params = {
  112. 'light color': spotLight.color.getHex(),
  113. intensity: spotLight.intensity,
  114. distance: spotLight.distance,
  115. angle: spotLight.angle,
  116. penumbra: spotLight.penumbra,
  117. decay: spotLight.decay
  118. }
  119. gui.addColor( params, 'light color' ).onChange( function ( val ) {
  120. spotLight.color.setHex( val );
  121. render();
  122. } );
  123. gui.add( params, 'intensity', 0, 2 ).onChange( function ( val ) {
  124. spotLight.intensity = val;
  125. render();
  126. } );
  127. gui.add( params, 'distance', 50, 200 ).onChange( function ( val ) {
  128. spotLight.distance = val;
  129. render();
  130. } );
  131. gui.add( params, 'angle', 0, Math.PI / 3 ).onChange( function ( val ) {
  132. spotLight.angle = val;
  133. render();
  134. } );
  135. gui.add( params, 'penumbra', 0, 1 ).onChange( function ( val ) {
  136. spotLight.penumbra = val;
  137. render();
  138. } );
  139. gui.add( params, 'decay', 1, 2 ).onChange( function ( val ) {
  140. spotLight.decay = val;
  141. render();
  142. } );
  143. gui.open();
  144. }
  145. init();
  146. buildGui();
  147. render();
  148. </script>
  149. </body>
  150. </html>