shadows-spot-light-with-shadow-radius.html 6.9 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Shadows - Spot Light w/CameraHelper</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js",
  30. "three/addons/": "../../examples/jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
  37. import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
  38. function main() {
  39. const canvas = document.querySelector('#c');
  40. const renderer = new THREE.WebGLRenderer({canvas});
  41. renderer.shadowMap.enabled = true;
  42. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  43. const fov = 45;
  44. const aspect = 2; // the canvas default
  45. const near = 0.1;
  46. const far = 100;
  47. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  48. camera.position.set(0, 10, 20);
  49. const controls = new OrbitControls(camera, canvas);
  50. controls.target.set(0, 5, 0);
  51. controls.update();
  52. const scene = new THREE.Scene();
  53. scene.background = new THREE.Color('black');
  54. {
  55. const planeSize = 40;
  56. const loader = new THREE.TextureLoader();
  57. const texture = loader.load('resources/images/checker.png');
  58. texture.wrapS = THREE.RepeatWrapping;
  59. texture.wrapT = THREE.RepeatWrapping;
  60. texture.magFilter = THREE.NearestFilter;
  61. const repeats = planeSize / 2;
  62. texture.repeat.set(repeats, repeats);
  63. const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
  64. const planeMat = new THREE.MeshPhongMaterial({
  65. map: texture,
  66. side: THREE.DoubleSide,
  67. });
  68. const mesh = new THREE.Mesh(planeGeo, planeMat);
  69. mesh.receiveShadow = true;
  70. mesh.rotation.x = Math.PI * -.5;
  71. scene.add(mesh);
  72. }
  73. {
  74. const cubeSize = 4;
  75. const cubeGeo = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
  76. const cubeMat = new THREE.MeshPhongMaterial({color: '#8AC'});
  77. const mesh = new THREE.Mesh(cubeGeo, cubeMat);
  78. mesh.castShadow = true;
  79. mesh.receiveShadow = true;
  80. mesh.position.set(cubeSize + 1, cubeSize / 2, 0);
  81. scene.add(mesh);
  82. }
  83. {
  84. const sphereRadius = 3;
  85. const sphereWidthDivisions = 32;
  86. const sphereHeightDivisions = 16;
  87. const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
  88. const sphereMat = new THREE.MeshPhongMaterial({color: '#CA8'});
  89. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  90. mesh.castShadow = true;
  91. mesh.receiveShadow = true;
  92. mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0);
  93. scene.add(mesh);
  94. }
  95. class ColorGUIHelper {
  96. constructor(object, prop) {
  97. this.object = object;
  98. this.prop = prop;
  99. }
  100. get value() {
  101. return `#${this.object[this.prop].getHexString()}`;
  102. }
  103. set value(hexString) {
  104. this.object[this.prop].set(hexString);
  105. }
  106. }
  107. function makeXYZGUI(gui, vector3, name, onChangeFn) {
  108. const folder = gui.addFolder(name);
  109. folder.add(vector3, 'x', -10, 10).onChange(onChangeFn);
  110. folder.add(vector3, 'y', 0, 10).onChange(onChangeFn);
  111. folder.add(vector3, 'z', -10, 10).onChange(onChangeFn);
  112. // folder.open();
  113. }
  114. {
  115. const color = 0xFFFFFF;
  116. const intensity = 1;
  117. const light = new THREE.SpotLight(color, intensity);
  118. light.castShadow = true;
  119. light.position.set(0, 10, 0);
  120. light.target.position.set(-4, 0, -4);
  121. scene.add(light);
  122. scene.add(light.target);
  123. const cameraHelper = new THREE.CameraHelper(light.shadow.camera);
  124. scene.add(cameraHelper);
  125. function updateCamera() {
  126. // update the light target's matrixWorld because it's needed by the helper
  127. light.target.updateMatrixWorld();
  128. // update the light's shadow camera's projection matrix
  129. light.shadow.camera.updateProjectionMatrix();
  130. // and now update the camera helper we're using to show the light's shadow camera
  131. cameraHelper.update();
  132. }
  133. updateCamera();
  134. setTimeout(updateCamera);
  135. class MinMaxGUIHelper {
  136. constructor(obj, minProp, maxProp, minDif) {
  137. this.obj = obj;
  138. this.minProp = minProp;
  139. this.maxProp = maxProp;
  140. this.minDif = minDif;
  141. }
  142. get min() {
  143. return this.obj[this.minProp];
  144. }
  145. set min(v) {
  146. this.obj[this.minProp] = v;
  147. this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
  148. }
  149. get max() {
  150. return this.obj[this.maxProp];
  151. }
  152. set max(v) {
  153. this.obj[this.maxProp] = v;
  154. this.min = this.min; // this will call the min setter
  155. }
  156. }
  157. class DegRadHelper {
  158. constructor(obj, prop) {
  159. this.obj = obj;
  160. this.prop = prop;
  161. }
  162. get value() {
  163. return THREE.MathUtils.radToDeg(this.obj[this.prop]);
  164. }
  165. set value(v) {
  166. this.obj[this.prop] = THREE.MathUtils.degToRad(v);
  167. }
  168. }
  169. const gui = new GUI();
  170. gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
  171. gui.add(light, 'intensity', 0, 2, 0.01);
  172. gui.add(light, 'distance', 0, 40).onChange(updateCamera);
  173. gui.add(new DegRadHelper(light, 'angle'), 'value', 0, 90).name('angle').onChange(updateCamera);
  174. gui.add(light, 'penumbra', 0, 1, 0.01);
  175. gui.add(light.shadow, 'radius', 0, 50, 0.01);
  176. {
  177. const folder = gui.addFolder('Shadow Camera');
  178. folder.open();
  179. const minMaxGUIHelper = new MinMaxGUIHelper(light.shadow.camera, 'near', 'far', 0.1);
  180. folder.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  181. folder.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  182. }
  183. makeXYZGUI(gui, light.position, 'position', updateCamera);
  184. makeXYZGUI(gui, light.target.position, 'target', updateCamera);
  185. }
  186. function resizeRendererToDisplaySize(renderer) {
  187. const canvas = renderer.domElement;
  188. const width = canvas.clientWidth;
  189. const height = canvas.clientHeight;
  190. const needResize = canvas.width !== width || canvas.height !== height;
  191. if (needResize) {
  192. renderer.setSize(width, height, false);
  193. }
  194. return needResize;
  195. }
  196. function render() {
  197. resizeRendererToDisplaySize(renderer);
  198. {
  199. const canvas = renderer.domElement;
  200. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  201. camera.updateProjectionMatrix();
  202. }
  203. renderer.render(scene, camera);
  204. requestAnimationFrame(render);
  205. }
  206. requestAnimationFrame(render);
  207. }
  208. main();
  209. </script>
  210. </html>