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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>
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