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shadows-spot-light-with-shadow-radius.html 6.7 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. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../../build/three.module.js",
  27. "three/addons/": "../../examples/jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three';
  33. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  34. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  35. function main() {
  36. const canvas = document.querySelector( '#c' );
  37. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  38. renderer.shadowMap.enabled = true;
  39. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
  40. const fov = 45;
  41. const aspect = 2; // the canvas default
  42. const near = 0.1;
  43. const far = 100;
  44. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  45. camera.position.set( 0, 10, 20 );
  46. const controls = new OrbitControls( camera, canvas );
  47. controls.target.set( 0, 5, 0 );
  48. controls.update();
  49. const scene = new THREE.Scene();
  50. scene.background = new THREE.Color( 'black' );
  51. {
  52. const planeSize = 40;
  53. const loader = new THREE.TextureLoader();
  54. const texture = loader.load( 'resources/images/checker.png' );
  55. texture.wrapS = THREE.RepeatWrapping;
  56. texture.wrapT = THREE.RepeatWrapping;
  57. texture.magFilter = THREE.NearestFilter;
  58. texture.colorSpace = THREE.SRGBColorSpace;
  59. const repeats = planeSize / 2;
  60. texture.repeat.set( repeats, repeats );
  61. const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize );
  62. const planeMat = new THREE.MeshPhongMaterial( {
  63. map: texture,
  64. side: THREE.DoubleSide,
  65. } );
  66. const mesh = new THREE.Mesh( planeGeo, planeMat );
  67. mesh.receiveShadow = true;
  68. mesh.rotation.x = Math.PI * - .5;
  69. scene.add( mesh );
  70. }
  71. {
  72. const cubeSize = 4;
  73. const cubeGeo = new THREE.BoxGeometry( cubeSize, cubeSize, cubeSize );
  74. const cubeMat = new THREE.MeshPhongMaterial( { color: '#8AC' } );
  75. const mesh = new THREE.Mesh( cubeGeo, cubeMat );
  76. mesh.castShadow = true;
  77. mesh.receiveShadow = true;
  78. mesh.position.set( cubeSize + 1, cubeSize / 2, 0 );
  79. scene.add( mesh );
  80. }
  81. {
  82. const sphereRadius = 3;
  83. const sphereWidthDivisions = 32;
  84. const sphereHeightDivisions = 16;
  85. const sphereGeo = new THREE.SphereGeometry( sphereRadius, sphereWidthDivisions, sphereHeightDivisions );
  86. const sphereMat = new THREE.MeshPhongMaterial( { color: '#CA8' } );
  87. const mesh = new THREE.Mesh( sphereGeo, sphereMat );
  88. mesh.castShadow = true;
  89. mesh.receiveShadow = true;
  90. mesh.position.set( - sphereRadius - 1, sphereRadius + 2, 0 );
  91. scene.add( mesh );
  92. }
  93. class ColorGUIHelper {
  94. constructor( object, prop ) {
  95. this.object = object;
  96. this.prop = prop;
  97. }
  98. get value() {
  99. return `#${this.object[ this.prop ].getHexString()}`;
  100. }
  101. set value( hexString ) {
  102. this.object[ this.prop ].set( hexString );
  103. }
  104. }
  105. function makeXYZGUI( gui, vector3, name, onChangeFn ) {
  106. const folder = gui.addFolder( name );
  107. folder.add( vector3, 'x', - 10, 10 ).onChange( onChangeFn );
  108. folder.add( vector3, 'y', 0, 10 ).onChange( onChangeFn );
  109. folder.add( vector3, 'z', - 10, 10 ).onChange( onChangeFn );
  110. // folder.open();
  111. }
  112. {
  113. const color = 0xFFFFFF;
  114. const intensity = 100;
  115. const light = new THREE.SpotLight( color, intensity );
  116. light.castShadow = true;
  117. light.position.set( 0, 10, 0 );
  118. light.target.position.set( - 4, 0, - 4 );
  119. scene.add( light );
  120. scene.add( light.target );
  121. const cameraHelper = new THREE.CameraHelper( light.shadow.camera );
  122. scene.add( cameraHelper );
  123. function updateCamera() {
  124. // update the light target's matrixWorld because it's needed by the helper
  125. light.target.updateMatrixWorld();
  126. // update the light's shadow camera's projection matrix
  127. light.shadow.camera.updateProjectionMatrix();
  128. // and now update the camera helper we're using to show the light's shadow camera
  129. cameraHelper.update();
  130. }
  131. updateCamera();
  132. setTimeout( updateCamera );
  133. class MinMaxGUIHelper {
  134. constructor( obj, minProp, maxProp, minDif ) {
  135. this.obj = obj;
  136. this.minProp = minProp;
  137. this.maxProp = maxProp;
  138. this.minDif = minDif;
  139. }
  140. get min() {
  141. return this.obj[ this.minProp ];
  142. }
  143. set min( v ) {
  144. this.obj[ this.minProp ] = v;
  145. this.obj[ this.maxProp ] = Math.max( this.obj[ this.maxProp ], v + this.minDif );
  146. }
  147. get max() {
  148. return this.obj[ this.maxProp ];
  149. }
  150. set max( v ) {
  151. this.obj[ this.maxProp ] = v;
  152. this.min = this.min; // this will call the min setter
  153. }
  154. }
  155. class DegRadHelper {
  156. constructor( obj, prop ) {
  157. this.obj = obj;
  158. this.prop = prop;
  159. }
  160. get value() {
  161. return THREE.MathUtils.radToDeg( this.obj[ this.prop ] );
  162. }
  163. set value( v ) {
  164. this.obj[ this.prop ] = THREE.MathUtils.degToRad( v );
  165. }
  166. }
  167. const gui = new GUI();
  168. gui.addColor( new ColorGUIHelper( light, 'color' ), 'value' ).name( 'color' );
  169. gui.add( light, 'intensity', 0, 200 );
  170. gui.add( light, 'distance', 0, 40 ).onChange( updateCamera );
  171. gui.add( new DegRadHelper( light, 'angle' ), 'value', 0, 90 ).name( 'angle' ).onChange( updateCamera );
  172. gui.add( light, 'penumbra', 0, 1, 0.01 );
  173. gui.add( light.shadow, 'radius', 0, 50, 0.01 );
  174. {
  175. const folder = gui.addFolder( 'Shadow Camera' );
  176. folder.open();
  177. const minMaxGUIHelper = new MinMaxGUIHelper( light.shadow.camera, 'near', 'far', 0.1 );
  178. folder.add( minMaxGUIHelper, 'min', 0.1, 50, 0.1 ).name( 'near' ).onChange( updateCamera );
  179. folder.add( minMaxGUIHelper, 'max', 0.1, 50, 0.1 ).name( 'far' ).onChange( updateCamera );
  180. }
  181. makeXYZGUI( gui, light.position, 'position', updateCamera );
  182. makeXYZGUI( gui, light.target.position, 'target', updateCamera );
  183. }
  184. function resizeRendererToDisplaySize( renderer ) {
  185. const canvas = renderer.domElement;
  186. const width = canvas.clientWidth;
  187. const height = canvas.clientHeight;
  188. const needResize = canvas.width !== width || canvas.height !== height;
  189. if ( needResize ) {
  190. renderer.setSize( width, height, false );
  191. }
  192. return needResize;
  193. }
  194. function render() {
  195. resizeRendererToDisplaySize( renderer );
  196. {
  197. const canvas = renderer.domElement;
  198. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  199. camera.updateProjectionMatrix();
  200. }
  201. renderer.render( scene, camera );
  202. requestAnimationFrame( render );
  203. }
  204. requestAnimationFrame( render );
  205. }
  206. main();
  207. </script>
  208. </html>