lights
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23
main.js
23
main.js
@ -16,7 +16,7 @@ const mazeWidth = 23
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const parameters = {
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elevation: 90 * Math.random(),
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azimuth: 180 * Math.random(),
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azimuth: -160,
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};
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const waves = {
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@ -107,48 +107,41 @@ for (let i = 0; i < maze.count; i++) {
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// Ground
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const pavementTexture = loader.load(
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'img/angled-blocks-vegetation_albedo.png',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 2, mazeWidth / 2)
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}
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);
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const groundGeometry = new THREE.BoxGeometry(mazeWidth, mazeWidth, 1)
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const groundMaterial = new THREE.MeshPhongMaterial({
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map: loader.load(
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'img/angled-blocks-vegetation_albedo.png',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 2, mazeWidth / 2)
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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),
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aoMap: loader.load(
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'img/angled-blocks-vegetation_ao.png',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 2, mazeWidth / 2)
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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),
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metalnessMap: loader.load(
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'img/angled-blocks-vegetation_metallic.png',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 2, mazeWidth / 2)
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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),
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normalMap: loader.load(
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'img/angled-blocks-vegetation_normal-dx.png',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 2, mazeWidth / 2)
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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),
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roughnessMap: loader.load(
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'img/angled-blocks-vegetation_roughness.png',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeWidth / 2, mazeWidth / 2)
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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)
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})
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@ -271,7 +264,7 @@ skyUniforms['mieDirectionalG'].value = 0.8;
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// Lights
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const ambientLight = new THREE.AmbientLight(0x404040, 6);
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const ambientLight = new THREE.AmbientLight(0x222222, 9);
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scene.add(ambientLight);
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const sunLight = new THREE.DirectionalLight(0xffffff, 1.5);
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@ -302,7 +295,7 @@ function updateSun() {
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sunLight.position.copy(sun)
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ambientLight.intensity = 2 + 5 * Math.sin(Math.max(THREE.MathUtils.degToRad(parameters.elevation), 0));
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ambientLight.intensity = 5 + 5 * Math.sin(Math.max(THREE.MathUtils.degToRad(parameters.elevation), 0));
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//scene.environment = pmremGenerator.fromScene(sky).texture;
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