material tweaks
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21
main.js
21
main.js
@ -1,4 +1,3 @@
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import * as THREE from 'three';
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import { Octree } from 'three/addons/math/Octree.js';
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@ -66,6 +65,7 @@ renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.physicallyCorrectLights = true;
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renderer.outputEncoding = THREE.sRGBEncoding;
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container.appendChild(renderer.domElement);
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@ -81,8 +81,10 @@ scene.background = new THREE.CubeTextureLoader()
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'rt.jpg',
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'lf.jpg',
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] );
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scene.backgroundBlurriness = 0.03;
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scene.environment = scene.background;
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window.scene = scene
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window.scene = scene;
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const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.rotation.order = 'YXZ';
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@ -94,10 +96,12 @@ const collisionner = new THREE.Group();
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const wallMaterial = new THREE.MeshStandardMaterial({
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map : loader.load('textures/stonewall/albedo.png'),
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normalMap : loader.load('textures/stonewall/normal.png'),
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normalScale : new THREE.Vector2(0.6, 0.6),
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metalnessMap: loader.load('textures/stonewall/metalness.png'),
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aoMap : loader.load('textures/stonewall/ao.png'),
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roughnessMap: loader.load('textures/stonewall/roughness.png'),
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envMap : scene.background
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roughness : 1,
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envMapIntensity: 0.2
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})
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const maze = new MazeMesh(mazeWidth, mazeWidth, 1, wallMaterial);
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@ -158,7 +162,6 @@ const groundMaterial = new THREE.MeshStandardMaterial({
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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),
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envMap: scene.background
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})
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const sideGroundMaterial = groundMaterial.clone()
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sideGroundMaterial.map = wallMaterial.map.clone()
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@ -259,10 +262,10 @@ scene.add(ocean);
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const sun = new THREE.Vector3();
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const ambientLight = new THREE.AmbientLight(0x404040, 7);
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scene.add(ambientLight);
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//const ambientLight = new THREE.AmbientLight(0x404040, 7);
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//scene.add(ambientLight);
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const sunLight = new THREE.DirectionalLight(0xfffae8, 0.5);
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const sunLight = new THREE.DirectionalLight(0xfffae8, 2);
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sunLight.castShadow = true;
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sunLight.shadow.camera.near = 0.1;
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sunLight.shadow.camera.far = 1.4 * mazeWidth;
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@ -289,7 +292,7 @@ function updateSun() {
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sunLight.position.copy(sun)
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ambientLight.intensity = 5 + 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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}
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@ -332,7 +335,7 @@ const raft = new THREE.Mesh(raftGeometry, [
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raftSideMaterial,
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raftFaceMaterial,
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raftSideMaterial,
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raftSideMaterial,
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raftFaceMaterial,
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raftFaceMaterial,
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])
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raft.position.set( .2, ocean.position.y, -mazeWidth/2 - 1 );
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