better shadow
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ed87833848
commit
da7869d31d
76
main.js
76
main.js
@ -99,7 +99,7 @@ const renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap ;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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container.appendChild( renderer.domElement );
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@ -129,16 +129,16 @@ const groundGeometry = new THREE.PlaneGeometry(mazeLength, mazeWidth)
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groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
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groundTexture.repeat.set(50, 50)
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const groundMaterial = new THREE.MeshPhongMaterial( {
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map : groundTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x000000,
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shininess : 5,
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bumpMap : groundTexture,
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bumpScale : .02,
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depthFunc : 3,
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depthTest : true,
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depthWrite : true
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map : groundTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x000000,
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shininess : 5,
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bumpMap : groundTexture,
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bumpScale : .02,
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depthFunc : 3,
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depthTest : true,
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depthWrite: true
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} )
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const ground = new THREE.Mesh( groundGeometry, groundMaterial )
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ground.rotation.x = - Math.PI / 2;
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@ -221,30 +221,28 @@ const ambientLight = new THREE.AmbientLight( 0x404040 , 1 ); // soft white light
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scene.add( ambientLight );
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const sunLight = new THREE.DirectionalLight( 0xffffff, 0.3 );
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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 = 500;
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sunLight.shadow.camera.right = 30;
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sunLight.shadow.camera.left = - 30;
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sunLight.shadow.camera.top = 30;
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sunLight.shadow.camera.bottom = - 30;
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sunLight.shadow.mapSize.width = 4096;
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sunLight.castShadow = true;
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sunLight.shadow.camera.near = 20;
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sunLight.shadow.camera.far = 200;
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sunLight.shadow.camera.right = 10;
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sunLight.shadow.camera.left = -10;
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sunLight.shadow.camera.top = 10;
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sunLight.shadow.camera.bottom = -10;
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sunLight.shadow.mapSize.width = 4096;
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sunLight.shadow.mapSize.height = 4096;
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sunLight.shadow.radius = 5;
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sunLight.target = ground
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sunLight.target = camera
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scene.add( sunLight );
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const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
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torchLight.castShadow = true;
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torchLight.shadow.camera.near = 0.1;
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torchLight.shadow.camera.far = 500;
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torchLight.shadow.camera.right = 30;
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torchLight.shadow.camera.left = - 30;
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torchLight.shadow.camera.top = 30;
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torchLight.shadow.camera.bottom = - 30;
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torchLight.shadow.mapSize.width = 4096;
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torchLight.shadow.mapSize.height = 4096;
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torchLight.shadow.radius = 4;
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torchLight.castShadow = true;
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torchLight.shadow.camera.near = 20;
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torchLight.shadow.camera.far = 200;
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torchLight.shadow.camera.right = 30;
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torchLight.shadow.camera.left = -30;
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torchLight.shadow.camera.top = 30;
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torchLight.shadow.camera.bottom = -30;
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torchLight.shadow.mapSize.width = 512;
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torchLight.shadow.mapSize.height = 512;
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scene.add( torchLight );
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scene.add( torchLight.target );
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@ -292,14 +290,14 @@ function updateSun() {
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const hour = ( 8 + time / 1440 ) % 24
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const hourAngle = Math.PI * (1-hour/12)
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elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
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azimuth = Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
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azimuth = 0.6 + Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
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}
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const phi = Math.PI/2 - elevation
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const theta = azimuth
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sun.setFromSphericalCoords( 1, phi, theta );
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sun.setFromSphericalCoords( 100, phi, theta );
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sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
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water.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
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@ -307,10 +305,6 @@ function updateSun() {
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if ( elevation >= 0 ) {
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sunLight.visible = true
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sunLight.position.setFromSphericalCoords(100, phi, theta)
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sunLight.position.x += mazeLength/2
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sunLight.position.z += mazeWidth/2
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torchLight.visible = false
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} else {
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@ -603,6 +597,14 @@ function animate() {
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raft.rotation.x = 0.06 * Math.cos( time )
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raft.position.y = 0.05 * (0.5 * Math.sin( 1.2 * time ) + 0.5 * Math.sin( time ))
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if ( sunLight.visible ) {
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sunLight.position.copy( sun )
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sunLight.position.x += camera.position.x
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sunLight.position.z += camera.position.z
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}
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if ( torchLight.visible ) {
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torchLight.position.copy(camera.position)
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