<!DOCTYPE html> <html lang="en"> <head> <title> three.js webgl - ShadowMesh </title> <meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no"> <meta charset="utf-8"> <style> body { background-color: rgb(0, 0, 0); margin: 0; padding: 0; overflow: hidden; } #lightButton { position: absolute; right: 20px; top: 20px; } </style> </head> <body> <div id="container"></div> <input id="lightButton" type="button" value="Switch to PointLight" onclick="lightButtonHandler()"> <script src="../build/three.min.js"></script> <script src="js/objects/ShadowMesh.js"></script> <script> var SCREEN_WIDTH = window.innerWidth; var SCREEN_HEIGHT = window.innerHeight; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera( 55, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 3000 ); var clock = new THREE.Clock(); var renderer = new THREE.WebGLRenderer(); var sunLight = new THREE.DirectionalLight( 'rgb(255,255,255)', 1 ); var useDirectionalLight = true; var arrowHelper1, arrowHelper2, arrowHelper3; var arrowDirection = new THREE.Vector3(); var arrowPosition1 = new THREE.Vector3(); var arrowPosition2 = new THREE.Vector3(); var arrowPosition3 = new THREE.Vector3(); var groundMesh; var lightSphere, lightHolder; var pyramid, pyramidShadow; var sphere, sphereShadow; var box, boxShadow; var cube, cubeShadow; var cylinder, cylinderShadow; var torus, torusShadow; var normalVector = new THREE.Vector3( 0, 1, 0 ); var planeConstant = 0.01; // this value must be slightly higher than the groundMesh's y position of 0.0 var groundPlane = new THREE.Plane( normalVector, planeConstant ); var lightPosition4D = new THREE.Vector4(); var verticalAngle = 0; var horizontalAngle = 0; var frameTime = 0; var TWO_PI = Math.PI * 2; init(); animate(); function init() { renderer.setClearColor( 'rgb(0,150,255)' ); renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); document.getElementById( "container" ).appendChild( renderer.domElement ); window.addEventListener( 'resize' , onWindowResize, false ); camera.position.set( 0, 2.5, 10 ); scene.add( camera ); onWindowResize(); sunLight.position.set( 5, 7, - 1 ); sunLight.lookAt( scene.position ); scene.add( sunLight ); lightPosition4D.x = sunLight.position.x; lightPosition4D.y = sunLight.position.y; lightPosition4D.z = sunLight.position.z; // amount of light-ray divergence. Ranging from: // 0.001 = sunlight(min divergence) to 1.0 = pointlight(max divergence) lightPosition4D.w = 0.001; // must be slightly greater than 0, due to 0 causing matrixInverse errors // YELLOW ARROW HELPERS arrowDirection.subVectors( scene.position, sunLight.position ).normalize(); arrowPosition1.copy( sunLight.position ); arrowHelper1 = new THREE.ArrowHelper( arrowDirection, arrowPosition1, 0.9, 0xffff00, 0.25, 0.08 ); scene.add( arrowHelper1 ); arrowPosition2.copy( sunLight.position ).add( new THREE.Vector3( 0, 0.2, 0 ) ); arrowHelper2 = new THREE.ArrowHelper( arrowDirection, arrowPosition2, 0.9, 0xffff00, 0.25, 0.08 ); scene.add( arrowHelper2 ); arrowPosition3.copy( sunLight.position ).add( new THREE.Vector3( 0, - 0.2, 0 ) ); arrowHelper3 = new THREE.ArrowHelper( arrowDirection, arrowPosition3, 0.9, 0xffff00, 0.25, 0.08 ); scene.add( arrowHelper3 ); // LIGHTBULB var lightSphereGeometry = new THREE.SphereGeometry( 0.09 ); var lightSphereMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(255,255,255)' } ); lightSphere = new THREE.Mesh( lightSphereGeometry, lightSphereMaterial ); scene.add( lightSphere ); lightSphere.visible = false; var lightHolderGeometry = new THREE.CylinderGeometry( 0.05, 0.05, 0.13 ); var lightHolderMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(75,75,75)' } ); lightHolder = new THREE.Mesh( lightHolderGeometry, lightHolderMaterial ); scene.add( lightHolder ); lightHolder.visible = false; // GROUND var groundGeometry = new THREE.BoxGeometry( 30, 0.01, 40 ); var groundMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(0,130,0)' } ); groundMesh = new THREE.Mesh( groundGeometry, groundMaterial ); groundMesh.position.y = 0.0; //this value must be slightly lower than the planeConstant (0.01) parameter above scene.add( groundMesh ); // RED CUBE and CUBE's SHADOW var cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 ); var cubeMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,0,0)', emissive: 0x200000 } ); cube = new THREE.Mesh( cubeGeometry, cubeMaterial ); cube.position.z = - 1; scene.add( cube ); cubeShadow = new THREE.ShadowMesh( cube ); scene.add( cubeShadow ); // BLUE CYLINDER and CYLINDER's SHADOW var cylinderGeometry = new THREE.CylinderGeometry( 0.3, 0.3, 2 ); var cylinderMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(0,0,255)', emissive: 0x000020 } ); cylinder = new THREE.Mesh( cylinderGeometry, cylinderMaterial ); cylinder.position.z = - 2.5; scene.add( cylinder ); cylinderShadow = new THREE.ShadowMesh( cylinder ); scene.add( cylinderShadow ); // MAGENTA TORUS and TORUS' SHADOW var torusGeometry = new THREE.TorusGeometry( 1, 0.2, 10, 16, TWO_PI ); var torusMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,0,255)', emissive: 0x200020 } ); torus = new THREE.Mesh( torusGeometry, torusMaterial ); torus.position.z = - 6; scene.add( torus ); torusShadow = new THREE.ShadowMesh( torus ); scene.add( torusShadow ); // WHITE SPHERE and SPHERE'S SHADOW var sphereGeometry = new THREE.SphereGeometry( 0.5, 20, 10 ); var sphereMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,255)', emissive: 0x222222 } ); sphere = new THREE.Mesh( sphereGeometry, sphereMaterial ); sphere.position.set( 4, 0.5, 2 ); scene.add( sphere ); sphereShadow = new THREE.ShadowMesh( sphere ); scene.add( sphereShadow ); // YELLOW PYRAMID and PYRAMID'S SHADOW var pyramidGeometry = new THREE.CylinderGeometry( 0, 0.5, 2, 4 ); var pyramidMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,255,0)', emissive: 0x440000, shading: THREE.FlatShading } ); pyramid = new THREE.Mesh( pyramidGeometry, pyramidMaterial ); pyramid.position.set( - 4, 1, 2 ); scene.add( pyramid ); pyramidShadow = new THREE.ShadowMesh( pyramid ); scene.add( pyramidShadow ); } function animate() { requestAnimationFrame( animate ); frameTime = clock.getDelta(); cube.rotation.x += 1.0 * frameTime; cube.rotation.y += 1.0 * frameTime; cylinder.rotation.y += 1.0 * frameTime; cylinder.rotation.z -= 1.0 * frameTime; torus.rotation.x -= 1.0 * frameTime; torus.rotation.y -= 1.0 * frameTime; pyramid.rotation.y += 0.5 * frameTime; horizontalAngle += 0.5 * frameTime; if ( horizontalAngle > TWO_PI ) horizontalAngle -= TWO_PI; cube.position.x = Math.sin( horizontalAngle ) * 4; cylinder.position.x = Math.sin( horizontalAngle ) * - 4; torus.position.x = Math.cos( horizontalAngle ) * 4; verticalAngle += 1.5 * frameTime; if ( verticalAngle > TWO_PI ) verticalAngle -= TWO_PI; cube.position.y = Math.sin( verticalAngle ) * 2 + 2.9; cylinder.position.y = Math.sin( verticalAngle ) * 2 + 3.1; torus.position.y = Math.cos( verticalAngle ) * 2 + 3.3; // update the ShadowMeshes to follow their shadow-casting objects cubeShadow.update( groundPlane, lightPosition4D ); cylinderShadow.update( groundPlane, lightPosition4D ); torusShadow.update( groundPlane, lightPosition4D ); sphereShadow.update( groundPlane, lightPosition4D ); pyramidShadow.update( groundPlane, lightPosition4D ); renderer.render( scene, camera ); } function onWindowResize() { SCREEN_WIDTH = window.innerWidth; SCREEN_HEIGHT = window.innerHeight; renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT; camera.updateProjectionMatrix(); } function lightButtonHandler() { useDirectionalLight = !useDirectionalLight; if ( useDirectionalLight ) { renderer.setClearColor( 'rgb(0,150,255)' ); groundMesh.material.color.set( 'rgb(0,130,0)' ); sunLight.position.set( 5, 7, - 1 ); sunLight.lookAt( scene.position ); lightPosition4D.x = sunLight.position.x; lightPosition4D.y = sunLight.position.y; lightPosition4D.z = sunLight.position.z; lightPosition4D.w = 0.001; // more of a directional Light value arrowHelper1.visible = true; arrowHelper2.visible = true; arrowHelper3.visible = true; lightSphere.visible = false; lightHolder.visible = false; document.getElementById( 'lightButton' ).value = "Switch to PointLight" ; } else { renderer.setClearColor( 'rgb(0,0,0)' ); groundMesh.material.color.set( 'rgb(150,150,150)' ); sunLight.position.set( 0, 6, - 2 ); sunLight.lookAt( scene.position ); lightSphere.position.copy( sunLight.position ); lightHolder.position.copy( lightSphere.position ); lightHolder.position.y += 0.12; lightPosition4D.x = sunLight.position.x; lightPosition4D.y = sunLight.position.y; lightPosition4D.z = sunLight.position.z; lightPosition4D.w = 0.9; // more of a point Light value arrowHelper1.visible = false; arrowHelper2.visible = false; arrowHelper3.visible = false; lightSphere.visible = true; lightHolder.visible = true; document.getElementById( 'lightButton' ).value = "Switch to DirectionalLight" ; } } </script> </body> </html>