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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - shadow map - per-object receive shadow</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- var camera, scene, renderer;
- var caster;
- init();
- animate();
- function init() {
- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.position.set(0, 200, 400);
- camera.lookAt( new THREE.Vector3(0, 0, 0) );
- scene = new THREE.Scene();
- var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
- var material = new THREE.MeshPhysicalMaterial( { color: 0xff8800 } );
- caster = new THREE.Mesh( geometry, material );
- caster.castShadow = true;
- caster.receiveShadow = false;
- scene.add( caster );
- var ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000 ), material );
- scene.add( ground );
- ground.position.set(0, -80, 0);
- ground.rotation.x = - Math.PI / 2;
- ground.castShadow = false;
- ground.receiveShadow = true;
- var light = new THREE.PointLight();
- scene.add(light);
- light.position.set(0, 600, 0);
- light.castShadow = true;
- light.shadow.camera.far = 1000;
- // We use a high bias value mostly because that can reveal bugs in the implementation of caster.receiveShadow
- light.shadow.bias = 0.05;
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.shadowMap.enabled = true;
- document.body.appendChild( renderer.domElement );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- requestAnimationFrame( animate );
- caster.rotation.x += 0.005;
- caster.rotation.y += 0.01;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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