shadowmap

spotlight & direction light simple (including self-shadow)

by yi hom

HTML

<div id="info">Lights AND Shadow
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  // margin: 0;
  overflow: hidden;
}

JavaScript

var camera, scene, renderer, lamp, light, controls;
var mesh2, angle = 0;

init();
animate();

function init() {

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;
  scene.add(camera);

  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x333333);

  controls = new THREE.OrbitControls(camera, renderer.domElement);

  document.body.appendChild(renderer.domElement);
  ///////////////////////////////////////////////////////////
  mesh2 = new THREE.Mesh(new THREE.TorusKnotGeometry(20, 6, 100, 16),
    new THREE.MeshLambertMaterial());
  scene.add(mesh2);
  // floor
  var shaderMaterial = new THREE.ShaderMaterial ({   
  
  uniforms: THREE.UniformsUtils.merge([
     THREE.UniformsLib['shadowmap'],
    ]),
    
  	vertexShader: [
    THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
    "void main() {",
    "  vec4 worldPosition = modelMatrix * vec4(position, 1.0);",
    "  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
    THREE.ShaderChunk[ "shadowmap_vertex" ],
    "}",
    ].join('\n'),    
    fragmentShader: [
      THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
    	"void main() {",
      "  gl_FragColor = vec4 (0.5,0.5,0.5,1.0);",
      THREE.ShaderChunk[ "shadowmap_fragment" ],
      "}",
    ].join('\n'), 
});
  var floor = new THREE.Mesh(new THREE.PlaneGeometry(400, 400, 130, 130),
    shaderMaterial);
  floor.rotation.x = -Math.PI / 2;
  scene.add(floor);
 
 	// soft red ambient
  scene.add(new THREE.AmbientLight(0x440000));

  ///////////////////////////////////////////////////////////
  // spotlight
  light1 = new THREE.SpotLight(0xffffff, 1);
  light1.position.set(0, 150, 0);
  light1.angle = Math.PI/3;
  light1.exponent = 10;
  //light1.penumbra = 1;
  light1.target = mesh2;
  scene.add(light1);

  // shadow map settings
  light1.castShadow = true;

/* ... new...