shadowmap
spot light
by Bai Shiuan Huang
HTML
<div id="info">SpotLight AND Shadows
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/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, light1, controls;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
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);
///////////////////////////////////////////////////////////
// floor
var floor = new THREE.Mesh(new THREE.PlaneGeometry(400, 400, 10, 10),
new THREE.MeshPhongMaterial());
floor.rotation.x = -Math.PI / 2;
scene.add(floor);
var table = new THREE.Mesh(new THREE.BoxGeometry(100, 5, 100),
new THREE.MeshPhongMaterial());
//table.rotation.x = -Math.PI / 2;
table.position.set (30, 50, 0);//y = 50;
scene.add(table);
var cube = new THREE.Mesh(new THREE.BoxGeometry(10, 10, 10), new THREE.MeshLambertMaterial());
cube.position.set(0, 90, 0);
scene.add (cube)
///////////////////////////////////////////////////////////
// spotlight
light1 = new THREE.SpotLight(0xffffff, 1);
light1.position.set(-100, 175, 0);//100);
light1.angle = Math.PI / 4;
light1.target = cube;
light1.penumbra = 0.6;
light1.distance = 1000;
scene.add(light1);
// shadow map settings
light1.castShadow = true;
light1.shadow.mapSize.width = 1024;
light1.shadow.mapSize.height = 1024;
light1.shadow.camera.near = 50;
light1.shadow.camera.far = 4000;
light1.shadow.camera.fov = 45;
//scene.add(new THREE.SpotLightHelper(light1, 5));
light2 = new THREE.SpotLight(0xffffff, 1);
light2.position.set(200, 350, 0);//100);
light2.angle = Math.PI / 4;
light2.target = table;//cube;
light2.penumbra = 0.6;
light2.distance = 1000;
scene.add(light2);
// shadow map settings
light2.castShadow = true;
light2.shadow.mapSize.width = 1024;
...