I'm learning about three.js.
I make a example to practise but the shadow of the items is looking wrong or stranger.
Should be like this (this image is of a old tutorial):
And the code is this:
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>
<div id="WebGL-salida">
</div>
<script type="text/javascript">
$(function() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
var color = new THREE.Color("rgb(200, 250, 250)");
renderer.setClearColor(new THREE.Color(color));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var ejesAyuda = new THREE.AxesHelper(20); //son los ejes de ayuda creo
scene.add(ejesAyuda);
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({
color: 0xcccccc
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5 * Math.PI; // -90º
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
scene.add(plane);
var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; //con esto le indicamos que queremos que emita sombra
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0x7777ff
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //con esto le indicamos que queremos que emita sombra
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
scene.add(sphere);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
$("#WebGL-salida").append(renderer.domElement);
renderer.render(scene, camera);
});
</script>
And please, if you know about a good beginner three.js tutorial or course (I don't care if it isn't free), tell me, because i'm a bit lost in this and like web developer i'm interested in this webGL world :)
You can improve the quality of the shadow by increasing the size (and thus the resolution) of the shadow map (See SpotLight
):
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
The quality can be further increased by restricting the light cone angle of the spotlight
spotLight.angle = Math.PI / 8.0;
These two enhancements together have the effect of increasing the resolution of the shadow map and decreasing the area to which the shadow map is mapped. As a result, more pixels of the shadow map are projected onto less area of the scene and the quality is improved.
See the code snippet:
var renderer, camera, scene, controls;
var init = function (){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, window.innerWidth/window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer();
controls = new THREE.OrbitControls( camera, renderer.domElement );
var color = new THREE.Color("rgb(200, 250, 250)");
renderer.setClearColor(new THREE.Color(color));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var ejesAyuda = new THREE.AxesHelper(20); //son los ejes de ayuda creo
scene.add(ejesAyuda);
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5*Math.PI; // -90º
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
scene.add(plane);
var cubeGeometry = new THREE.BoxGeometry( 4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; //con esto le indicamos que queremos que emita sombra
cube.position.x= -4;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry (4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh (sphereGeometry, sphereMaterial);
sphere.castShadow = true; //con esto le indicamos que queremos que emita sombra
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
scene.add(sphere);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.angle = Math.PI / 8.0;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
scene.add(spotLight);
document.getElementById("WebGL-salida").append(renderer.domElement);
resize();
window.onresize = resize;
};
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
//controls.handleResize();
}
init();
animate();
<!--script src="https://threejs.org/build/three.min.js"></script-->
<!--script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script-->
<script src="https://cdn.jsdelivr.net/npm/three@0.146/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.146/examples/js/controls/OrbitControls.js"></script>
<div id="WebGL-salida">
</div>