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175 | import './style.css'
import * as THREE from 'three'
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js'
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js'
import { Lensflare, LensflareElement } from 'three/addons/objects/Lensflare.js'
import Stats from 'three/addons/libs/stats.module.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0, 1, 2)
const light = new THREE.DirectionalLight(0xebfeff, Math.PI)
light.castShadow = true
light.shadow.camera.far = 250
light.shadow.camera.left = -50
light.shadow.camera.right = 50
light.shadow.camera.top = 50
light.shadow.camera.bottom = -50
light.shadow.blurSamples = 10
light.shadow.radius = 5
light.target = camera
scene.add(light)
const lightOffset = new THREE.Vector3(100, 30, 70)
const lightHelper = new THREE.CameraHelper(light.shadow.camera)
lightHelper.visible = false
scene.add(lightHelper)
const textureLoader = new THREE.TextureLoader()
const textureFlare0 = textureLoader.load('img/lensflare0.png')
const textureFlare3 = textureLoader.load('img/lensflare3.png')
const lensflare = new Lensflare()
lensflare.addElement(new LensflareElement(textureFlare0, 1000, 0))
lensflare.addElement(new LensflareElement(textureFlare3, 500, 0.2))
lensflare.addElement(new LensflareElement(textureFlare3, 250, 0.8))
lensflare.addElement(new LensflareElement(textureFlare3, 125, 0.6))
lensflare.addElement(new LensflareElement(textureFlare3, 62.5, 0.4))
light.add(lensflare)
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.toneMappingExposure = 0.7
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.VSMShadowMap
document.body.appendChild(renderer.domElement)
await new RGBELoader().loadAsync('img/venice_sunset_1k.hdr').then((texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping
scene.environment = texture
scene.environmentIntensity = 0.1
scene.background = scene.environment
scene.backgroundIntensity = 0.25
scene.backgroundBlurriness = 0.3
})
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
render()
})
const menuPanel = document.getElementById('menuPanel') as HTMLDivElement
const startButton = document.getElementById('startButton') as HTMLButtonElement
startButton.addEventListener(
'click',
() => {
controls.lock()
},
false
)
const controls = new PointerLockControls(camera, renderer.domElement)
controls.addEventListener('change', () => {
console.log('pointerlock change')
})
controls.addEventListener('lock', () => (menuPanel.style.display = 'none'))
controls.addEventListener('unlock', () => (menuPanel.style.display = 'block'))
const planeGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1)
const material = new THREE.MeshStandardMaterial()
const plane = new THREE.Mesh(planeGeometry, material)
plane.rotateX(-Math.PI / 2)
plane.receiveShadow = true
scene.add(plane)
let geometries: THREE.BufferGeometry[] = []
for (let i = 0; i < 1000; i++) {
const g = new THREE.BoxGeometry(Math.random() * 4 + 1, Math.random() * 29 + 1, Math.random() * 4 + 1)
g.computeBoundingBox()
g.translate(Math.random() * 500 - 250, ((g as any).boundingBox.max.y - (g as any).boundingBox.min.y) / 2, Math.random() * 500 - 250)
geometries.push(g)
}
// merge geometries
const mergedGeometries = BufferGeometryUtils.mergeGeometries(geometries)
const cubeMaterial = new THREE.MeshStandardMaterial({ roughness: 0.12, metalness: 0.9 })
const buildings = new THREE.Mesh(mergedGeometries, cubeMaterial)
buildings.castShadow = true
buildings.receiveShadow = true
scene.add(buildings)
const keyMap: { [key: string]: boolean } = {}
const onDocumentKey = (e: KeyboardEvent) => {
keyMap[e.code] = e.type === 'keydown'
}
document.addEventListener('keydown', onDocumentKey, false)
document.addEventListener('keyup', onDocumentKey, false)
const stats = new Stats()
document.body.appendChild(stats.dom)
const gui = new GUI({ width: 400 }).close()
const rendererFolder = gui.addFolder('Renderer')
rendererFolder.add(renderer, 'toneMappingExposure', 0, 2, 0.01)
const backgroundFolder = gui.addFolder('Background')
backgroundFolder.add(scene, 'backgroundIntensity', 0, 2, 0.01)
backgroundFolder.add(scene, 'backgroundBlurriness', 0, 2, 0.01)
const environmentFolder = gui.addFolder('Environnment')
environmentFolder.add(scene, 'environmentIntensity', 0, 2, 0.01)
const materialFolder = gui.addFolder('cubeMaterial')
materialFolder.add(cubeMaterial, 'roughness', 0, 1.0, 0.01)
materialFolder.add(cubeMaterial, 'metalness', 0, 1.0, 0.01)
const lightFolder = gui.addFolder('Light Helper')
lightFolder.add(lightHelper, 'visible')
const clock = new THREE.Clock()
let delta
function animate() {
requestAnimationFrame(animate)
delta = clock.getDelta()
//controls.update() // PointerLockControls doesn't have an update method, unlike OrbitControls.
if (keyMap['KeyW'] || keyMap['ArrowUp']) {
controls.moveForward(delta * 25)
}
if (keyMap['KeyS'] || keyMap['ArrowDown']) {
controls.moveForward(-delta * 25)
}
if (keyMap['KeyA'] || keyMap['ArrowLeft']) {
controls.moveRight(-delta * 25)
}
if (keyMap['KeyD'] || keyMap['ArrowRight']) {
controls.moveRight(delta * 25)
}
light.position.copy(camera.position).add(lightOffset)
render()
//console.log( renderer.info.render.calls );
stats.update()
}
function render() {
renderer.render(scene, camera)
}
animate()
|