diff --git a/pointlightshadowelse.js b/pointlightshadowelse.js deleted file mode 100644 index d798c8a44c210a1834aebc4984fc960fcdf898a4..0000000000000000000000000000000000000000 --- a/pointlightshadowelse.js +++ /dev/null @@ -1,104 +0,0 @@ -const function1 = function(){ -//그림자옵션이 꺼질 때의 점광원 테스트 -//그 테스트는 구에서 시행할 것 -//그림자로 인해 도형이 어두워지는 것과 그냥 빛을 받지않아 도형이 어두워진 것을 표현하는 것과의 차이를 분석할 것. -//그렇게 점광원과 점광원 그림자에 대한 테스트를 진행한 후 점광원 그림자 관련 함수들을 사용해보면서 변화를 설명할 것. -//변수명의 뒤에는 종류와 무관하게 파일 번호를 입력할 것. -const h_scr2 = window.innerWidth; -const v_scr2 = window.innerHeight; -//const h_scr = 800; -//const v_scr = 750; -const scene2 = new THREE.Scene(); -const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000); -camera2.position.z = 10; // (0,0,z)에서 (0,0,0)을 보고있는 것 -camera2.position.x = 30; - -//Create a WebGLRenderer and turn on shadows in the renderer -const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas2}); -renderer2.setSize( h_scr2, v_scr2 ); -renderer2.shadowMap.enabled = true; -renderer2.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap - -//Create a PointLight and turn on shadows for the light -const light2 = new THREE.PointLight( 0xffffff, 1, 100 ); -//const light2 = new THREE.DirectionalLight( 0xffffff, 1); -light2.position.set( 0, 0, 0 ); -//light2.position.set( 0, 0, 1 ); -//directioanl은 항상 위에서 온다. -//light2.rotaion.x = 90; -light2.castShadow = true; // default false -scene2.add( light2 ); - -//Set up shadow properties for the light -light2.shadow.mapSize.width = 512; // default -light2.shadow.mapSize.height = 512; // default -light2.shadow.camera.near = 0.5; // default -light2.shadow.camera.far = 500; // default - -//Create a sphere that cast shadows (but does not receive them) -const sphereGeometry2 = new THREE.SphereGeometry( 1, 32, 32 ); -const sphereMaterial2 = new THREE.MeshPhongMaterial( { - color: 0xffff00, shininess : 90.0 }); -const sphere2 = new THREE.Mesh( sphereGeometry2, sphereMaterial2 ); -sphere2.castShadow = true; //default is false -sphere2.receiveShadow = true; //default -sphere2.position.z = -5 -//sphere2.position.z = -5 -scene2.add( sphere2 ); - -//Create a sphere that cast shadows (but does not receive them) -const sphereGeometry2_1 = new THREE.SphereGeometry( 5, 32, 32 ); -const sphereMaterial2_1 = new THREE.MeshPhongMaterial( { - color: 0xffff00, shininess : 90.0 }); -const sphere2_1 = new THREE.Mesh( sphereGeometry2_1, sphereMaterial2_1 ); -sphere2_1.castShadow = true; //default is false -sphere2_1.receiveShadow = true; //default -sphere2_1.position.z = -15 -//sphere2_1.position.z = -15 -scene2.add( sphere2_1 ); - - - -//Create a plane that receives shadows (but does not cast them) -const planeGeometry2 = new THREE.PlaneGeometry( 60, 60, 32, 32 ); -const planeMaterial2 = new THREE.MeshStandardMaterial( { color: 0xffffff } ) -const plane2 = new THREE.Mesh( planeGeometry2, planeMaterial2 ); -plane2.receiveShadow = true; -plane2.position.z = -30; -scene2.add( plane2 ); - -//Create a helper for the shadow camera (optional) -const helper2 = new THREE.CameraHelper( light2.shadow.camera ); -scene2.add( helper2 ); - - -var x2 = -8; -var z2 = 0; -var x_trans2 = 0; - -const animate2 = function () { - requestAnimationFrame( animate2 ); -/* - if(x2>=8) - { - x_trans2 = -0.1; - } - else if(x2<=-8) - { - x_trans2 = +0.1; - } - - x2 += x_trans2; - - - light2.position.set( x, 0, 0 ); - plane2.position.z = -30; - */ - plane2.position.z -= 0.05; - - renderer2.render( scene2, camera2 ); -}; -//animate2(); -renderer2.render( scene2, camera2 ); -} -function1(); \ No newline at end of file