I have a DirectionalLight in my scene. When I first create the light the shadow covers the intended area. When the viewport is resized (canvas size) I update the shadowCamera parameters (right,left,top,bottom), and the light's position and target, but the shadow only covers the area before the update.
What flag do I have to set to get the shadow properly updated to reflect the new settings?
Here is the pattern you need to follow to update a shadow camera on-the-fly:
light.shadowCameraLeft = -100;
light.shadowCameraRight = 100;
light.shadowCamera.left = light.shadowCameraLeft;
light.shadowCamera.right = light.shadowCameraRight;
...
light.shadowCamera.updateProjectionMatrix();
three.js r.64
Related
I am trying to change the color of a DirectionalLight based on the theme of the webpage, either Light mode or Night Mode, it works but you have to refresh the webpage in order to see the changes
Here is my code which reads a hex color from a JSON of styled-components and then convert it to a ThreeJS color like 0xffffff
var directionalLight = new THREE.DirectionalLight(
new THREE.Color(theme.background),
0.6
);
directionalLight.position.set(-10, 10, 5);
directionalLight.castShadow = true;
directionalLight.shadow.bias = -0.0005;
scene.add(directionalLight);
is there a way to update the light each frame so i can see the change in real time?
You can simply update the light’s .color property. For example, this will update the color to orange:
directionalLight.color.set(0xff9900);
This way you can switch the light’s color without having to refresh the page.
I want to render my scene at twice the resolution of my canvas and then downscale it before displaying it. How would I do that using threejs?
for me the best way to have a perfect AA with not too much work (see the code below)
ps :if you increase more than 2 its start to be too sharpen
renderer = new THREE.WebGLRenderer({antialiasing:true});
renderer.setPixelRatio( window.devicePixelRatio * 1.5 );
This is my solution. The source comments should explain what's going on. Setup (init):
var renderer;
var composer;
var renderModel;
var effectCopy;
renderer = new THREE.WebGLRenderer({canvas: canvas});
// Disable autoclear, we do this manually in our animation loop.
renderer.autoClear = false;
// Double resolution (twice the size of the canvas)
var sampleRatio = 2;
// This render pass will render the big result.
renderModel = new THREE.RenderPass(scene, camera);
// Shader to copy result from renderModel to the canvas
effectCopy = new THREE.ShaderPass(THREE.CopyShader);
effectCopy.renderToScreen = true;
// The composer will compose a result for the actual drawing canvas.
composer = new THREE.EffectComposer(renderer);
composer.setSize(canvasWidth * sampleRatio, canvasHeight * sampleRatio);
// Add passes to the composer.
composer.addPass(renderModel);
composer.addPass(effectCopy);
Change your animation loop to:
// Manually clear you canvas.
renderer.clear();
// Tell the composer to produce an image for us. It will provide our renderer with the result.
composer.render();
Note: EffectComposer, RenderPass, ShaderPass and CopyShader are not part of the default three.js file. You have to include them in addition to three.js. At the time of writing they can be found in the threejs project under the examples folder:
/examples/js/postprocessing/EffectComposer.js
/examples/js/postprocessing/RenderPass.js
/examples/js/postprocessing/ShaderPass.js
/examples/js/shaders/CopyShader.js
Here's how you might be able to work it out: In your three.js initialization code, when you create your renderer, make it double the dimensions of your primary canvas, and set it to render to a secondary, hidden canvas element that is twice as large as your primary canvas. Perform the necessary image manipulation on the secondary canvas, and then display the result on the primary canvas.
I have text on the screen that always faces the user and remains upright with the following code (this is working):
object.lookAt(camera.position);
object.rotation.x = camera.rotation.x;
object.rotation.y = camera.rotation.y;
object.rotation.z = camera.rotation.z;
Now, after a button has rotated the scene by 90 degrees about the y-axis,
target = new THREE.Vector3(camera.position.z, camera.position.y, -camera.position.x);
object.lookAt(target);
So the text is facing the user as desired, but I can't figure out how to calculate the object rotation to keep the text vertical as I rotate the scene around with trackball controls:
object.rotation.x = ??
object.rotation.y = ??
object.rotation.z = ??
Suggestions? Thanks!
The easiest solution is to use THREE.OrbitControls instead.
Then, in your render loop:
object.quaternion.copy( camera.quaternion );
three.js r.69
In Three.js, is it possible to draw directly to the WebGL area (for a heads-up display or UI elements, for example) the way you could with a regular HTML5 canvas element?
If so, how can you get the context and what drawing commands are available?
If not, is there another way to accomplish this, through other Three.js or WebGL-specific drawing commands that would cooperate with Three.js?
My backup plan is to use HTML divs as overlays, but I think there should be a better solution.
Thanks!
You can't draw directly to the WebGL canvas in the same way you do with with regular canvas. However, there are other methods, e.g.
Draw to a hidden 2D canvas as usual and transfer that to WebGL by using it as a texture to a quad
Draw images using texture mapped quads (e.g. frames of your health box)
Draw paths (and shapes) by putting their vertices to a VBO and draw that with the appropriate polygon type
Draw text by using a bitmap font (basically textured quads) or real geometry (three.js has examples and helpers for this)
Using these usually means setting up a an orthographic camera.
However, all this is quite a bit of work and e.g. drawing text with real geometry can be expensive. If you can make do with HTML divs with CSS styling, you should use them as it's very quick to set up. Also, drawing over the WebGL canvas, perhaps using transparency, should be a strong hint to the browser to GPU accelerate its div drawing if it doesn't already accelerate everything.
Also remember that you can achieve quite much with CSS3, e.g. rounded corners, alpha transparency, even 3d perspective transformations as demonstrated by Anton's link in the question's comment.
I had exactly the same issue. I was trying to create a HUD (Head-up display) without DOM and I ended up creating this solution:
I created a separate scene with orthographic camera.
I created a canvas element and used 2D drawing primitives to render my graphics.
Then I created an plane fitting the whole screen and used 2D canvas element as a texture.
I rendered that secondary scene on top of the original scene
That's how the HUD code looks like:
// We will use 2D canvas element to render our HUD.
var hudCanvas = document.createElement('canvas');
// Again, set dimensions to fit the screen.
hudCanvas.width = width;
hudCanvas.height = height;
// Get 2D context and draw something supercool.
var hudBitmap = hudCanvas.getContext('2d');
hudBitmap.font = "Normal 40px Arial";
hudBitmap.textAlign = 'center';
hudBitmap.fillStyle = "rgba(245,245,245,0.75)";
hudBitmap.fillText('Initializing...', width / 2, height / 2);
// Create the camera and set the viewport to match the screen dimensions.
var cameraHUD = new THREE.OrthographicCamera(-width/2, width/2, height/2, -height/2, 0, 30 );
// Create also a custom scene for HUD.
sceneHUD = new THREE.Scene();
// Create texture from rendered graphics.
var hudTexture = new THREE.Texture(hudCanvas)
hudTexture.needsUpdate = true;
// Create HUD material.
var material = new THREE.MeshBasicMaterial( {map: hudTexture} );
material.transparent = true;
// Create plane to render the HUD. This plane fill the whole screen.
var planeGeometry = new THREE.PlaneGeometry( width, height );
var plane = new THREE.Mesh( planeGeometry, material );
sceneHUD.add( plane );
And that's what I added to my render loop:
// Render HUD on top of the scene.
renderer.render(sceneHUD, cameraHUD);
You can play with the full source code here:
http://codepen.io/jaamo/pen/MaOGZV
And read more about the implementation on my blog:
http://www.evermade.fi/pure-three-js-hud/
i want to show a mesh (like gunshot) in front of my perspective camera(with first person controls) i wrote this code in the render function of my page:
var pos = camera.position;
var rot = camera.rotation;
shot.rotation.x = rot.x;
shot.rotation.y = rot.y;
shot.rotation.z = rot.z;
shot.position.x = pos.x;
shot.position.y= pos.y;
shot.position.z = pos.z + 500;
if i just change the position of my camera its good, but if i change the camera's rotation i don't see the shot in front of that.
how can i do this?
It would seem that you need to make the "shot" a child of the camera. It's not clear from your example whether you're doing that already, but this should make the shot move around with the camera properly.