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Example Shadows

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Heaps has build-in support for fast shadows.

import hxd.Math;

class Shadows extends SampleApp {

  var time : Float = 0.;
  var spheres : Array<h3d.scene.Object>;
  var dir : h3d.scene.fwd.DirLight;
  var shadow : h3d.pass.DefaultShadowMap;

  override function init() {
    super.init();

    var floor = new h3d.prim.Cube(10, 10, 0.1);
    floor.addNormals();
    floor.translate( -5, -5, 0);
    var m = new h3d.scene.Mesh(floor, s3d);
    m.material.mainPass.enableLights = true;
    m.material.shadows = true;

    var sphere = new h3d.prim.Sphere(1, 32, 24);
    sphere.addNormals();
    spheres  = [];
    for( i in 0...15 ) {
      var p = new h3d.scene.Mesh(sphere, s3d);
      p.scale(0.2 + Math.random());
      p.x = Math.srand(3);
      p.y = Math.srand(3);
      p.z = Math.random() * p.scaleX;
      p.material.mainPass.enableLights = true;
      p.material.shadows = true;
      p.material.color.setColor(Std.random(0x1000000));
    }
    s3d.camera.zNear = 6;
    s3d.camera.zFar = 30;
    s3d.lightSystem.ambientLight.set(0.5, 0.5, 0.5);

    dir = new h3d.scene.fwd.DirLight(new h3d.Vector(-0.3, -0.2, -1), s3d);
    dir.enableSpecular = true;

    shadow = s3d.renderer.getPass(h3d.pass.DefaultShadowMap);
    addSlider("Power", function() return shadow.power, function(p) shadow.power = p, 0, 100);
    addSlider("Radius", function() return shadow.blur.radius, function(r) shadow.blur.radius = r, 0, 20);
    addSlider("Quality", function() return shadow.blur.quality, function(r) shadow.blur.quality = r);
    addSlider("Bias", function() return shadow.bias, function(r) shadow.bias = r, 0, 0.1);

    s3d.camera.pos.set(12, 12, 6);
    new h3d.scene.CameraController(s3d).loadFromCamera();
  }

  override function update( dt : Float ) {
    time += dt * 0.6;
    dir.setDirection(new h3d.Vector(Math.cos(time), Math.sin(time) * 2, -1));
  }

  static function main() {
    new Shadows();
  }

}

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