graphics of madison working

This commit is contained in:
Evan Scamehorn
2025-11-26 00:55:00 -06:00
parent b1bc785b5b
commit f7667a28ff
6 changed files with 66 additions and 13 deletions

View File

@@ -4,27 +4,56 @@ import { MapControls } from 'three/addons/controls/MapControls.js';
// 1. Setup Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
scene.fog = new THREE.FogExp2(0xcccccc, 0.002);
scene.fog = new THREE.FogExp2(0xcccccc, 0.0001);
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(200, 200, 200);
const camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
20000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
const renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Optional: Makes them look nicer
document.body.appendChild(renderer.domElement);
// 2. Lights
const dirLight = new THREE.DirectionalLight(0xffffff, 3);
dirLight.position.set(100, 300, 100);
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
scene.add(hemiLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
dirLight.position.set(200, 400, 100);
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 4096;
dirLight.shadow.mapSize.height = 4096;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 4000;
const d = 2000;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.bias = -0.0005;
scene.add(dirLight);
scene.add(new THREE.AmbientLight(0x404040));
const helper = new THREE.CameraHelper(dirLight.shadow.camera);
scene.add(helper);
// 3. Helpers (Ground)
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(2000, 2000),
new THREE.MeshBasicMaterial({ color: 0x999999 })
new THREE.PlaneGeometry(5000, 5000),
new THREE.MeshStandardMaterial({ color: 0x999999 })
);
plane.rotation.x = -Math.PI / 2;
plane.receiveShadow = true;
scene.add(plane);
// 4. Load Data & Create Buildings
@@ -40,8 +69,16 @@ function createCity(data) {
// Move pivot to bottom of box so scaling works comfortably
geometry.translate(0, 0.5, 0);
const material = new THREE.MeshLambertMaterial({ color: 0x44aa88 });
const material = new THREE.MeshStandardMaterial({
color: 0xccffff,
roughness: 0.5,
metalness: 0.1
});
const mesh = new THREE.InstancedMesh(geometry, material, data.length);
mesh.castShadow = true; // Buildings cast shadows
mesh.receiveShadow = true; // Buildings receive shadows from others
mesh.frustumCulled = false;
const dummy = new THREE.Object3D();
@@ -61,10 +98,18 @@ function createCity(data) {
// 5. Controls & Animation
const controls = new MapControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.target.set(-100, 0, 200);
camera.position.set(500, 400, 400);
function animate() {
requestAnimationFrame(animate);
controls.update();
dirLight.position.x = camera.position.x + 100;
dirLight.position.z = camera.position.z + 100;
// You also need to move the shadow target to match
dirLight.target.position.set(camera.position.x, 0, camera.position.z);
dirLight.target.updateMatrixWorld();
renderer.render(scene, camera);
}