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add also a performance example

ide user ide_gero3 13 năm trước cách đây
mục cha
commit
53af22ee12

+ 414 - 0
examples/webgl_shadowmap_performance.html

@@ -0,0 +1,414 @@
+<!doctype html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - shadow map</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #000;
+				color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
+			#info {
+				position: absolute;
+				top: 10px;
+				width: 100%;
+				text-align: center;
+				z-index: 100;
+				display:block;
+			}
+			#info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
+		</style>
+	</head>
+
+	<body>
+
+		<div id="info">
+		<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shadowmap - models by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a></br>
+		move camera with WASD / RF + mouse
+		</div>
+
+		<script src="../build/Three.js"></script>
+
+		<script src="js/ShaderExtras.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/Stats.js"></script>
+
+		<script src="fonts/helvetiker_bold.typeface.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
+
+			var MARGIN = 100;
+
+			var SCREEN_WIDTH = window.innerWidth;
+			var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
+			var FLOOR = -250;
+
+			var camera, controls, scene, renderer;
+			var container, stats;
+
+			var NEAR = 5, FAR = 3000;
+
+			var sceneHUD, cameraOrtho, hudMaterial;
+
+			var morph, morphs = [];
+
+			var light;
+
+			var clock = new THREE.Clock();
+
+			init();
+			animate();
+
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				// SCENE
+
+				scene = new THREE.Scene();
+				scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
+				THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
+
+				// SCENE CAMERA
+
+				camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
+				camera.position.set( 700, 50, 1900 );
+				scene.add( camera );
+
+				controls = new THREE.FirstPersonControls( camera );
+
+				controls.lookSpeed = 0.0125;
+				controls.movementSpeed = 500;
+				controls.noFly = false;
+				controls.lookVertical = true;
+				controls.constrainVertical = true;
+				controls.verticalMin = 1.5;
+				controls.verticalMax = 2.0;
+
+				controls.lon = -110;
+
+				// LIGHTS
+
+				var ambient = new THREE.AmbientLight( 0x444444 );
+				scene.add( ambient );
+
+				light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI, 1 );
+				light.position.set( 0, 1500, 1000 );
+				light.target.position.set( 0, 0, 0 );
+
+				light.castShadow = true;
+
+				light.shadowCameraNear = 700;
+				light.shadowCameraFar = camera.far;
+				light.shadowCameraFov = 50;
+
+				//light.shadowCameraVisible = true;
+
+				light.shadowBias = 0.0001;
+				light.shadowDarkness = 0.5;
+
+				light.shadowMapWidth = SHADOW_MAP_WIDTH;
+				light.shadowMapHeight = SHADOW_MAP_HEIGHT;
+
+				scene.add( light );
+
+				createHUD();
+				createScene();
+
+				// RENDERER
+
+				renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
+				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
+				renderer.domElement.style.position = "relative";
+				renderer.domElement.style.top = MARGIN + 'px';
+				container.appendChild( renderer.domElement );
+
+				renderer.setClearColor( scene.fog.color, 1 );
+				renderer.autoClear = false;
+
+				//
+
+				renderer.shadowMapEnabled = true;
+				renderer.shadowMapSoft = true;
+
+				// STATS
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				stats.domElement.style.zIndex = 100;
+				container.appendChild( stats.domElement );
+
+			}
+
+			function createHUD() {
+
+				cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2,  SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
+				cameraOrtho.position.z = 10;
+
+				var shader = THREE.ShaderExtras[ "unpackDepthRGBA" ];
+				var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
+
+				hudMaterial = new THREE.ShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
+
+				var hudGeo = new THREE.PlaneGeometry( SHADOW_MAP_WIDTH / 2, SHADOW_MAP_HEIGHT / 2 );
+				var hudMesh = new THREE.Mesh( hudGeo, hudMaterial );
+				hudMesh.position.x = ( SCREEN_WIDTH - SHADOW_MAP_WIDTH / 2 ) * -0.5;
+				hudMesh.position.y = ( SCREEN_HEIGHT - SHADOW_MAP_HEIGHT / 2 ) * -0.5;
+				hudMesh.rotation.x = Math.PI / 2;
+
+				sceneHUD = new THREE.Scene();
+				sceneHUD.add( hudMesh );
+
+				cameraOrtho.lookAt( sceneHUD.position );
+
+			}
+
+			function createScene( ) {
+
+				// GROUND
+
+				var geometry = new THREE.PlaneGeometry( 100, 100 );
+				var planeMaterial = new THREE.MeshPhongMaterial( { color: 0xffdd99 } );
+				THREE.ColorUtils.adjustHSV( planeMaterial.color, 0, 0, 0.9 );
+				planeMaterial.ambient = planeMaterial.color;
+
+				var ground = new THREE.Mesh( geometry, planeMaterial );
+
+				ground.position.set( 0, FLOOR, 0 );
+				ground.scale.set( 100, 100, 100 );
+
+				ground.castShadow = false;
+				ground.receiveShadow = true;
+
+				scene.add( ground );
+
+				// TEXT
+
+				var textGeo = new THREE.TextGeometry( "THREE.JS", {
+
+					size: 200,
+					height: 50,
+					curveSegments: 12,
+
+					font: "helvetiker",
+					weight: "bold",
+					style: "normal",
+
+					bevelThickness: 2,
+					bevelSize: 5,
+					bevelEnabled: true
+
+				});
+
+				textGeo.computeBoundingBox();
+				var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
+
+				var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, ambient: 0xaa0000 } );
+
+				var mesh = new THREE.Mesh( textGeo, textMaterial );
+				mesh.position.x = centerOffset;
+				mesh.position.y = FLOOR + 67;
+
+				mesh.castShadow = true;
+				mesh.receiveShadow = true;
+
+				scene.add( mesh );
+
+				// CUBES
+
+				var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1500, 220, 150 ), planeMaterial );
+
+				mesh.position.y = FLOOR - 50;
+				mesh.position.z = 20;
+
+				mesh.castShadow = true;
+				mesh.receiveShadow = true;
+
+				scene.add( mesh );
+
+				var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1600, 170, 250 ), planeMaterial );
+
+				mesh.position.y = FLOOR - 50;
+				mesh.position.z = 20;
+
+				mesh.castShadow = true;
+				mesh.receiveShadow = true;
+
+				scene.add( mesh );
+
+				// MORPHS
+
+				function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {
+
+					var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
+
+					//geometry.materials[ 0 ] = material;
+
+					if ( fudgeColor ) {
+
+						THREE.ColorUtils.adjustHSV( material.color, 0, 0.5 - Math.random(), 0.5 - Math.random() );
+						material.ambient = material.color;
+
+					}
+
+					var meshAnim = new THREE.MorphAnimMesh( geometry, material );
+
+					meshAnim.speed = speed;
+					meshAnim.duration = duration;
+					meshAnim.time = 600 * Math.random();
+
+					meshAnim.position.set( x, y, z );
+					meshAnim.rotation.y = Math.PI/2;
+
+					meshAnim.castShadow = true;
+					meshAnim.receiveShadow = true;
+
+					scene.add( meshAnim );
+
+					morphs.push( meshAnim );
+
+				}
+
+				function morphColorsToFaceColors( geometry ) {
+
+					if ( geometry.morphColors && geometry.morphColors.length ) {
+
+						var colorMap = geometry.morphColors[ 0 ];
+
+						for ( var i = 0; i < colorMap.colors.length; i ++ ) {
+
+							geometry.faces[ i ].color = colorMap.colors[ i ];
+
+						}
+
+					}
+
+				}
+
+				var loader = new THREE.JSONLoader();
+
+				loader.load( "models/animated/horse.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+                    
+                    
+                    var i = -600;
+                    while (i < 601){
+					    addMorph( geometry, 550, 1000, 100 - Math.random() * 3000, FLOOR, i, true );
+                        i += 2;
+                    }
+
+				} );
+
+				/*
+				loader.load( "obj/morphs/fox.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 200, 1000, 100 - Math.random() * 500, FLOOR - 5, 600 );
+
+				} );
+
+				loader.load( "obj/morphs/shdw3walk.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 40, 2000, -500, FLOOR + 60, 245 );
+
+				} );
+
+				loader.load( "obj/morphs/flamingo.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 500, 1000, 500 - Math.random() * 500, FLOOR + 350, 40 );
+
+				} );
+
+				loader.load( "obj/morphs/stork.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 350, 1000, 500 - Math.random() * 500, FLOOR + 350, 340 );
+
+				} );
+
+				loader.load( "obj/morphs/mountainlion.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 400, 1000, 500 - Math.random() * 500, FLOOR - 5, 700 );
+
+				} );
+
+				loader.load( "obj/morphs/bearBrown.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 300, 2500, -500, FLOOR - 5, -750 );
+
+				} );
+
+				loader.load( "obj/morphs/parrot.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					addMorph( geometry, 450, 500, 500 - Math.random() * 500, FLOOR + 300, 700 );
+
+				} );
+				*/
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				var delta = clock.getDelta();
+
+				for ( var i = 0; i < morphs.length; i ++ ) {
+
+					morph = morphs[ i ];
+
+					morph.updateAnimation( 1000 * delta );
+
+					morph.position.x += morph.speed * delta;
+
+					if ( morph.position.x  > 2000 )  {
+
+						morph.position.x = -1000 - Math.random() * 500;
+
+					}
+
+				}
+
+				controls.update( delta );
+
+				renderer.clear();
+				renderer.render( scene, camera );
+
+				// Render debug HUD with shadow map
+
+				//hudMaterial.uniforms.tDiffuse.texture = light.shadowMap;
+				//renderer.render( sceneHUD, cameraOrtho );
+
+			}
+
+		</script>
+
+	</body>
+</html>