webgl_shadowmap_csm.html 7.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - cascaded shadow maps</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - cascaded shadow maps<br>
  13. by <a href="https://github.com/vHawk" target="_blank" rel="noopener">vHawk</a> (<a href="https://github.com/vHawk/three-csm" target="_blank" rel="noopener">original repository</a>)
  14. </div>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  18. import { GUI } from './jsm/libs/dat.gui.module.js';
  19. import * as CSM from './jsm/csm/CSM.js';
  20. import { CSMHelper } from './jsm/csm/CSMHelper.js';
  21. var renderer, scene, camera, orthoCamera, controls, csm, csmHelper;
  22. var params = {
  23. orthographic: false,
  24. fade: false,
  25. far: 1000,
  26. mode: 'practical',
  27. lightX: - 1,
  28. lightY: - 1,
  29. lightZ: - 1,
  30. margin: 100,
  31. lightFar: 5000,
  32. lightNear: 1,
  33. autoUpdateHelper: true,
  34. updateHelper: function () {
  35. csmHelper.update();
  36. }
  37. };
  38. init();
  39. animate();
  40. function updateOrthoCamera() {
  41. var size = controls.target.distanceTo( camera.position );
  42. var aspect = camera.aspect;
  43. orthoCamera.left = size * aspect / - 2;
  44. orthoCamera.right = size * aspect / 2;
  45. orthoCamera.top = size / 2;
  46. orthoCamera.bottom = size / - 2;
  47. orthoCamera.position.copy( camera.position );
  48. orthoCamera.rotation.copy( camera.rotation );
  49. orthoCamera.updateProjectionMatrix();
  50. }
  51. function init() {
  52. scene = new THREE.Scene();
  53. scene.background = new THREE.Color( '#454e61' );
  54. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  55. orthoCamera = new THREE.OrthographicCamera();
  56. renderer = new THREE.WebGLRenderer( { antialias: true } );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. document.body.appendChild( renderer.domElement );
  59. renderer.shadowMap.enabled = true;
  60. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  61. controls = new OrbitControls( camera, renderer.domElement );
  62. controls.maxPolarAngle = Math.PI / 2;
  63. camera.position.set( 60, 60, 0 );
  64. controls.target = new THREE.Vector3( -100, 10, 0 );
  65. controls.update();
  66. var ambientLight = new THREE.AmbientLight( 0xffffff, 0.5 );
  67. scene.add( ambientLight );
  68. csm = new CSM.default({
  69. maxFar: params.far,
  70. cascades: 4,
  71. mode: params.mode,
  72. parent: scene,
  73. shadowMapSize: 1024,
  74. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  75. camera: camera
  76. } );
  77. csmHelper = new CSMHelper( csm );
  78. scene.add( csmHelper );
  79. var floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  80. csm.setupMaterial( floorMaterial );
  81. var floor = new THREE.Mesh( new THREE.PlaneBufferGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  82. floor.rotation.x = - Math.PI / 2;
  83. floor.castShadow = true;
  84. floor.receiveShadow = true;
  85. scene.add( floor );
  86. var material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  87. csm.setupMaterial( material1 );
  88. var material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  89. csm.setupMaterial( material2 );
  90. var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
  91. for ( var i = 0; i < 40; i ++ ) {
  92. var cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  93. cube1.castShadow = true;
  94. cube1.receiveShadow = true;
  95. scene.add( cube1 );
  96. cube1.position.set( - i * 25, 20, 30 );
  97. cube1.scale.y = Math.random() * 2 + 6;
  98. var cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  99. cube2.castShadow = true;
  100. cube2.receiveShadow = true;
  101. scene.add( cube2 );
  102. cube2.position.set( - i * 25, 20, - 30 );
  103. cube2.scale.y = Math.random() * 2 + 6;
  104. }
  105. var gui = new GUI();
  106. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  107. csm.camera = value ? orthoCamera : camera;
  108. csm.updateFrustums();
  109. } );
  110. gui.add( params, 'fade' ).onChange( function ( value ) {
  111. csm.fade = value;
  112. csm.updateFrustums();
  113. } );
  114. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  115. csm.maxFar = value;
  116. csm.updateFrustums();
  117. } );
  118. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  119. csm.mode = value;
  120. csm.updateFrustums();
  121. } );
  122. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  123. csm.lightDirection.x = value;
  124. } );
  125. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  126. csm.lightDirection.y = value;
  127. } );
  128. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  129. csm.lightDirection.z = value;
  130. } );
  131. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  132. csm.lightMargin = value;
  133. } );
  134. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  135. for ( var i = 0; i < csm.lights.length; i ++ ) {
  136. csm.lights[ i ].shadow.camera.near = value;
  137. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  138. }
  139. } );
  140. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  141. for ( var i = 0; i < csm.lights.length; i ++ ) {
  142. csm.lights[ i ].shadow.camera.far = value;
  143. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  144. }
  145. } );
  146. const helperFolder = gui.addFolder( 'helper' );
  147. helperFolder.add( csmHelper, 'visible' );
  148. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  149. csmHelper.updateVisibility();
  150. } );
  151. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  152. csmHelper.updateVisibility();
  153. } );
  154. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  155. csmHelper.updateVisibility();
  156. } );
  157. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  158. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  159. window.addEventListener( 'resize', function () {
  160. camera.aspect = window.innerWidth / window.innerHeight;
  161. camera.updateProjectionMatrix();
  162. updateOrthoCamera();
  163. csm.updateFrustums();
  164. renderer.setSize( window.innerWidth, window.innerHeight );
  165. }, false);
  166. }
  167. function animate() {
  168. requestAnimationFrame( animate );
  169. camera.updateMatrixWorld();
  170. csm.update( camera.matrixWorld );
  171. controls.update();
  172. if ( params.orthographic ) {
  173. updateOrthoCamera();
  174. csm.updateFrustums();
  175. if ( params.autoUpdateHelper ) {
  176. csmHelper.update();
  177. }
  178. renderer.render( scene, orthoCamera );
  179. } else {
  180. if ( params.autoUpdateHelper ) {
  181. csmHelper.update();
  182. }
  183. renderer.render( scene, camera );
  184. }
  185. }
  186. </script>
  187. </body>
  188. </html>