webgl_shadowmap_csm.html 5.5 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. var renderer, scene, camera, controls, csm;
  21. init();
  22. animate();
  23. function init() {
  24. scene = new THREE.Scene();
  25. scene.background = new THREE.Color( '#454e61' );
  26. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  27. renderer = new THREE.WebGLRenderer( { antialias: true } );
  28. renderer.setSize( window.innerWidth, window.innerHeight );
  29. document.body.appendChild( renderer.domElement );
  30. renderer.shadowMap.enabled = true;
  31. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  32. controls = new OrbitControls( camera, renderer.domElement );
  33. controls.maxPolarAngle = Math.PI / 2;
  34. camera.position.set( 60, 60, 0 );
  35. controls.target = new THREE.Vector3( -100, 10, 0 );
  36. controls.update();
  37. var ambientLight = new THREE.AmbientLight( 0xffffff, 0.5 );
  38. scene.add( ambientLight );
  39. var params = {
  40. far: 1000,
  41. mode: 'practical',
  42. lightX: - 1,
  43. lightY: - 1,
  44. lightZ: - 1,
  45. margin: 100,
  46. lightFar: 5000,
  47. lightNear: 1,
  48. helper: function () {
  49. var helper = csm.helper( camera.matrix );
  50. scene.add( helper );
  51. }
  52. };
  53. csm = new CSM.default({
  54. fov: camera.fov,
  55. near: camera.near,
  56. far: params.far,
  57. aspect: camera.aspect,
  58. cascades: 4,
  59. mode: params.mode,
  60. parent: scene,
  61. shadowMapSize: 1024,
  62. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  63. camera: camera
  64. } );
  65. var floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  66. csm.setupMaterial( floorMaterial );
  67. var floor = new THREE.Mesh( new THREE.PlaneBufferGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  68. floor.rotation.x = - Math.PI / 2;
  69. floor.castShadow = true;
  70. floor.receiveShadow = true;
  71. scene.add( floor );
  72. var material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  73. csm.setupMaterial( material1 );
  74. var material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  75. csm.setupMaterial( material2 );
  76. var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
  77. for ( var i = 0; i < 40; i ++ ) {
  78. var cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  79. cube1.castShadow = true;
  80. cube1.receiveShadow = true;
  81. scene.add( cube1 );
  82. cube1.position.set( - i * 25, 20, 30 );
  83. cube1.scale.y = Math.random() * 2 + 6;
  84. var cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  85. cube2.castShadow = true;
  86. cube2.receiveShadow = true;
  87. scene.add( cube2 );
  88. cube2.position.set( - i * 25, 20, - 30 );
  89. cube2.scale.y = Math.random() * 2 + 6;
  90. }
  91. var gui = new GUI();
  92. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  93. csm.far = value;
  94. csm.updateFrustums();
  95. } );
  96. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  97. csm.mode = value;
  98. csm.updateFrustums();
  99. } );
  100. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  101. csm.lightDirection.x = value;
  102. } );
  103. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  104. csm.lightDirection.y = value;
  105. } );
  106. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  107. csm.lightDirection.z = value;
  108. } );
  109. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  110. csm.lightMargin = value;
  111. } );
  112. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  113. for ( var i = 0; i < csm.lights.length; i ++ ) {
  114. csm.lights[ i ].shadow.camera.near = value;
  115. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  116. }
  117. } );
  118. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  119. for ( var i = 0; i < csm.lights.length; i ++ ) {
  120. csm.lights[ i ].shadow.camera.far = value;
  121. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  122. }
  123. } );
  124. gui.add( params, 'helper' ).name( 'add frustum helper' );
  125. window.addEventListener( 'resize', function () {
  126. camera.aspect = window.innerWidth / window.innerHeight;
  127. camera.updateProjectionMatrix();
  128. csm.setAspect( camera.aspect );
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. }, false);
  131. }
  132. function animate() {
  133. requestAnimationFrame( animate );
  134. csm.update( camera.matrix );
  135. controls.update();
  136. renderer.render( scene, camera );
  137. }
  138. </script>
  139. </body>
  140. </html>