webgl_shadowmap_performance.html 7.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - shadow map</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="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - shadowmap - models by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br />
  12. move camera with WASD / RF + mouse
  13. </div>
  14. <script type="module">
  15. import * as THREE from '../build/three.module.js';
  16. import Stats from './jsm/libs/stats.module.js';
  17. import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
  18. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  19. var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
  20. var SCREEN_WIDTH = window.innerWidth;
  21. var SCREEN_HEIGHT = window.innerHeight;
  22. var FLOOR = - 250;
  23. var ANIMATION_GROUPS = 25;
  24. var camera, controls, scene, renderer;
  25. var container, stats;
  26. var NEAR = 5, FAR = 3000;
  27. var morph, morphs = [], mixer, animGroups = [];
  28. var light;
  29. var clock = new THREE.Clock();
  30. init();
  31. animate();
  32. function init() {
  33. container = document.createElement( 'div' );
  34. document.body.appendChild( container );
  35. // CAMERA
  36. camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  37. camera.position.set( 700, 50, 1900 );
  38. // SCENE
  39. scene = new THREE.Scene();
  40. scene.background = new THREE.Color( 0x59472b );
  41. scene.fog = new THREE.Fog( 0x59472b, 1000, FAR );
  42. controls = new FirstPersonControls( camera );
  43. controls.lookSpeed = 0.0125;
  44. controls.movementSpeed = 500;
  45. controls.noFly = false;
  46. controls.lookVertical = true;
  47. controls.lookAt( scene.position );
  48. // LIGHTS
  49. var ambient = new THREE.AmbientLight( 0x444444 );
  50. scene.add( ambient );
  51. light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2 );
  52. light.position.set( 0, 1500, 1000 );
  53. light.target.position.set( 0, 0, 0 );
  54. light.castShadow = true;
  55. light.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 700, FAR ) );
  56. light.shadow.bias = 0.0001;
  57. light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
  58. light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
  59. scene.add( light );
  60. createScene();
  61. // RENDERER
  62. renderer = new THREE.WebGLRenderer();
  63. renderer.setPixelRatio( window.devicePixelRatio );
  64. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  65. container.appendChild( renderer.domElement );
  66. renderer.gammaOutput = true;
  67. renderer.gammaFactor = 2.2;
  68. renderer.autoClear = false;
  69. //
  70. renderer.shadowMap.enabled = true;
  71. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  72. // STATS
  73. stats = new Stats();
  74. container.appendChild( stats.dom );
  75. //
  76. window.addEventListener( 'resize', onWindowResize, false );
  77. }
  78. function onWindowResize() {
  79. SCREEN_WIDTH = window.innerWidth;
  80. SCREEN_HEIGHT = window.innerHeight;
  81. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  82. camera.updateProjectionMatrix();
  83. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  84. controls.handleResize();
  85. }
  86. function createScene( ) {
  87. // GROUND
  88. var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
  89. var planeMaterial = new THREE.MeshPhongMaterial( { color: 0xffb851 } );
  90. var ground = new THREE.Mesh( geometry, planeMaterial );
  91. ground.position.set( 0, FLOOR, 0 );
  92. ground.rotation.x = - Math.PI / 2;
  93. ground.scale.set( 100, 100, 100 );
  94. ground.castShadow = false;
  95. ground.receiveShadow = true;
  96. scene.add( ground );
  97. // TEXT
  98. var loader = new THREE.FontLoader();
  99. loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
  100. var textGeo = new THREE.TextBufferGeometry( "THREE.JS", {
  101. font: font,
  102. size: 200,
  103. height: 50,
  104. curveSegments: 12,
  105. bevelThickness: 2,
  106. bevelSize: 5,
  107. bevelEnabled: true
  108. } );
  109. textGeo.computeBoundingBox();
  110. var centerOffset = - 0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
  111. var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );
  112. var mesh = new THREE.Mesh( textGeo, textMaterial );
  113. mesh.position.x = centerOffset;
  114. mesh.position.y = FLOOR + 67;
  115. mesh.castShadow = true;
  116. mesh.receiveShadow = true;
  117. scene.add( mesh );
  118. } );
  119. // CUBES
  120. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1500, 220, 150 ), planeMaterial );
  121. mesh.position.y = FLOOR - 50;
  122. mesh.position.z = 20;
  123. mesh.castShadow = true;
  124. mesh.receiveShadow = true;
  125. scene.add( mesh );
  126. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1600, 170, 250 ), planeMaterial );
  127. mesh.position.y = FLOOR - 50;
  128. mesh.position.z = 20;
  129. mesh.castShadow = true;
  130. mesh.receiveShadow = true;
  131. scene.add( mesh );
  132. mixer = new THREE.AnimationMixer( scene );
  133. for ( var i = 0; i !== ANIMATION_GROUPS; ++ i ) {
  134. var group = new THREE.AnimationObjectGroup();
  135. animGroups.push( group );
  136. }
  137. // MORPHS
  138. function addMorph( mesh, clip, speed, duration, x, y, z, fudgeColor, massOptimization ) {
  139. mesh = mesh.clone();
  140. mesh.material = mesh.material.clone();
  141. if ( fudgeColor ) {
  142. mesh.material.color.offsetHSL( 0, Math.random() * 0.5 - 0.25, Math.random() * 0.5 - 0.25 );
  143. }
  144. mesh.speed = speed;
  145. if ( massOptimization ) {
  146. var index = Math.floor( Math.random() * ANIMATION_GROUPS ),
  147. animGroup = animGroups[ index ];
  148. animGroup.add( mesh );
  149. if ( ! mixer.existingAction( clip, animGroup ) ) {
  150. var randomness = 0.6 * Math.random() - 0.3;
  151. var phase = ( index + randomness ) / ANIMATION_GROUPS;
  152. mixer.clipAction( clip, animGroup ).
  153. setDuration( duration ).
  154. startAt( - duration * phase ).
  155. play();
  156. }
  157. } else {
  158. mixer.clipAction( clip, mesh ).
  159. setDuration( duration ).
  160. startAt( - duration * Math.random() ).
  161. play();
  162. }
  163. mesh.position.set( x, y, z );
  164. mesh.rotation.y = Math.PI / 2;
  165. mesh.castShadow = true;
  166. mesh.receiveShadow = true;
  167. scene.add( mesh );
  168. morphs.push( mesh );
  169. }
  170. var loader = new GLTFLoader();
  171. loader.load( "models/gltf/Horse.glb", function ( gltf ) {
  172. var mesh = gltf.scene.children[ 0 ];
  173. var clip = gltf.animations[ 0 ];
  174. for ( var i = - 600; i < 601; i += 2 ) {
  175. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 3000, FLOOR, i, true, true );
  176. }
  177. } );
  178. }
  179. //
  180. function animate() {
  181. requestAnimationFrame( animate );
  182. stats.begin();
  183. render();
  184. stats.end();
  185. }
  186. function render() {
  187. var delta = clock.getDelta();
  188. if ( mixer ) mixer.update( delta );
  189. for ( var i = 0; i < morphs.length; i ++ ) {
  190. morph = morphs[ i ];
  191. morph.position.x += morph.speed * delta;
  192. if ( morph.position.x > 2000 ) {
  193. morph.position.x = - 1000 - Math.random() * 500;
  194. }
  195. }
  196. controls.update( delta );
  197. renderer.clear();
  198. renderer.render( scene, camera );
  199. }
  200. </script>
  201. </body>
  202. </html>