webgl_shadowmap.html 11 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. <style type="text/css">
  7. body {
  8. font-family: Monospace;
  9. background-color: #000;
  10. color: #fff;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. z-index: 100;
  20. display:block;
  21. }
  22. #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
  23. </style>
  24. </head>
  25. <body>
  26. <div id="info">
  27. <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>
  28. move camera with WASD / RF + mouse
  29. </div>
  30. <script type="text/javascript" src="../build/Three.js"></script>
  31. <script type="text/javascript" src="js/Detector.js"></script>
  32. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  33. <script type="text/javascript" src="js/Stats.js"></script>
  34. <script type="text/javascript" src="fonts/helvetiker_bold.typeface.js"></script>
  35. <script type="text/javascript">
  36. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  37. var SHADOW_MAP_WIDTH = 1024, SHADOW_MAP_HEIGHT = 1024;
  38. var MARGIN = 100;
  39. var SCREEN_WIDTH = window.innerWidth;
  40. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  41. var FLOOR = -250;
  42. var camera, scene, renderer;
  43. var container, stats;
  44. var NEAR = 5, FAR = 3000;
  45. var sceneHUD, cameraOrtho, hudMaterial;
  46. var morphs = [];
  47. var light;
  48. init();
  49. animate();
  50. function init() {
  51. container = document.createElement( 'div' );
  52. document.body.appendChild( container );
  53. // SCENE CAMERA
  54. camera = new THREE.FirstPersonCamera( { fov: 23, aspect: SCREEN_WIDTH / SCREEN_HEIGHT, near: NEAR, far: FAR,
  55. lookSpeed: 0.0125, movementSpeed: 500, noFly: false, lookVertical: true,
  56. constrainVertical: true, verticalMin: 1.5, verticalMax: 2.0
  57. } );
  58. camera.position.set( 700, 50, 1900 );
  59. camera.lon = -110;
  60. // SCENE
  61. scene = new THREE.Scene();
  62. scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
  63. THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
  64. // LIGHTS
  65. var ambient = new THREE.AmbientLight( 0x444444 );
  66. scene.addLight( ambient );
  67. light = new THREE.SpotLight( 0xffffff );
  68. light.position.set( 0, 1500, 1000 );
  69. light.target.position.set( 0, 0, 0 );
  70. light.castShadow = true;
  71. scene.addLight( light );
  72. createHUD();
  73. createScene();
  74. // RENDERER
  75. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  76. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  77. renderer.domElement.style.position = "relative";
  78. renderer.domElement.style.top = MARGIN + 'px';
  79. container.appendChild( renderer.domElement );
  80. renderer.setClearColor( scene.fog.color, 1 );
  81. renderer.autoClear = false;
  82. renderer.shadowCameraNear = 3;
  83. renderer.shadowCameraFar = camera.far;
  84. renderer.shadowCameraFov = 50;
  85. renderer.shadowMapBias = 0.0039;
  86. renderer.shadowMapDarkness = 0.5;
  87. renderer.shadowMapWidth = SHADOW_MAP_WIDTH;
  88. renderer.shadowMapHeight = SHADOW_MAP_HEIGHT;
  89. renderer.shadowMapEnabled = true;
  90. renderer.shadowMapSoft = true;
  91. // STATS
  92. stats = new Stats();
  93. stats.domElement.style.position = 'absolute';
  94. stats.domElement.style.top = '0px';
  95. stats.domElement.style.zIndex = 100;
  96. //container.appendChild( stats.domElement );
  97. }
  98. function createHUD() {
  99. cameraOrtho = new THREE.OrthoCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
  100. cameraOrtho.position.z = 10;
  101. var shader = THREE.ShaderUtils.lib[ "screen" ];
  102. var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
  103. hudMaterial = new THREE.MeshShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
  104. var hudGeo = new THREE.PlaneGeometry( SHADOW_MAP_WIDTH / 2, SHADOW_MAP_HEIGHT / 2 );
  105. var hudMesh = new THREE.Mesh( hudGeo, hudMaterial );
  106. hudMesh.position.x = ( SCREEN_WIDTH - SHADOW_MAP_WIDTH / 2 ) * -0.5;
  107. hudMesh.position.y = ( SCREEN_HEIGHT - SHADOW_MAP_HEIGHT / 2 ) * -0.5;
  108. sceneHUD = new THREE.Scene();
  109. sceneHUD.addObject( hudMesh );
  110. }
  111. function createScene( ) {
  112. // GROUND
  113. var geometry = new THREE.PlaneGeometry( 100, 100 );
  114. var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffdd99 } );
  115. THREE.ColorUtils.adjustHSV( planeMaterial.color, 0, 0, 0.9 );
  116. var ground = new THREE.Mesh( geometry, planeMaterial );
  117. ground.position.set( 0, FLOOR, 0 );
  118. ground.rotation.x = -1.57;
  119. ground.scale.set( 100, 100, 100 );
  120. ground.castShadow = false;
  121. ground.receiveShadow = true;
  122. scene.addObject( ground );
  123. // TEXT
  124. var textGeo = new THREE.TextGeometry( "THREE.JS", {
  125. size: 200,
  126. height: 50,
  127. curveSegments: 12,
  128. font: "helvetiker",
  129. weight: "bold",
  130. style: "normal",
  131. bevelThickness: 2,
  132. bevelSize: 5,
  133. bevelEnabled: true
  134. });
  135. textGeo.computeBoundingBox();
  136. var centerOffset = -0.5 * ( textGeo.boundingBox.x[ 1 ] - textGeo.boundingBox.x[ 0 ] );
  137. var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, ambient: 0xaa0000 } );
  138. var mesh = new THREE.Mesh( textGeo, textMaterial );
  139. mesh.position.x = centerOffset;
  140. mesh.position.y = FLOOR + 67;
  141. mesh.castShadow = true;
  142. mesh.receiveShadow = true;
  143. scene.addObject( mesh );
  144. // CUBES
  145. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1500, 220, 150 ), planeMaterial );
  146. mesh.position.y = FLOOR - 50;
  147. mesh.position.z = 20;
  148. mesh.castShadow = true;
  149. mesh.receiveShadow = true;
  150. scene.addObject( mesh );
  151. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1600, 170, 250 ), planeMaterial );
  152. mesh.position.y = FLOOR - 50;
  153. mesh.position.z = 20;
  154. mesh.castShadow = true;
  155. mesh.receiveShadow = true;
  156. scene.addObject( mesh );
  157. // MORPHS
  158. function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {
  159. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  160. if ( fudgeColor ) THREE.ColorUtils.adjustHSV( material.color, 0, 0.5 - Math.random(), 0.5 - Math.random() );
  161. var meshAnim = new THREE.Mesh( geometry, material );
  162. meshAnim.position.set( x, y, z );
  163. meshAnim.rotation.y = 1.57;
  164. meshAnim.castShadow = true;
  165. meshAnim.receiveShadow = false;
  166. scene.addObject( meshAnim );
  167. morphs.push( { mesh: meshAnim, lastKeyframe: 0, currentKeyframe: 0,
  168. offset: Math.random() * 6, speed: speed, duration: duration,
  169. oldTime: new Date().getTime() } );
  170. }
  171. function morphColorsToFaceColors( geometry ) {
  172. if ( geometry.morphColors && geometry.morphColors.length ) {
  173. var colorMap = geometry.morphColors[ 0 ];
  174. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  175. geometry.faces[ i ].color = colorMap.colors[ i ];
  176. }
  177. }
  178. }
  179. var loader = new THREE.JSONLoader();
  180. loader.load( { model: "models/animated/horse.js", callback: function( geometry ) {
  181. morphColorsToFaceColors( geometry );
  182. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 300, true );
  183. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 450, true );
  184. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 600, true );
  185. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -300, true );
  186. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -450, true );
  187. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -600, true );
  188. } } );
  189. /*
  190. loader.load( { model: "obj/morphs/fox.js", callback: function( geometry ) {
  191. morphColorsToFaceColors( geometry );
  192. addMorph( geometry, 0.2, 1000, 100 - Math.random() * 500, FLOOR - 5, 600 );
  193. } } );
  194. loader.load( { model: "obj/morphs/shdw3walk.js", callback: function( geometry ) {
  195. morphColorsToFaceColors( geometry );
  196. addMorph( geometry, 0.04, 2000, -500, FLOOR + 60, 245 );
  197. } } );
  198. loader.load( { model: "obj/morphs/flamingo.js", callback: function( geometry ) {
  199. morphColorsToFaceColors( geometry );
  200. addMorph( geometry, 0.5, 1000, 500 - Math.random() * 500, FLOOR + 350, 40 );
  201. } } );
  202. loader.load( { model: "obj/morphs/stork.js", callback: function( geometry ) {
  203. morphColorsToFaceColors( geometry );
  204. addMorph( geometry, 0.35, 1000, 500 - Math.random() * 500, FLOOR + 350, 340 );
  205. } } );
  206. loader.load( { model: "obj/morphs/mountainlion.js", callback: function( geometry ) {
  207. morphColorsToFaceColors( geometry );
  208. addMorph( geometry, 0.4, 1000, 500 - Math.random() * 500, FLOOR - 5, 700 );
  209. } } );
  210. loader.load( { model: "obj/morphs/bearBrown.js", callback: function( geometry ) {
  211. morphColorsToFaceColors( geometry );
  212. addMorph( geometry, 0.3, 2500, -500, FLOOR - 5, -750 );
  213. } } );
  214. loader.load( { model: "obj/morphs/parrot.js", callback: function( geometry ) {
  215. morphColorsToFaceColors( geometry );
  216. addMorph( geometry, 0.45, 500, 500 - Math.random() * 500, FLOOR + 300, 700 );
  217. } } );
  218. */
  219. }
  220. var t = 0, newTime, delta;
  221. function updateMorph( morph ) {
  222. // Alternate morph targets
  223. var interpolation = morph.duration / ( morph.mesh.geometry.morphTargets.length - 1 );
  224. var time = ( new Date().getTime() + morph.offset * 100 ) % morph.duration;
  225. var keyframe = Math.floor( time / interpolation ) + 1;
  226. var mesh = morph.mesh;
  227. if ( keyframe != morph.currentKeyframe ) {
  228. mesh.morphTargetInfluences[ morph.lastKeyframe ] = 0;
  229. mesh.morphTargetInfluences[ morph.currentKeyframe ] = 1;
  230. mesh.morphTargetInfluences[ keyframe ] = 0;
  231. morph.lastKeyframe = morph.currentKeyframe;
  232. morph.currentKeyframe = keyframe;
  233. }
  234. mesh.morphTargetInfluences[ keyframe ] = ( time % interpolation ) / interpolation;
  235. mesh.morphTargetInfluences[ morph.lastKeyframe ] = 1 - mesh.morphTargetInfluences[ keyframe ];
  236. var newTime = new Date().getTime();
  237. delta = newTime - morph.oldTime;
  238. morph.oldTime = newTime;
  239. mesh.position.x += morph.speed * delta;
  240. if ( mesh.position.x > 2000 ) {
  241. mesh.position.x = -1000 - Math.random() * 500;
  242. }
  243. }
  244. //
  245. function animate() {
  246. requestAnimationFrame( animate );
  247. render();
  248. stats.update();
  249. }
  250. function render() {
  251. for ( var i = 0; i < morphs.length; i++ ) updateMorph( morphs[ i ] );
  252. renderer.clear();
  253. renderer.render( scene, camera );
  254. // Render debug HUD with shadow map
  255. //hudMaterial.uniforms.tDiffuse.texture = renderer.shadowMap[ 0 ];
  256. //renderer.render( sceneHUD, cameraOrtho );
  257. }
  258. </script>
  259. </body>
  260. </html>