shadows-directional-light-shadow-acne.html 7.8 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Shadows - Directional Light w/CameraHelper</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js",
  30. "three/addons/": "../../examples/jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  38. function main() {
  39. const canvas = document.querySelector( '#c' );
  40. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  41. renderer.useLegacyLights = false;
  42. renderer.shadowMap.enabled = true;
  43. const fov = 45;
  44. const aspect = 2; // the canvas default
  45. const near = 0.1;
  46. const far = 100;
  47. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  48. camera.position.set( - 1.4, 14, 12 );
  49. const controls = new OrbitControls( camera, canvas );
  50. controls.target.set( 0, 5, 0 );
  51. controls.update();
  52. const scene = new THREE.Scene();
  53. scene.background = new THREE.Color( 'black' );
  54. {
  55. const planeSize = 40;
  56. const loader = new THREE.TextureLoader();
  57. const texture = loader.load( 'resources/images/checker.png' );
  58. texture.wrapS = THREE.RepeatWrapping;
  59. texture.wrapT = THREE.RepeatWrapping;
  60. texture.magFilter = THREE.NearestFilter;
  61. texture.colorSpace = THREE.SRGBColorSpace;
  62. const repeats = planeSize / 2;
  63. texture.repeat.set( repeats, repeats );
  64. const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize, planeSize, planeSize );
  65. const positionAttribute = planeGeo.attributes.position;
  66. for ( let i = 0; i < positionAttribute.count; ++ i ) {
  67. positionAttribute.setZ( i, Math.random() * .2 );
  68. }
  69. planeGeo.computeVertexNormals();
  70. const planeMat = new THREE.MeshPhongMaterial( {
  71. map: texture,
  72. flatShading: true,
  73. } );
  74. const mesh = new THREE.Mesh( planeGeo, planeMat );
  75. mesh.castShadow = true;
  76. mesh.receiveShadow = true;
  77. mesh.rotation.x = Math.PI * - .5;
  78. scene.add( mesh );
  79. }
  80. /*
  81. {
  82. const sphereRadius = 4;
  83. const sphereWidthDivisions = 32;
  84. const sphereHeightDivisions = 16;
  85. const phiStart = 0;
  86. const phiLength = Math.PI * 2;
  87. const thetaStart = Math.PI * .5;
  88. const thetaLength = Math.PI * .5;
  89. const sphereGeo = new THREE.SphereGeometry(
  90. sphereRadius,
  91. sphereWidthDivisions,
  92. sphereHeightDivisions,
  93. phiStart,
  94. phiLength,
  95. thetaStart,
  96. thetaLength,
  97. );
  98. const sphereMat = new THREE.MeshPhongMaterial({
  99. color: '#AC8',
  100. side: THREE.DoubleSide,
  101. });
  102. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  103. mesh.castShadow = true;
  104. mesh.receiveShadow = true;
  105. mesh.position.set(0, sphereRadius + 2, 0);
  106. scene.add(mesh);
  107. }
  108. */
  109. {
  110. const sphereRadius = 4;
  111. const sphereWidthDivisions = 32;
  112. const sphereHeightDivisions = 16;
  113. const sphereGeo = new THREE.SphereGeometry(
  114. sphereRadius,
  115. sphereWidthDivisions,
  116. sphereHeightDivisions,
  117. );
  118. const sphereMat = new THREE.MeshPhongMaterial( {
  119. color: '#AC8',
  120. } );
  121. const mesh = new THREE.Mesh( sphereGeo, sphereMat );
  122. mesh.castShadow = true;
  123. mesh.receiveShadow = true;
  124. mesh.position.set( 0, 0, 0 );
  125. scene.add( mesh );
  126. }
  127. class ColorGUIHelper {
  128. constructor( object, prop ) {
  129. this.object = object;
  130. this.prop = prop;
  131. }
  132. get value() {
  133. return `#${this.object[ this.prop ].getHexString()}`;
  134. }
  135. set value( hexString ) {
  136. this.object[ this.prop ].set( hexString );
  137. }
  138. }
  139. function makeXYZGUI( gui, vector3, name, onChangeFn ) {
  140. const folder = gui.addFolder( name );
  141. folder.add( vector3, 'x', - 10, 10 ).onChange( onChangeFn );
  142. folder.add( vector3, 'y', 0, 10 ).onChange( onChangeFn );
  143. folder.add( vector3, 'z', - 10, 10 ).onChange( onChangeFn );
  144. // folder.open();
  145. }
  146. {
  147. const color = 0xFFFFFF;
  148. const intensity = 3;
  149. const light = new THREE.DirectionalLight( color, intensity );
  150. light.castShadow = true;
  151. light.position.set( 4, 10, 5 );
  152. light.target.position.set( - 4, 1, - 4 );
  153. scene.add( light );
  154. scene.add( light.target );
  155. //light.shadow.bias = -0.001;
  156. light.shadow.camera.near = 0.000001;
  157. light.shadow.camera.far = 1000000;
  158. const cameraHelper = new THREE.CameraHelper( light.shadow.camera );
  159. scene.add( cameraHelper );
  160. const helper = new THREE.DirectionalLightHelper( light );
  161. scene.add( helper );
  162. function updateCamera() {
  163. // update the light target's matrixWorld because it's needed by the helper
  164. light.target.updateMatrixWorld();
  165. helper.update();
  166. // update the light's shadow camera's projection matrix
  167. light.shadow.camera.updateProjectionMatrix();
  168. // and now update the camera helper we're using to show the light's shadow camera
  169. cameraHelper.update();
  170. }
  171. updateCamera();
  172. class DimensionGUIHelper {
  173. constructor( obj, minProp, maxProp ) {
  174. this.obj = obj;
  175. this.minProp = minProp;
  176. this.maxProp = maxProp;
  177. }
  178. get value() {
  179. return this.obj[ this.maxProp ] * 2;
  180. }
  181. set value( v ) {
  182. this.obj[ this.maxProp ] = v / 2;
  183. this.obj[ this.minProp ] = v / - 2;
  184. }
  185. }
  186. class MinMaxGUIHelper {
  187. constructor( obj, minProp, maxProp, minDif ) {
  188. this.obj = obj;
  189. this.minProp = minProp;
  190. this.maxProp = maxProp;
  191. this.minDif = minDif;
  192. }
  193. get min() {
  194. return this.obj[ this.minProp ];
  195. }
  196. set min( v ) {
  197. this.obj[ this.minProp ] = v;
  198. this.obj[ this.maxProp ] = Math.max( this.obj[ this.maxProp ], v + this.minDif );
  199. }
  200. get max() {
  201. return this.obj[ this.maxProp ];
  202. }
  203. set max( v ) {
  204. this.obj[ this.maxProp ] = v;
  205. this.min = this.min; // this will call the min setter
  206. }
  207. }
  208. const gui = new GUI();
  209. gui.addColor( new ColorGUIHelper( light, 'color' ), 'value' ).name( 'color' );
  210. gui.add( light, 'intensity', 0, 10 );
  211. {
  212. const folder = gui.addFolder( 'Shadow Camera' );
  213. folder.open();
  214. folder.add( new DimensionGUIHelper( light.shadow.camera, 'left', 'right' ), 'value', 1, 100 )
  215. .name( 'width' )
  216. .onChange( updateCamera );
  217. folder.add( new DimensionGUIHelper( light.shadow.camera, 'bottom', 'top' ), 'value', 1, 100 )
  218. .name( 'height' )
  219. .onChange( updateCamera );
  220. const minMaxGUIHelper = new MinMaxGUIHelper( light.shadow.camera, 'near', 'far', 0.1 );
  221. folder.add( minMaxGUIHelper, 'min', 0.1, 50, 0.1 ).name( 'near' ).onChange( updateCamera );
  222. folder.add( minMaxGUIHelper, 'max', 0.1, 50, 0.1 ).name( 'far' ).onChange( updateCamera );
  223. folder.add( light.shadow.camera, 'zoom', 0.01, 1.5, 0.01 ).onChange( updateCamera );
  224. }
  225. makeXYZGUI( gui, light.position, 'position', updateCamera );
  226. makeXYZGUI( gui, light.target.position, 'target', updateCamera );
  227. }
  228. function resizeRendererToDisplaySize( renderer ) {
  229. const canvas = renderer.domElement;
  230. const width = canvas.clientWidth;
  231. const height = canvas.clientHeight;
  232. const needResize = canvas.width !== width || canvas.height !== height;
  233. if ( needResize ) {
  234. renderer.setSize( width, height, false );
  235. }
  236. return needResize;
  237. }
  238. function render() {
  239. resizeRendererToDisplaySize( renderer );
  240. {
  241. const canvas = renderer.domElement;
  242. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  243. camera.updateProjectionMatrix();
  244. }
  245. renderer.render( scene, camera );
  246. requestAnimationFrame( render );
  247. }
  248. requestAnimationFrame( render );
  249. }
  250. main();
  251. </script>
  252. </html>