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 initPos = new THREE.Vector3( 700, 50, 1900 );
  47. var initLight = new THREE.Vector3( 0, 1500, 1000 );
  48. var deltaCam = new THREE.Vector3();
  49. var morphs = [];
  50. var light;
  51. init();
  52. animate();
  53. function init() {
  54. container = document.createElement( 'div' );
  55. document.body.appendChild( container );
  56. // SCENE CAMERA
  57. camera = new THREE.FirstPersonCamera( { fov: 23, aspect: SCREEN_WIDTH / SCREEN_HEIGHT, near: NEAR, far: FAR,
  58. lookSpeed: 0.0125, movementSpeed: 500, noFly: false, lookVertical: true,
  59. constrainVertical: true, verticalMin: 1.5, verticalMax: 2.0
  60. } );
  61. camera.position.set( 700, 50, 1900 );
  62. camera.lon = -110;
  63. // SHADOW TEXTURE
  64. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  65. shadowTexture = new THREE.WebGLRenderTarget( SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, pars );
  66. // SCENE
  67. scene = new THREE.Scene();
  68. scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
  69. THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
  70. // LIGHTS
  71. var ambient = new THREE.AmbientLight( 0x444444 );
  72. scene.addLight( ambient );
  73. light = new THREE.SpotLight( 0xffffff );
  74. light.position.set( 0, 1500, 1000 );
  75. light.target.position.set( 0, 0, 0 );
  76. light.castShadow = true;
  77. scene.addLight( light );
  78. createHUD();
  79. createScene();
  80. // RENDERER
  81. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  82. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  83. renderer.domElement.style.position = "relative";
  84. renderer.domElement.style.top = MARGIN + 'px';
  85. container.appendChild( renderer.domElement );
  86. renderer.setClearColor( scene.fog.color, 1 );
  87. renderer.autoClear = false;
  88. renderer.shadowCameraNear = 3;
  89. renderer.shadowCameraFar = camera.far;
  90. renderer.shadowCameraFov = 50;
  91. renderer.shadowMapBias = 0.0039;
  92. renderer.shadowMapDarkness = 0.5;
  93. renderer.shadowMapWidth = SHADOW_MAP_WIDTH;
  94. renderer.shadowMapHeight = SHADOW_MAP_HEIGHT;
  95. renderer.shadowMapEnabled = true;
  96. renderer.shadowMapSoft = true;
  97. // STATS
  98. stats = new Stats();
  99. stats.domElement.style.position = 'absolute';
  100. stats.domElement.style.top = '0px';
  101. stats.domElement.style.zIndex = 100;
  102. //container.appendChild( stats.domElement );
  103. }
  104. function createHUD() {
  105. cameraOrtho = new THREE.Camera( 45, SHADOW_MAP_WIDTH / SHADOW_MAP_HEIGHT, NEAR, FAR );
  106. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
  107. cameraOrtho.position.z = 10;
  108. var shader = THREE.ShaderUtils.lib[ "screen" ];
  109. var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
  110. hudMaterial = new THREE.MeshShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
  111. var hudGeo = new THREE.PlaneGeometry( SHADOW_MAP_WIDTH / 2, SHADOW_MAP_HEIGHT / 2 );
  112. var hudMesh = new THREE.Mesh( hudGeo, hudMaterial );
  113. hudMesh.position.x = ( SCREEN_WIDTH - SHADOW_MAP_WIDTH / 2 ) * -0.5;
  114. hudMesh.position.y = ( SCREEN_HEIGHT - SHADOW_MAP_HEIGHT / 2 ) * -0.5;
  115. sceneHUD = new THREE.Scene();
  116. sceneHUD.addObject( hudMesh );
  117. }
  118. function createScene( ) {
  119. // GROUND
  120. var geometry = new THREE.PlaneGeometry( 100, 100 );
  121. var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffdd99 } );
  122. THREE.ColorUtils.adjustHSV( planeMaterial.color, 0, 0, 0.9 );
  123. var ground = new THREE.Mesh( geometry, planeMaterial );
  124. ground.position.set( 0, FLOOR, 0 );
  125. ground.rotation.x = -1.57;
  126. ground.scale.set( 100, 100, 100 );
  127. ground.castShadow = false;
  128. ground.receiveShadow = true;
  129. scene.addObject( ground );
  130. // TEXT
  131. var textGeo = new THREE.TextGeometry( "THREE.JS", {
  132. size: 200,
  133. height: 50,
  134. curveSegments: 7,
  135. font: "helvetiker",
  136. weight: "bold",
  137. style: "normal",
  138. bevelThickness: 1,
  139. bevelSize: 5,
  140. bevelEnabled: true
  141. });
  142. var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, ambient: 0xaa0000 } );
  143. var mesh = new THREE.Mesh( textGeo, textMaterial );
  144. mesh.position.y = FLOOR + 67;
  145. mesh.castShadow = true;
  146. mesh.receiveShadow = true;
  147. scene.addObject( mesh );
  148. // CUBES
  149. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1500, 220, 150 ), planeMaterial );
  150. mesh.position.y = FLOOR - 50;
  151. mesh.position.z = 20;
  152. mesh.castShadow = true;
  153. mesh.receiveShadow = true;
  154. scene.addObject( mesh );
  155. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1600, 170, 250 ), planeMaterial );
  156. mesh.position.y = FLOOR - 50;
  157. mesh.position.z = 20;
  158. mesh.castShadow = true;
  159. mesh.receiveShadow = true;
  160. scene.addObject( mesh );
  161. // MORPHS
  162. function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {
  163. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  164. if ( fudgeColor ) THREE.ColorUtils.adjustHSV( material.color, 0, 0.5 - Math.random(), 0.5 - Math.random() );
  165. var meshAnim = new THREE.Mesh( geometry, material );
  166. meshAnim.position.set( x, y, z );
  167. meshAnim.rotation.y = 1.57;
  168. meshAnim.castShadow = true;
  169. meshAnim.receiveShadow = false;
  170. scene.addObject( meshAnim );
  171. morphs.push( { mesh: meshAnim, lastKeyframe: 0, currentKeyframe: 0,
  172. offset: Math.random() * 6, speed: speed, duration: duration,
  173. oldTime: new Date().getTime() } );
  174. }
  175. function morphColorsToFaceColors( geometry ) {
  176. if ( geometry.morphColors && geometry.morphColors.length ) {
  177. var colorMap = geometry.morphColors[ 0 ];
  178. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  179. geometry.faces[ i ].color = colorMap.colors[ i ];
  180. }
  181. }
  182. }
  183. var loader = new THREE.JSONLoader();
  184. loader.load( { model: "models/animated/horse.js", callback: function( geometry ) {
  185. morphColorsToFaceColors( geometry );
  186. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 300, true );
  187. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 450, true );
  188. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 600, true );
  189. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -300, true );
  190. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -450, true );
  191. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -600, true );
  192. } } );
  193. /*
  194. loader.load( { model: "obj/morphs/fox.js", callback: function( geometry ) {
  195. morphColorsToFaceColors( geometry );
  196. addMorph( geometry, 0.2, 1000, 100 - Math.random() * 500, FLOOR - 5, 600 );
  197. } } );
  198. loader.load( { model: "obj/morphs/shdw3walk.js", callback: function( geometry ) {
  199. morphColorsToFaceColors( geometry );
  200. addMorph( geometry, 0.04, 2000, -500, FLOOR + 60, 245 );
  201. } } );
  202. loader.load( { model: "obj/morphs/flamingo.js", callback: function( geometry ) {
  203. morphColorsToFaceColors( geometry );
  204. addMorph( geometry, 0.5, 1000, 500 - Math.random() * 500, FLOOR + 350, 40 );
  205. } } );
  206. loader.load( { model: "obj/morphs/stork.js", callback: function( geometry ) {
  207. morphColorsToFaceColors( geometry );
  208. addMorph( geometry, 0.35, 1000, 500 - Math.random() * 500, FLOOR + 350, 340 );
  209. } } );
  210. loader.load( { model: "obj/morphs/mountainlion.js", callback: function( geometry ) {
  211. morphColorsToFaceColors( geometry );
  212. addMorph( geometry, 0.4, 1000, 500 - Math.random() * 500, FLOOR - 5, 700 );
  213. } } );
  214. loader.load( { model: "obj/morphs/bearBrown.js", callback: function( geometry ) {
  215. morphColorsToFaceColors( geometry );
  216. addMorph( geometry, 0.3, 2500, -500, FLOOR - 5, -750 );
  217. } } );
  218. loader.load( { model: "obj/morphs/parrot.js", callback: function( geometry ) {
  219. morphColorsToFaceColors( geometry );
  220. addMorph( geometry, 0.45, 500, 500 - Math.random() * 500, FLOOR + 300, 700 );
  221. } } );
  222. */
  223. }
  224. var t = 0, newTime, delta;
  225. function updateMorph( morph ) {
  226. // Alternate morph targets
  227. var interpolation = morph.duration / ( morph.mesh.geometry.morphTargets.length - 1 );
  228. var time = ( new Date().getTime() + morph.offset * 100 ) % morph.duration;
  229. var keyframe = Math.floor( time / interpolation ) + 1;
  230. var mesh = morph.mesh;
  231. if ( keyframe != morph.currentKeyframe ) {
  232. mesh.morphTargetInfluences[ morph.lastKeyframe ] = 0;
  233. mesh.morphTargetInfluences[ morph.currentKeyframe ] = 1;
  234. mesh.morphTargetInfluences[ keyframe ] = 0;
  235. morph.lastKeyframe = morph.currentKeyframe;
  236. morph.currentKeyframe = keyframe;
  237. }
  238. mesh.morphTargetInfluences[ keyframe ] = ( time % interpolation ) / interpolation;
  239. mesh.morphTargetInfluences[ morph.lastKeyframe ] = 1 - mesh.morphTargetInfluences[ keyframe ];
  240. var newTime = new Date().getTime();
  241. delta = newTime - morph.oldTime;
  242. morph.oldTime = newTime;
  243. mesh.position.x += morph.speed * delta;
  244. if ( mesh.position.x > 2000 ) {
  245. mesh.position.x = -1000 - Math.random() * 500;
  246. }
  247. }
  248. //
  249. function animate() {
  250. requestAnimationFrame( animate );
  251. render();
  252. stats.update();
  253. }
  254. function render() {
  255. for ( var i = 0; i < morphs.length; i++ ) updateMorph( morphs[ i ] );
  256. renderer.clear();
  257. renderer.render( scene, camera );
  258. // Render debug HUD with shadow map
  259. //hudMaterial.uniforms.tDiffuse.texture = renderer.shadowMap[ 0 ];
  260. //renderer.render( sceneHUD, cameraOrtho );
  261. }
  262. </script>
  263. </body>
  264. </html>