webgl_shadowmap.html 10 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. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #000;
  11. color: #fff;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 10px;
  18. width: 100%;
  19. text-align: center;
  20. z-index: 100;
  21. display:block;
  22. }
  23. #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info">
  28. <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>
  29. move camera with WASD / RF + mouse
  30. </div>
  31. <script src="../build/Three.js"></script>
  32. <script src="js/ShaderExtras.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/Stats.js"></script>
  35. <script src="fonts/helvetiker_bold.typeface.js"></script>
  36. <script>
  37. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  38. var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
  39. var MARGIN = 100;
  40. var SCREEN_WIDTH = window.innerWidth;
  41. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  42. var FLOOR = -250;
  43. var camera, controls, scene, renderer;
  44. var container, stats;
  45. var NEAR = 5, FAR = 3000;
  46. var sceneHUD, cameraOrtho, hudMaterial;
  47. var morph, morphs = [];
  48. var light;
  49. var clock = new THREE.Clock();
  50. init();
  51. animate();
  52. function init() {
  53. container = document.createElement( 'div' );
  54. document.body.appendChild( container );
  55. // SCENE
  56. scene = new THREE.Scene();
  57. scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
  58. THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
  59. // SCENE CAMERA
  60. camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  61. camera.position.set( 700, 50, 1900 );
  62. scene.add( camera );
  63. controls = new THREE.FirstPersonControls( camera );
  64. controls.lookSpeed = 0.0125;
  65. controls.movementSpeed = 500;
  66. controls.noFly = false;
  67. controls.lookVertical = true;
  68. controls.constrainVertical = true;
  69. controls.verticalMin = 1.5;
  70. controls.verticalMax = 2.0;
  71. controls.lon = -110;
  72. // LIGHTS
  73. var ambient = new THREE.AmbientLight( 0x444444 );
  74. scene.add( ambient );
  75. light = new THREE.SpotLight( 0xffffff );
  76. light.position.set( 0, 1500, 1000 );
  77. light.target.position.set( 0, 0, 0 );
  78. light.castShadow = true;
  79. scene.add( light );
  80. createHUD();
  81. createScene();
  82. // RENDERER
  83. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  84. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  85. renderer.domElement.style.position = "relative";
  86. renderer.domElement.style.top = MARGIN + 'px';
  87. container.appendChild( renderer.domElement );
  88. renderer.setClearColor( scene.fog.color, 1 );
  89. renderer.autoClear = false;
  90. renderer.shadowCameraNear = 100;
  91. renderer.shadowCameraFar = camera.far;
  92. renderer.shadowCameraFov = 50;
  93. renderer.shadowMapBias = 0.0001;
  94. renderer.shadowMapDarkness = 0.5;
  95. renderer.shadowMapWidth = SHADOW_MAP_WIDTH;
  96. renderer.shadowMapHeight = SHADOW_MAP_HEIGHT;
  97. renderer.shadowMapEnabled = true;
  98. renderer.shadowMapSoft = true;
  99. // STATS
  100. stats = new Stats();
  101. stats.domElement.style.position = 'absolute';
  102. stats.domElement.style.top = '0px';
  103. stats.domElement.style.zIndex = 100;
  104. //container.appendChild( stats.domElement );
  105. }
  106. function createHUD() {
  107. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
  108. cameraOrtho.position.z = 10;
  109. var shader = THREE.ShaderExtras[ "screen" ];
  110. var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
  111. hudMaterial = new THREE.ShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
  112. var hudGeo = new THREE.PlaneGeometry( SHADOW_MAP_WIDTH / 2, SHADOW_MAP_HEIGHT / 2 );
  113. var hudMesh = new THREE.Mesh( hudGeo, hudMaterial );
  114. hudMesh.position.x = ( SCREEN_WIDTH - SHADOW_MAP_WIDTH / 2 ) * -0.5;
  115. hudMesh.position.y = ( SCREEN_HEIGHT - SHADOW_MAP_HEIGHT / 2 ) * -0.5;
  116. sceneHUD = new THREE.Scene();
  117. sceneHUD.add( hudMesh );
  118. cameraOrtho.lookAt( sceneHUD.position );
  119. }
  120. function createScene( ) {
  121. // GROUND
  122. var geometry = new THREE.PlaneGeometry( 100, 100 );
  123. var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffdd99 } );
  124. THREE.ColorUtils.adjustHSV( planeMaterial.color, 0, 0, 0.9 );
  125. planeMaterial.ambient = planeMaterial.color;
  126. var ground = new THREE.Mesh( geometry, planeMaterial );
  127. ground.position.set( 0, FLOOR, 0 );
  128. ground.rotation.x = -Math.PI/2;
  129. ground.scale.set( 100, 100, 100 );
  130. ground.castShadow = false;
  131. ground.receiveShadow = true;
  132. scene.add( ground );
  133. // TEXT
  134. var textGeo = new THREE.TextGeometry( "THREE.JS", {
  135. size: 200,
  136. height: 50,
  137. curveSegments: 12,
  138. font: "helvetiker",
  139. weight: "bold",
  140. style: "normal",
  141. bevelThickness: 2,
  142. bevelSize: 5,
  143. bevelEnabled: true
  144. });
  145. textGeo.computeBoundingBox();
  146. var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
  147. var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, ambient: 0xaa0000 } );
  148. var mesh = new THREE.Mesh( textGeo, textMaterial );
  149. mesh.position.x = centerOffset;
  150. mesh.position.y = FLOOR + 67;
  151. mesh.castShadow = true;
  152. mesh.receiveShadow = true;
  153. scene.add( mesh );
  154. // CUBES
  155. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1500, 220, 150 ), planeMaterial );
  156. mesh.position.y = FLOOR - 50;
  157. mesh.position.z = 20;
  158. mesh.castShadow = true;
  159. mesh.receiveShadow = true;
  160. scene.add( mesh );
  161. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1600, 170, 250 ), planeMaterial );
  162. mesh.position.y = FLOOR - 50;
  163. mesh.position.z = 20;
  164. mesh.castShadow = true;
  165. mesh.receiveShadow = true;
  166. scene.add( mesh );
  167. // MORPHS
  168. function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {
  169. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  170. //geometry.materials[ 0 ] = material;
  171. if ( fudgeColor ) {
  172. THREE.ColorUtils.adjustHSV( material.color, 0, 0.5 - Math.random(), 0.5 - Math.random() );
  173. material.ambient = material.color;
  174. }
  175. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  176. meshAnim.speed = speed;
  177. meshAnim.duration = duration;
  178. meshAnim.time = 600 * Math.random();
  179. meshAnim.position.set( x, y, z );
  180. meshAnim.rotation.y = Math.PI/2;
  181. meshAnim.castShadow = true;
  182. meshAnim.receiveShadow = true;
  183. scene.add( meshAnim );
  184. morphs.push( meshAnim );
  185. }
  186. function morphColorsToFaceColors( geometry ) {
  187. if ( geometry.morphColors && geometry.morphColors.length ) {
  188. var colorMap = geometry.morphColors[ 0 ];
  189. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  190. geometry.faces[ i ].color = colorMap.colors[ i ];
  191. }
  192. }
  193. }
  194. var loader = new THREE.JSONLoader();
  195. loader.load( "models/animated/horse.js", function( geometry ) {
  196. morphColorsToFaceColors( geometry );
  197. addMorph( geometry, 550, 1000, 100 - Math.random() * 1000, FLOOR, 300, true );
  198. addMorph( geometry, 550, 1000, 100 - Math.random() * 1000, FLOOR, 450, true );
  199. addMorph( geometry, 550, 1000, 100 - Math.random() * 1000, FLOOR, 600, true );
  200. addMorph( geometry, 550, 1000, 100 - Math.random() * 1000, FLOOR, -300, true );
  201. addMorph( geometry, 550, 1000, 100 - Math.random() * 1000, FLOOR, -450, true );
  202. addMorph( geometry, 550, 1000, 100 - Math.random() * 1000, FLOOR, -600, true );
  203. } );
  204. /*
  205. loader.load( "obj/morphs/fox.js", function( geometry ) {
  206. morphColorsToFaceColors( geometry );
  207. addMorph( geometry, 200, 1000, 100 - Math.random() * 500, FLOOR - 5, 600 );
  208. } );
  209. loader.load( "obj/morphs/shdw3walk.js", function( geometry ) {
  210. morphColorsToFaceColors( geometry );
  211. addMorph( geometry, 40, 2000, -500, FLOOR + 60, 245 );
  212. } );
  213. loader.load( "obj/morphs/flamingo.js", function( geometry ) {
  214. morphColorsToFaceColors( geometry );
  215. addMorph( geometry, 500, 1000, 500 - Math.random() * 500, FLOOR + 350, 40 );
  216. } );
  217. loader.load( "obj/morphs/stork.js", function( geometry ) {
  218. morphColorsToFaceColors( geometry );
  219. addMorph( geometry, 350, 1000, 500 - Math.random() * 500, FLOOR + 350, 340 );
  220. } );
  221. loader.load( "obj/morphs/mountainlion.js", function( geometry ) {
  222. morphColorsToFaceColors( geometry );
  223. addMorph( geometry, 400, 1000, 500 - Math.random() * 500, FLOOR - 5, 700 );
  224. } );
  225. loader.load( "obj/morphs/bearBrown.js", function( geometry ) {
  226. morphColorsToFaceColors( geometry );
  227. addMorph( geometry, 300, 2500, -500, FLOOR - 5, -750 );
  228. } );
  229. loader.load( "obj/morphs/parrot.js", function( geometry ) {
  230. morphColorsToFaceColors( geometry );
  231. addMorph( geometry, 450, 500, 500 - Math.random() * 500, FLOOR + 300, 700 );
  232. } );
  233. */
  234. }
  235. //
  236. function animate() {
  237. requestAnimationFrame( animate );
  238. render();
  239. stats.update();
  240. }
  241. function render() {
  242. var delta = clock.getDelta();
  243. for ( var i = 0; i < morphs.length; i ++ ) {
  244. morph = morphs[ i ];
  245. morph.updateAnimation( 1000 * delta );
  246. morph.position.x += morph.speed * delta;
  247. if ( morph.position.x > 2000 ) {
  248. morph.position.x = -1000 - Math.random() * 500;
  249. }
  250. }
  251. controls.update( delta );
  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>