webgl_shadowmap_csm.html 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - cascaded shadow maps</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="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - cascaded shadow maps<br>
  13. by <a href="https://github.com/vHawk" target="_blank" rel="noopener">vHawk</a> (<a href="https://github.com/vHawk/three-csm" target="_blank" rel="noopener">original repository</a>)
  14. </div>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  18. import { GUI } from './jsm/libs/dat.gui.module.js';
  19. import * as CSM from './jsm/csm/CSM.js';
  20. var renderer, scene, camera, orthoCamera, controls, csm;
  21. var params = {
  22. orthographic: false,
  23. far: 1000,
  24. mode: 'practical',
  25. lightX: - 1,
  26. lightY: - 1,
  27. lightZ: - 1,
  28. margin: 100,
  29. lightFar: 5000,
  30. lightNear: 1,
  31. helper: function () {
  32. var helper = csm.helper( camera.matrix );
  33. scene.add( helper );
  34. }
  35. };
  36. init();
  37. animate();
  38. function updateOrthoCamera() {
  39. var size = controls.target.distanceTo( camera.position );
  40. var aspect = camera.aspect;
  41. orthoCamera.left = size * aspect / - 2;
  42. orthoCamera.right = size * aspect / 2;
  43. orthoCamera.top = size / 2;
  44. orthoCamera.bottom = size / - 2;
  45. orthoCamera.position.copy( camera.position );
  46. orthoCamera.rotation.copy( camera.rotation );
  47. orthoCamera.updateProjectionMatrix();
  48. }
  49. function init() {
  50. scene = new THREE.Scene();
  51. scene.background = new THREE.Color( '#454e61' );
  52. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  53. orthoCamera = new THREE.OrthographicCamera();
  54. renderer = new THREE.WebGLRenderer( { antialias: true } );
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. document.body.appendChild( renderer.domElement );
  57. renderer.shadowMap.enabled = true;
  58. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  59. controls = new OrbitControls( camera, renderer.domElement );
  60. controls.maxPolarAngle = Math.PI / 2;
  61. camera.position.set( 60, 60, 0 );
  62. controls.target = new THREE.Vector3( -100, 10, 0 );
  63. controls.update();
  64. var ambientLight = new THREE.AmbientLight( 0xffffff, 0.5 );
  65. scene.add( ambientLight );
  66. csm = new CSM.default({
  67. maxFar: params.far,
  68. cascades: 4,
  69. mode: params.mode,
  70. parent: scene,
  71. shadowMapSize: 1024,
  72. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  73. camera: camera
  74. } );
  75. var floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  76. csm.setupMaterial( floorMaterial );
  77. var floor = new THREE.Mesh( new THREE.PlaneBufferGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  78. floor.rotation.x = - Math.PI / 2;
  79. floor.castShadow = true;
  80. floor.receiveShadow = true;
  81. scene.add( floor );
  82. var material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  83. csm.setupMaterial( material1 );
  84. var material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  85. csm.setupMaterial( material2 );
  86. var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
  87. for ( var i = 0; i < 40; i ++ ) {
  88. var cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  89. cube1.castShadow = true;
  90. cube1.receiveShadow = true;
  91. scene.add( cube1 );
  92. cube1.position.set( - i * 25, 20, 30 );
  93. cube1.scale.y = Math.random() * 2 + 6;
  94. var cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  95. cube2.castShadow = true;
  96. cube2.receiveShadow = true;
  97. scene.add( cube2 );
  98. cube2.position.set( - i * 25, 20, - 30 );
  99. cube2.scale.y = Math.random() * 2 + 6;
  100. }
  101. var gui = new GUI();
  102. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  103. csm.camera = value ? orthoCamera : camera;
  104. csm.updateFrustums();
  105. } );
  106. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  107. csm.maxFar = value;
  108. csm.updateFrustums();
  109. } );
  110. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  111. csm.mode = value;
  112. csm.updateFrustums();
  113. } );
  114. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  115. csm.lightDirection.x = value;
  116. } );
  117. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  118. csm.lightDirection.y = value;
  119. } );
  120. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  121. csm.lightDirection.z = value;
  122. } );
  123. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  124. csm.lightMargin = value;
  125. } );
  126. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  127. for ( var i = 0; i < csm.lights.length; i ++ ) {
  128. csm.lights[ i ].shadow.camera.near = value;
  129. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  130. }
  131. } );
  132. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  133. for ( var i = 0; i < csm.lights.length; i ++ ) {
  134. csm.lights[ i ].shadow.camera.far = value;
  135. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  136. }
  137. } );
  138. gui.add( params, 'helper' ).name( 'add frustum helper' );
  139. window.addEventListener( 'resize', function () {
  140. camera.aspect = window.innerWidth / window.innerHeight;
  141. camera.updateProjectionMatrix();
  142. updateOrthoCamera();
  143. renderer.setSize( window.innerWidth, window.innerHeight );
  144. }, false);
  145. }
  146. function animate() {
  147. requestAnimationFrame( animate );
  148. camera.updateMatrixWorld();
  149. csm.update( camera.matrixWorld );
  150. controls.update();
  151. if ( params.orthographic ) {
  152. updateOrthoCamera();
  153. csm.updateFrustums();
  154. renderer.render( scene, orthoCamera );
  155. } else {
  156. renderer.render( scene, camera );
  157. }
  158. }
  159. </script>
  160. </body>
  161. </html>