webgl_shadowmap.html 8.4 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - shadowmap - models by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br />
  12. move camera with WASD / RF + mouse<br />
  13. t: toggle HUD
  14. </div>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import Stats from './jsm/libs/stats.module.js';
  18. import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
  19. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  20. import { ShadowMapViewer } from './jsm/utils/ShadowMapViewer.js';
  21. var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
  22. var SCREEN_WIDTH = window.innerWidth;
  23. var SCREEN_HEIGHT = window.innerHeight;
  24. var FLOOR = - 250;
  25. var camera, controls, scene, renderer;
  26. var container, stats;
  27. var NEAR = 10, FAR = 3000;
  28. var mixer, morphs = [];
  29. var light;
  30. var lightShadowMapViewer;
  31. var clock = new THREE.Clock();
  32. var showHUD = false;
  33. init();
  34. animate();
  35. function init() {
  36. container = document.createElement( 'div' );
  37. document.body.appendChild( container );
  38. // CAMERA
  39. camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  40. camera.position.set( 700, 50, 1900 );
  41. // SCENE
  42. scene = new THREE.Scene();
  43. scene.background = new THREE.Color( 0x59472b );
  44. scene.fog = new THREE.Fog( 0x59472b, 1000, FAR );
  45. controls = new FirstPersonControls( camera );
  46. controls.lookSpeed = 0.0125;
  47. controls.movementSpeed = 500;
  48. controls.noFly = false;
  49. controls.lookVertical = true;
  50. controls.lookAt( scene.position );
  51. // LIGHTS
  52. var ambient = new THREE.AmbientLight( 0x444444 );
  53. scene.add( ambient );
  54. light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2 );
  55. light.position.set( 0, 1500, 1000 );
  56. light.target.position.set( 0, 0, 0 );
  57. light.castShadow = true;
  58. light.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 1200, 2500 ) );
  59. light.shadow.bias = 0.0001;
  60. light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
  61. light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
  62. scene.add( light );
  63. createHUD();
  64. createScene();
  65. // RENDERER
  66. renderer = new THREE.WebGLRenderer( { antialias: true } );
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  69. container.appendChild( renderer.domElement );
  70. renderer.gammaOutput = true;
  71. renderer.gammaFactor = 2.2;
  72. renderer.autoClear = false;
  73. //
  74. renderer.shadowMap.enabled = true;
  75. renderer.shadowMap.type = THREE.PCFShadowMap;
  76. // STATS
  77. stats = new Stats();
  78. //container.appendChild( stats.dom );
  79. //
  80. window.addEventListener( 'resize', onWindowResize, false );
  81. window.addEventListener( 'keydown', onKeyDown, false );
  82. }
  83. function onWindowResize() {
  84. SCREEN_WIDTH = window.innerWidth;
  85. SCREEN_HEIGHT = window.innerHeight;
  86. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  87. camera.updateProjectionMatrix();
  88. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  89. controls.handleResize();
  90. }
  91. function onKeyDown( event ) {
  92. switch ( event.keyCode ) {
  93. case 84: /*t*/
  94. showHUD = ! showHUD;
  95. break;
  96. }
  97. }
  98. function createHUD() {
  99. lightShadowMapViewer = new ShadowMapViewer( light );
  100. lightShadowMapViewer.position.x = 10;
  101. lightShadowMapViewer.position.y = SCREEN_HEIGHT - ( SHADOW_MAP_HEIGHT / 4 ) - 10;
  102. lightShadowMapViewer.size.width = SHADOW_MAP_WIDTH / 4;
  103. lightShadowMapViewer.size.height = SHADOW_MAP_HEIGHT / 4;
  104. lightShadowMapViewer.update();
  105. }
  106. function createScene( ) {
  107. // GROUND
  108. var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
  109. var planeMaterial = new THREE.MeshPhongMaterial( { color: 0xffb851 } );
  110. var ground = new THREE.Mesh( geometry, planeMaterial );
  111. ground.position.set( 0, FLOOR, 0 );
  112. ground.rotation.x = - Math.PI / 2;
  113. ground.scale.set( 100, 100, 100 );
  114. ground.castShadow = false;
  115. ground.receiveShadow = true;
  116. scene.add( ground );
  117. // TEXT
  118. var loader = new THREE.FontLoader();
  119. loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
  120. var textGeo = new THREE.TextBufferGeometry( "THREE.JS", {
  121. font: font,
  122. size: 200,
  123. height: 50,
  124. curveSegments: 12,
  125. bevelThickness: 2,
  126. bevelSize: 5,
  127. bevelEnabled: true
  128. } );
  129. textGeo.computeBoundingBox();
  130. var centerOffset = - 0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
  131. var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );
  132. var mesh = new THREE.Mesh( textGeo, textMaterial );
  133. mesh.position.x = centerOffset;
  134. mesh.position.y = FLOOR + 67;
  135. mesh.castShadow = true;
  136. mesh.receiveShadow = true;
  137. scene.add( mesh );
  138. } );
  139. // CUBES
  140. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1500, 220, 150 ), planeMaterial );
  141. mesh.position.y = FLOOR - 50;
  142. mesh.position.z = 20;
  143. mesh.castShadow = true;
  144. mesh.receiveShadow = true;
  145. scene.add( mesh );
  146. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1600, 170, 250 ), planeMaterial );
  147. mesh.position.y = FLOOR - 50;
  148. mesh.position.z = 20;
  149. mesh.castShadow = true;
  150. mesh.receiveShadow = true;
  151. scene.add( mesh );
  152. // MORPHS
  153. mixer = new THREE.AnimationMixer( scene );
  154. function addMorph( mesh, clip, speed, duration, x, y, z, fudgeColor ) {
  155. mesh = mesh.clone();
  156. mesh.material = mesh.material.clone();
  157. if ( fudgeColor ) {
  158. mesh.material.color.offsetHSL( 0, Math.random() * 0.5 - 0.25, Math.random() * 0.5 - 0.25 );
  159. }
  160. mesh.speed = speed;
  161. mixer.clipAction( clip, mesh ).
  162. setDuration( duration ).
  163. // to shift the playback out of phase:
  164. startAt( - duration * Math.random() ).
  165. play();
  166. mesh.position.set( x, y, z );
  167. mesh.rotation.y = Math.PI / 2;
  168. mesh.castShadow = true;
  169. mesh.receiveShadow = true;
  170. scene.add( mesh );
  171. morphs.push( mesh );
  172. }
  173. var loader = new GLTFLoader();
  174. loader.load( "models/gltf/Horse.glb", function ( gltf ) {
  175. var mesh = gltf.scene.children[ 0 ];
  176. var clip = gltf.animations[ 0 ];
  177. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, 300, true );
  178. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, 450, true );
  179. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, 600, true );
  180. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, - 300, true );
  181. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, - 450, true );
  182. addMorph( mesh, clip, 550, 1, 100 - Math.random() * 1000, FLOOR, - 600, true );
  183. } );
  184. loader.load( "models/gltf/Flamingo.glb", function ( gltf ) {
  185. var mesh = gltf.scene.children[ 0 ];
  186. var clip = gltf.animations[ 0 ];
  187. addMorph( mesh, clip, 500, 1, 500 - Math.random() * 500, FLOOR + 350, 40 );
  188. } );
  189. loader.load( "models/gltf/Stork.glb", function ( gltf ) {
  190. var mesh = gltf.scene.children[ 0 ];
  191. var clip = gltf.animations[ 0 ];
  192. addMorph( mesh, clip, 350, 1, 500 - Math.random() * 500, FLOOR + 350, 340 );
  193. } );
  194. loader.load( "models/gltf/Parrot.glb", function ( gltf ) {
  195. var mesh = gltf.scene.children[ 0 ];
  196. var clip = gltf.animations[ 0 ];
  197. addMorph( mesh, clip, 450, 0.5, 500 - Math.random() * 500, FLOOR + 300, 700 );
  198. } );
  199. }
  200. function animate() {
  201. requestAnimationFrame( animate );
  202. render();
  203. stats.update();
  204. }
  205. function render() {
  206. var delta = clock.getDelta();
  207. mixer.update( delta );
  208. for ( var i = 0; i < morphs.length; i ++ ) {
  209. var morph = morphs[ i ];
  210. morph.position.x += morph.speed * delta;
  211. if ( morph.position.x > 2000 ) {
  212. morph.position.x = - 1000 - Math.random() * 500;
  213. }
  214. }
  215. controls.update( delta );
  216. renderer.clear();
  217. renderer.render( scene, camera );
  218. // Render debug HUD with shadow map
  219. if ( showHUD ) {
  220. lightShadowMapViewer.render( renderer );
  221. }
  222. }
  223. </script>
  224. </body>
  225. </html>