webgl_shadowmap_csm.html 7.6 KB

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  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. <!-- Import maps polyfill -->
  16. <!-- Remove this when import maps will be widely supported -->
  17. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  18. <script type="importmap">
  19. {
  20. "imports": {
  21. "three": "../build/three.module.js"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  28. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  29. import { CSM } from './jsm/csm/CSM.js';
  30. import { CSMHelper } from './jsm/csm/CSMHelper.js';
  31. let renderer, scene, camera, orthoCamera, controls, csm, csmHelper;
  32. const params = {
  33. orthographic: false,
  34. fade: false,
  35. far: 1000,
  36. mode: 'practical',
  37. lightX: - 1,
  38. lightY: - 1,
  39. lightZ: - 1,
  40. margin: 100,
  41. lightFar: 5000,
  42. lightNear: 1,
  43. autoUpdateHelper: true,
  44. updateHelper: function () {
  45. csmHelper.update();
  46. }
  47. };
  48. init();
  49. animate();
  50. function updateOrthoCamera() {
  51. const size = controls.target.distanceTo( camera.position );
  52. const aspect = camera.aspect;
  53. orthoCamera.left = size * aspect / - 2;
  54. orthoCamera.right = size * aspect / 2;
  55. orthoCamera.top = size / 2;
  56. orthoCamera.bottom = size / - 2;
  57. orthoCamera.position.copy( camera.position );
  58. orthoCamera.rotation.copy( camera.rotation );
  59. orthoCamera.updateProjectionMatrix();
  60. }
  61. function init() {
  62. scene = new THREE.Scene();
  63. scene.background = new THREE.Color( '#454e61' );
  64. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  65. orthoCamera = new THREE.OrthographicCamera();
  66. renderer = new THREE.WebGLRenderer( { antialias: true } );
  67. renderer.setSize( window.innerWidth, window.innerHeight );
  68. document.body.appendChild( renderer.domElement );
  69. renderer.shadowMap.enabled = true;
  70. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  71. controls = new OrbitControls( camera, renderer.domElement );
  72. controls.maxPolarAngle = Math.PI / 2;
  73. camera.position.set( 60, 60, 0 );
  74. controls.target = new THREE.Vector3( - 100, 10, 0 );
  75. controls.update();
  76. const ambientLight = new THREE.AmbientLight( 0xffffff, 0.5 );
  77. scene.add( ambientLight );
  78. csm = new CSM( {
  79. maxFar: params.far,
  80. cascades: 4,
  81. mode: params.mode,
  82. parent: scene,
  83. shadowMapSize: 1024,
  84. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  85. camera: camera
  86. } );
  87. csmHelper = new CSMHelper( csm );
  88. csmHelper.visible = false;
  89. scene.add( csmHelper );
  90. const floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  91. csm.setupMaterial( floorMaterial );
  92. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  93. floor.rotation.x = - Math.PI / 2;
  94. floor.castShadow = true;
  95. floor.receiveShadow = true;
  96. scene.add( floor );
  97. const material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  98. csm.setupMaterial( material1 );
  99. const material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  100. csm.setupMaterial( material2 );
  101. const geometry = new THREE.BoxGeometry( 10, 10, 10 );
  102. for ( let i = 0; i < 40; i ++ ) {
  103. const cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  104. cube1.castShadow = true;
  105. cube1.receiveShadow = true;
  106. scene.add( cube1 );
  107. cube1.position.set( - i * 25, 20, 30 );
  108. cube1.scale.y = Math.random() * 2 + 6;
  109. const cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  110. cube2.castShadow = true;
  111. cube2.receiveShadow = true;
  112. scene.add( cube2 );
  113. cube2.position.set( - i * 25, 20, - 30 );
  114. cube2.scale.y = Math.random() * 2 + 6;
  115. }
  116. const gui = new GUI();
  117. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  118. csm.camera = value ? orthoCamera : camera;
  119. csm.updateFrustums();
  120. } );
  121. gui.add( params, 'fade' ).onChange( function ( value ) {
  122. csm.fade = value;
  123. csm.updateFrustums();
  124. } );
  125. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  126. csm.maxFar = value;
  127. csm.updateFrustums();
  128. } );
  129. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  130. csm.mode = value;
  131. csm.updateFrustums();
  132. } );
  133. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  134. csm.lightDirection.x = value;
  135. } );
  136. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  137. csm.lightDirection.y = value;
  138. } );
  139. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  140. csm.lightDirection.z = value;
  141. } );
  142. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  143. csm.lightMargin = value;
  144. } );
  145. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  146. for ( let i = 0; i < csm.lights.length; i ++ ) {
  147. csm.lights[ i ].shadow.camera.near = value;
  148. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  149. }
  150. } );
  151. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  152. for ( let i = 0; i < csm.lights.length; i ++ ) {
  153. csm.lights[ i ].shadow.camera.far = value;
  154. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  155. }
  156. } );
  157. const helperFolder = gui.addFolder( 'helper' );
  158. helperFolder.add( csmHelper, 'visible' );
  159. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  160. csmHelper.updateVisibility();
  161. } );
  162. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  163. csmHelper.updateVisibility();
  164. } );
  165. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  166. csmHelper.updateVisibility();
  167. } );
  168. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  169. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  170. helperFolder.open();
  171. window.addEventListener( 'resize', function () {
  172. camera.aspect = window.innerWidth / window.innerHeight;
  173. camera.updateProjectionMatrix();
  174. updateOrthoCamera();
  175. csm.updateFrustums();
  176. renderer.setSize( window.innerWidth, window.innerHeight );
  177. } );
  178. }
  179. function animate() {
  180. requestAnimationFrame( animate );
  181. camera.updateMatrixWorld();
  182. csm.update();
  183. controls.update();
  184. if ( params.orthographic ) {
  185. updateOrthoCamera();
  186. csm.updateFrustums();
  187. if ( params.autoUpdateHelper ) {
  188. csmHelper.update();
  189. }
  190. renderer.render( scene, orthoCamera );
  191. } else {
  192. if ( params.autoUpdateHelper ) {
  193. csmHelper.update();
  194. }
  195. renderer.render( scene, camera );
  196. }
  197. }
  198. </script>
  199. </body>
  200. </html>