webgl_shadowmap_csm.html 7.9 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/strandedkitty/" target="_blank" rel="noopener">StrandedKitty</a> (<a href="https://github.com/strandedkitty/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. "three/addons/": "./jsm/"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  29. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  30. import { CSM } from 'three/addons/csm/CSM.js';
  31. import { CSMHelper } from 'three/addons/csm/CSMHelper.js';
  32. let renderer, scene, camera, orthoCamera, controls, csm, csmHelper;
  33. const params = {
  34. orthographic: false,
  35. fade: false,
  36. far: 1000,
  37. mode: 'practical',
  38. lightX: - 1,
  39. lightY: - 1,
  40. lightZ: - 1,
  41. margin: 100,
  42. lightFar: 5000,
  43. lightNear: 1,
  44. autoUpdateHelper: true,
  45. updateHelper: function () {
  46. csmHelper.update();
  47. }
  48. };
  49. init();
  50. animate();
  51. function updateOrthoCamera() {
  52. const size = controls.target.distanceTo( camera.position );
  53. const aspect = camera.aspect;
  54. orthoCamera.left = size * aspect / - 2;
  55. orthoCamera.right = size * aspect / 2;
  56. orthoCamera.top = size / 2;
  57. orthoCamera.bottom = size / - 2;
  58. orthoCamera.position.copy( camera.position );
  59. orthoCamera.rotation.copy( camera.rotation );
  60. orthoCamera.updateProjectionMatrix();
  61. }
  62. function init() {
  63. scene = new THREE.Scene();
  64. scene.background = new THREE.Color( '#454e61' );
  65. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  66. orthoCamera = new THREE.OrthographicCamera();
  67. renderer = new THREE.WebGLRenderer( { antialias: true } );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. document.body.appendChild( renderer.domElement );
  70. renderer.shadowMap.enabled = true;
  71. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  72. controls = new OrbitControls( camera, renderer.domElement );
  73. controls.maxPolarAngle = Math.PI / 2;
  74. camera.position.set( 60, 60, 0 );
  75. controls.target = new THREE.Vector3( - 100, 10, 0 );
  76. controls.update();
  77. const ambientLight = new THREE.AmbientLight( 0xffffff, 0.5 );
  78. scene.add( ambientLight );
  79. const additionalDirectionalLight = new THREE.DirectionalLight( 0x000020, 0.5 );
  80. additionalDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  81. scene.add( additionalDirectionalLight );
  82. csm = new CSM( {
  83. maxFar: params.far,
  84. cascades: 4,
  85. mode: params.mode,
  86. parent: scene,
  87. shadowMapSize: 1024,
  88. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  89. camera: camera
  90. } );
  91. csmHelper = new CSMHelper( csm );
  92. csmHelper.visible = false;
  93. scene.add( csmHelper );
  94. const floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  95. csm.setupMaterial( floorMaterial );
  96. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  97. floor.rotation.x = - Math.PI / 2;
  98. floor.castShadow = true;
  99. floor.receiveShadow = true;
  100. scene.add( floor );
  101. const material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  102. csm.setupMaterial( material1 );
  103. const material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  104. csm.setupMaterial( material2 );
  105. const geometry = new THREE.BoxGeometry( 10, 10, 10 );
  106. for ( let i = 0; i < 40; i ++ ) {
  107. const cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  108. cube1.castShadow = true;
  109. cube1.receiveShadow = true;
  110. scene.add( cube1 );
  111. cube1.position.set( - i * 25, 20, 30 );
  112. cube1.scale.y = Math.random() * 2 + 6;
  113. const cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  114. cube2.castShadow = true;
  115. cube2.receiveShadow = true;
  116. scene.add( cube2 );
  117. cube2.position.set( - i * 25, 20, - 30 );
  118. cube2.scale.y = Math.random() * 2 + 6;
  119. }
  120. const gui = new GUI();
  121. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  122. csm.camera = value ? orthoCamera : camera;
  123. csm.updateFrustums();
  124. } );
  125. gui.add( params, 'fade' ).onChange( function ( value ) {
  126. csm.fade = value;
  127. csm.updateFrustums();
  128. } );
  129. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  130. csm.maxFar = value;
  131. csm.updateFrustums();
  132. } );
  133. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  134. csm.mode = value;
  135. csm.updateFrustums();
  136. } );
  137. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  138. csm.lightDirection.x = value;
  139. } );
  140. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  141. csm.lightDirection.y = value;
  142. } );
  143. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  144. csm.lightDirection.z = value;
  145. } );
  146. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  147. csm.lightMargin = value;
  148. } );
  149. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  150. for ( let i = 0; i < csm.lights.length; i ++ ) {
  151. csm.lights[ i ].shadow.camera.near = value;
  152. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  153. }
  154. } );
  155. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  156. for ( let i = 0; i < csm.lights.length; i ++ ) {
  157. csm.lights[ i ].shadow.camera.far = value;
  158. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  159. }
  160. } );
  161. const helperFolder = gui.addFolder( 'helper' );
  162. helperFolder.add( csmHelper, 'visible' );
  163. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  164. csmHelper.updateVisibility();
  165. } );
  166. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  167. csmHelper.updateVisibility();
  168. } );
  169. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  170. csmHelper.updateVisibility();
  171. } );
  172. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  173. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  174. helperFolder.open();
  175. window.addEventListener( 'resize', function () {
  176. camera.aspect = window.innerWidth / window.innerHeight;
  177. camera.updateProjectionMatrix();
  178. updateOrthoCamera();
  179. csm.updateFrustums();
  180. renderer.setSize( window.innerWidth, window.innerHeight );
  181. } );
  182. }
  183. function animate() {
  184. requestAnimationFrame( animate );
  185. camera.updateMatrixWorld();
  186. csm.update();
  187. controls.update();
  188. if ( params.orthographic ) {
  189. updateOrthoCamera();
  190. csm.updateFrustums();
  191. if ( params.autoUpdateHelper ) {
  192. csmHelper.update();
  193. }
  194. renderer.render( scene, orthoCamera );
  195. } else {
  196. if ( params.autoUpdateHelper ) {
  197. csmHelper.update();
  198. }
  199. renderer.render( scene, camera );
  200. }
  201. }
  202. </script>
  203. </body>
  204. </html>