shadows-directional-light-shadow-acne.html 7.9 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Shadows - Directional Light w/CameraHelper</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js",
  30. "three/addons/": "../../examples/jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
  37. import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
  38. function main() {
  39. const canvas = document.querySelector('#c');
  40. const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
  41. renderer.shadowMap.enabled = true;
  42. const fov = 45;
  43. const aspect = 2; // the canvas default
  44. const near = 0.1;
  45. const far = 100;
  46. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  47. camera.position.set(-1.4, 14, 12);
  48. const controls = new OrbitControls(camera, canvas);
  49. controls.target.set(0, 5, 0);
  50. controls.update();
  51. const scene = new THREE.Scene();
  52. scene.background = new THREE.Color('black');
  53. {
  54. const planeSize = 40;
  55. const loader = new THREE.TextureLoader();
  56. const texture = loader.load('resources/images/checker.png');
  57. texture.wrapS = THREE.RepeatWrapping;
  58. texture.wrapT = THREE.RepeatWrapping;
  59. texture.magFilter = THREE.NearestFilter;
  60. const repeats = planeSize / 2;
  61. texture.repeat.set(repeats, repeats);
  62. const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeSize, planeSize);
  63. const positionAttribute = planeGeo.attributes.position;
  64. for (let i = 0; i < positionAttribute.count; ++i) {
  65. positionAttribute.setZ(i, Math.random() * .2);
  66. }
  67. planeGeo.computeVertexNormals();
  68. const planeMat = new THREE.MeshPhongMaterial({
  69. map: texture,
  70. flatShading: true,
  71. });
  72. const mesh = new THREE.Mesh(planeGeo, planeMat);
  73. mesh.castShadow = true;
  74. mesh.receiveShadow = true;
  75. mesh.rotation.x = Math.PI * -.5;
  76. scene.add(mesh);
  77. }
  78. /*
  79. {
  80. const sphereRadius = 4;
  81. const sphereWidthDivisions = 32;
  82. const sphereHeightDivisions = 16;
  83. const phiStart = 0;
  84. const phiLength = Math.PI * 2;
  85. const thetaStart = Math.PI * .5;
  86. const thetaLength = Math.PI * .5;
  87. const sphereGeo = new THREE.SphereGeometry(
  88. sphereRadius,
  89. sphereWidthDivisions,
  90. sphereHeightDivisions,
  91. phiStart,
  92. phiLength,
  93. thetaStart,
  94. thetaLength,
  95. );
  96. const sphereMat = new THREE.MeshPhongMaterial({
  97. color: '#AC8',
  98. side: THREE.DoubleSide,
  99. });
  100. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  101. mesh.castShadow = true;
  102. mesh.receiveShadow = true;
  103. mesh.position.set(0, sphereRadius + 2, 0);
  104. scene.add(mesh);
  105. }
  106. */
  107. {
  108. const sphereRadius = 4;
  109. const sphereWidthDivisions = 32;
  110. const sphereHeightDivisions = 16;
  111. const sphereGeo = new THREE.SphereGeometry(
  112. sphereRadius,
  113. sphereWidthDivisions,
  114. sphereHeightDivisions,
  115. );
  116. const sphereMat = new THREE.MeshPhongMaterial({
  117. color: '#AC8',
  118. });
  119. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  120. mesh.castShadow = true;
  121. mesh.receiveShadow = true;
  122. mesh.position.set(0, 0, 0);
  123. scene.add(mesh);
  124. }
  125. class ColorGUIHelper {
  126. constructor(object, prop) {
  127. this.object = object;
  128. this.prop = prop;
  129. }
  130. get value() {
  131. return `#${this.object[this.prop].getHexString()}`;
  132. }
  133. set value(hexString) {
  134. this.object[this.prop].set(hexString);
  135. }
  136. }
  137. function makeXYZGUI(gui, vector3, name, onChangeFn) {
  138. const folder = gui.addFolder(name);
  139. folder.add(vector3, 'x', -10, 10).onChange(onChangeFn);
  140. folder.add(vector3, 'y', 0, 10).onChange(onChangeFn);
  141. folder.add(vector3, 'z', -10, 10).onChange(onChangeFn);
  142. // folder.open();
  143. }
  144. {
  145. const color = 0xFFFFFF;
  146. const intensity = 1;
  147. const light = new THREE.DirectionalLight(color, intensity);
  148. light.castShadow = true;
  149. light.position.set(4, 10, 5);
  150. light.target.position.set(-4, 1, -4);
  151. scene.add(light);
  152. scene.add(light.target);
  153. //light.shadow.bias = -0.001;
  154. light.shadow.camera.near = 0.000001;
  155. light.shadow.camera.far = 1000000;
  156. const cameraHelper = new THREE.CameraHelper(light.shadow.camera);
  157. scene.add(cameraHelper);
  158. const helper = new THREE.DirectionalLightHelper(light);
  159. scene.add(helper);
  160. function updateCamera() {
  161. // update the light target's matrixWorld because it's needed by the helper
  162. light.target.updateMatrixWorld();
  163. helper.update();
  164. // update the light's shadow camera's projection matrix
  165. light.shadow.camera.updateProjectionMatrix();
  166. // and now update the camera helper we're using to show the light's shadow camera
  167. cameraHelper.update();
  168. }
  169. updateCamera();
  170. class DimensionGUIHelper {
  171. constructor(obj, minProp, maxProp) {
  172. this.obj = obj;
  173. this.minProp = minProp;
  174. this.maxProp = maxProp;
  175. }
  176. get value() {
  177. return this.obj[this.maxProp] * 2;
  178. }
  179. set value(v) {
  180. this.obj[this.maxProp] = v / 2;
  181. this.obj[this.minProp] = v / -2;
  182. }
  183. }
  184. class MinMaxGUIHelper {
  185. constructor(obj, minProp, maxProp, minDif) {
  186. this.obj = obj;
  187. this.minProp = minProp;
  188. this.maxProp = maxProp;
  189. this.minDif = minDif;
  190. }
  191. get min() {
  192. return this.obj[this.minProp];
  193. }
  194. set min(v) {
  195. this.obj[this.minProp] = v;
  196. this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
  197. }
  198. get max() {
  199. return this.obj[this.maxProp];
  200. }
  201. set max(v) {
  202. this.obj[this.maxProp] = v;
  203. this.min = this.min; // this will call the min setter
  204. }
  205. }
  206. const gui = new GUI();
  207. gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
  208. gui.add(light, 'intensity', 0, 2);
  209. {
  210. const folder = gui.addFolder('Shadow Camera');
  211. folder.open();
  212. folder.add(new DimensionGUIHelper(light.shadow.camera, 'left', 'right'), 'value', 1, 100)
  213. .name('width')
  214. .onChange(updateCamera);
  215. folder.add(new DimensionGUIHelper(light.shadow.camera, 'bottom', 'top'), 'value', 1, 100)
  216. .name('height')
  217. .onChange(updateCamera);
  218. const minMaxGUIHelper = new MinMaxGUIHelper(light.shadow.camera, 'near', 'far', 0.1);
  219. folder.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
  220. folder.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
  221. folder.add(light.shadow.camera, 'zoom', 0.01, 1.5, 0.01).onChange(updateCamera);
  222. }
  223. makeXYZGUI(gui, light.position, 'position', updateCamera);
  224. makeXYZGUI(gui, light.target.position, 'target', updateCamera);
  225. }
  226. function resizeRendererToDisplaySize(renderer) {
  227. const canvas = renderer.domElement;
  228. const width = canvas.clientWidth;
  229. const height = canvas.clientHeight;
  230. const needResize = canvas.width !== width || canvas.height !== height;
  231. if (needResize) {
  232. renderer.setSize(width, height, false);
  233. }
  234. return needResize;
  235. }
  236. function render() {
  237. resizeRendererToDisplaySize(renderer);
  238. {
  239. const canvas = renderer.domElement;
  240. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  241. camera.updateProjectionMatrix();
  242. }
  243. renderer.render(scene, camera);
  244. requestAnimationFrame(render);
  245. }
  246. requestAnimationFrame(render);
  247. }
  248. main();
  249. </script>
  250. </html>