shadows-directional-light-shadow-acne.html 7.8 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. texture.colorSpace = THREE.SRGBColorSpace;
  61. const repeats = planeSize / 2;
  62. texture.repeat.set( repeats, repeats );
  63. const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize, planeSize, planeSize );
  64. const positionAttribute = planeGeo.attributes.position;
  65. for ( let i = 0; i < positionAttribute.count; ++ i ) {
  66. positionAttribute.setZ( i, Math.random() * .2 );
  67. }
  68. planeGeo.computeVertexNormals();
  69. const planeMat = new THREE.MeshPhongMaterial( {
  70. map: texture,
  71. flatShading: true,
  72. } );
  73. const mesh = new THREE.Mesh( planeGeo, planeMat );
  74. mesh.castShadow = true;
  75. mesh.receiveShadow = true;
  76. mesh.rotation.x = Math.PI * - .5;
  77. scene.add( mesh );
  78. }
  79. /*
  80. {
  81. const sphereRadius = 4;
  82. const sphereWidthDivisions = 32;
  83. const sphereHeightDivisions = 16;
  84. const phiStart = 0;
  85. const phiLength = Math.PI * 2;
  86. const thetaStart = Math.PI * .5;
  87. const thetaLength = Math.PI * .5;
  88. const sphereGeo = new THREE.SphereGeometry(
  89. sphereRadius,
  90. sphereWidthDivisions,
  91. sphereHeightDivisions,
  92. phiStart,
  93. phiLength,
  94. thetaStart,
  95. thetaLength,
  96. );
  97. const sphereMat = new THREE.MeshPhongMaterial({
  98. color: '#AC8',
  99. side: THREE.DoubleSide,
  100. });
  101. const mesh = new THREE.Mesh(sphereGeo, sphereMat);
  102. mesh.castShadow = true;
  103. mesh.receiveShadow = true;
  104. mesh.position.set(0, sphereRadius + 2, 0);
  105. scene.add(mesh);
  106. }
  107. */
  108. {
  109. const sphereRadius = 4;
  110. const sphereWidthDivisions = 32;
  111. const sphereHeightDivisions = 16;
  112. const sphereGeo = new THREE.SphereGeometry(
  113. sphereRadius,
  114. sphereWidthDivisions,
  115. sphereHeightDivisions,
  116. );
  117. const sphereMat = new THREE.MeshPhongMaterial( {
  118. color: '#AC8',
  119. } );
  120. const mesh = new THREE.Mesh( sphereGeo, sphereMat );
  121. mesh.castShadow = true;
  122. mesh.receiveShadow = true;
  123. mesh.position.set( 0, 0, 0 );
  124. scene.add( mesh );
  125. }
  126. class ColorGUIHelper {
  127. constructor( object, prop ) {
  128. this.object = object;
  129. this.prop = prop;
  130. }
  131. get value() {
  132. return `#${this.object[ this.prop ].getHexString()}`;
  133. }
  134. set value( hexString ) {
  135. this.object[ this.prop ].set( hexString );
  136. }
  137. }
  138. function makeXYZGUI( gui, vector3, name, onChangeFn ) {
  139. const folder = gui.addFolder( name );
  140. folder.add( vector3, 'x', - 10, 10 ).onChange( onChangeFn );
  141. folder.add( vector3, 'y', 0, 10 ).onChange( onChangeFn );
  142. folder.add( vector3, 'z', - 10, 10 ).onChange( onChangeFn );
  143. // folder.open();
  144. }
  145. {
  146. const color = 0xFFFFFF;
  147. const intensity = 3;
  148. const light = new THREE.DirectionalLight( color, intensity );
  149. light.castShadow = true;
  150. light.position.set( 4, 10, 5 );
  151. light.target.position.set( - 4, 1, - 4 );
  152. scene.add( light );
  153. scene.add( light.target );
  154. //light.shadow.bias = -0.001;
  155. light.shadow.camera.near = 0.000001;
  156. light.shadow.camera.far = 1000000;
  157. const cameraHelper = new THREE.CameraHelper( light.shadow.camera );
  158. scene.add( cameraHelper );
  159. const helper = new THREE.DirectionalLightHelper( light );
  160. scene.add( helper );
  161. function updateCamera() {
  162. // update the light target's matrixWorld because it's needed by the helper
  163. light.target.updateMatrixWorld();
  164. helper.update();
  165. // update the light's shadow camera's projection matrix
  166. light.shadow.camera.updateProjectionMatrix();
  167. // and now update the camera helper we're using to show the light's shadow camera
  168. cameraHelper.update();
  169. }
  170. updateCamera();
  171. class DimensionGUIHelper {
  172. constructor( obj, minProp, maxProp ) {
  173. this.obj = obj;
  174. this.minProp = minProp;
  175. this.maxProp = maxProp;
  176. }
  177. get value() {
  178. return this.obj[ this.maxProp ] * 2;
  179. }
  180. set value( v ) {
  181. this.obj[ this.maxProp ] = v / 2;
  182. this.obj[ this.minProp ] = v / - 2;
  183. }
  184. }
  185. class MinMaxGUIHelper {
  186. constructor( obj, minProp, maxProp, minDif ) {
  187. this.obj = obj;
  188. this.minProp = minProp;
  189. this.maxProp = maxProp;
  190. this.minDif = minDif;
  191. }
  192. get min() {
  193. return this.obj[ this.minProp ];
  194. }
  195. set min( v ) {
  196. this.obj[ this.minProp ] = v;
  197. this.obj[ this.maxProp ] = Math.max( this.obj[ this.maxProp ], v + this.minDif );
  198. }
  199. get max() {
  200. return this.obj[ this.maxProp ];
  201. }
  202. set max( v ) {
  203. this.obj[ this.maxProp ] = v;
  204. this.min = this.min; // this will call the min setter
  205. }
  206. }
  207. const gui = new GUI();
  208. gui.addColor( new ColorGUIHelper( light, 'color' ), 'value' ).name( 'color' );
  209. gui.add( light, 'intensity', 0, 10 );
  210. {
  211. const folder = gui.addFolder( 'Shadow Camera' );
  212. folder.open();
  213. folder.add( new DimensionGUIHelper( light.shadow.camera, 'left', 'right' ), 'value', 1, 100 )
  214. .name( 'width' )
  215. .onChange( updateCamera );
  216. folder.add( new DimensionGUIHelper( light.shadow.camera, 'bottom', 'top' ), 'value', 1, 100 )
  217. .name( 'height' )
  218. .onChange( updateCamera );
  219. const minMaxGUIHelper = new MinMaxGUIHelper( light.shadow.camera, 'near', 'far', 0.1 );
  220. folder.add( minMaxGUIHelper, 'min', 0.1, 50, 0.1 ).name( 'near' ).onChange( updateCamera );
  221. folder.add( minMaxGUIHelper, 'max', 0.1, 50, 0.1 ).name( 'far' ).onChange( updateCamera );
  222. folder.add( light.shadow.camera, 'zoom', 0.01, 1.5, 0.01 ).onChange( updateCamera );
  223. }
  224. makeXYZGUI( gui, light.position, 'position', updateCamera );
  225. makeXYZGUI( gui, light.target.position, 'target', updateCamera );
  226. }
  227. function resizeRendererToDisplaySize( renderer ) {
  228. const canvas = renderer.domElement;
  229. const width = canvas.clientWidth;
  230. const height = canvas.clientHeight;
  231. const needResize = canvas.width !== width || canvas.height !== height;
  232. if ( needResize ) {
  233. renderer.setSize( width, height, false );
  234. }
  235. return needResize;
  236. }
  237. function render() {
  238. resizeRendererToDisplaySize( renderer );
  239. {
  240. const canvas = renderer.domElement;
  241. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  242. camera.updateProjectionMatrix();
  243. }
  244. renderer.render( scene, camera );
  245. requestAnimationFrame( render );
  246. }
  247. requestAnimationFrame( render );
  248. }
  249. main();
  250. </script>
  251. </html>