webgl_shadowmap.html 11 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. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #000;
  11. color: #fff;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 10px;
  18. width: 100%;
  19. text-align: center;
  20. z-index: 100;
  21. display:block;
  22. }
  23. #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info">
  28. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shadowmap - models by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a></br>
  29. move camera with WASD / RF + mouse
  30. </div>
  31. <script src="../build/Three.js"></script>
  32. <script src="js/ShaderExtras.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/RequestAnimationFrame.js"></script>
  35. <script src="js/Stats.js"></script>
  36. <script src="fonts/helvetiker_bold.typeface.js"></script>
  37. <script>
  38. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  39. var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
  40. var MARGIN = 100;
  41. var SCREEN_WIDTH = window.innerWidth;
  42. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  43. var FLOOR = -250;
  44. var camera, controls, scene, renderer;
  45. var container, stats;
  46. var NEAR = 5, FAR = 3000;
  47. var sceneHUD, cameraOrtho, hudMaterial;
  48. var morphs = [];
  49. var light;
  50. init();
  51. animate();
  52. function init() {
  53. container = document.createElement( 'div' );
  54. document.body.appendChild( container );
  55. // SCENE CAMERA
  56. camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  57. camera.position.set( 700, 50, 1900 );
  58. controls = new THREE.FirstPersonControls( camera );
  59. controls.lookSpeed = 0.0125;
  60. controls.movementSpeed = 500;
  61. controls.noFly = false;
  62. controls.lookVertical = true;
  63. controls.constrainVertical = true;
  64. controls.verticalMin = 1.5;
  65. controls.verticalMax = 2.0;
  66. controls.lon = -110;
  67. // SCENE
  68. scene = new THREE.Scene();
  69. scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
  70. THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
  71. // LIGHTS
  72. var ambient = new THREE.AmbientLight( 0x444444 );
  73. scene.add( ambient );
  74. light = new THREE.SpotLight( 0xffffff );
  75. light.position.set( 0, 1500, 1000 );
  76. light.target.position.set( 0, 0, 0 );
  77. light.castShadow = true;
  78. scene.add( light );
  79. createHUD();
  80. createScene();
  81. // RENDERER
  82. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  83. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  84. renderer.domElement.style.position = "relative";
  85. renderer.domElement.style.top = MARGIN + 'px';
  86. container.appendChild( renderer.domElement );
  87. renderer.setClearColor( scene.fog.color, 1 );
  88. renderer.autoClear = false;
  89. renderer.shadowCameraNear = 3;
  90. renderer.shadowCameraFar = camera.far;
  91. renderer.shadowCameraFov = 50;
  92. renderer.shadowMapBias = 0.0039;
  93. renderer.shadowMapDarkness = 0.5;
  94. renderer.shadowMapWidth = SHADOW_MAP_WIDTH;
  95. renderer.shadowMapHeight = SHADOW_MAP_HEIGHT;
  96. renderer.shadowMapEnabled = true;
  97. renderer.shadowMapSoft = true;
  98. // STATS
  99. stats = new Stats();
  100. stats.domElement.style.position = 'absolute';
  101. stats.domElement.style.top = '0px';
  102. stats.domElement.style.zIndex = 100;
  103. //container.appendChild( stats.domElement );
  104. }
  105. function createHUD() {
  106. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10, 1000 );
  107. cameraOrtho.position.z = 10;
  108. var shader = THREE.ShaderExtras[ "screen" ];
  109. var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
  110. hudMaterial = new THREE.ShaderMaterial( { vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms } );
  111. var hudGeo = new THREE.PlaneGeometry( SHADOW_MAP_WIDTH / 2, SHADOW_MAP_HEIGHT / 2 );
  112. var hudMesh = new THREE.Mesh( hudGeo, hudMaterial );
  113. hudMesh.position.x = ( SCREEN_WIDTH - SHADOW_MAP_WIDTH / 2 ) * -0.5;
  114. hudMesh.position.y = ( SCREEN_HEIGHT - SHADOW_MAP_HEIGHT / 2 ) * -0.5;
  115. sceneHUD = new THREE.Scene();
  116. sceneHUD.add( hudMesh );
  117. cameraOrtho.lookAt( sceneHUD.position );
  118. }
  119. function createScene( ) {
  120. // GROUND
  121. var geometry = new THREE.PlaneGeometry( 100, 100 );
  122. var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffdd99 } );
  123. THREE.ColorUtils.adjustHSV( planeMaterial.color, 0, 0, 0.9 );
  124. var ground = new THREE.Mesh( geometry, planeMaterial );
  125. ground.position.set( 0, FLOOR, 0 );
  126. ground.rotation.x = -Math.PI/2;
  127. ground.scale.set( 100, 100, 100 );
  128. ground.castShadow = false;
  129. ground.receiveShadow = true;
  130. scene.add( ground );
  131. // TEXT
  132. var textGeo = new THREE.TextGeometry( "THREE.JS", {
  133. size: 200,
  134. height: 50,
  135. curveSegments: 12,
  136. font: "helvetiker",
  137. weight: "bold",
  138. style: "normal",
  139. bevelThickness: 2,
  140. bevelSize: 5,
  141. bevelEnabled: true
  142. });
  143. textGeo.computeBoundingBox();
  144. var centerOffset = -0.5 * ( textGeo.boundingBox.x[ 1 ] - textGeo.boundingBox.x[ 0 ] );
  145. var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, ambient: 0xaa0000 } );
  146. var mesh = new THREE.Mesh( textGeo, textMaterial );
  147. mesh.position.x = centerOffset;
  148. mesh.position.y = FLOOR + 67;
  149. mesh.castShadow = true;
  150. mesh.receiveShadow = true;
  151. scene.add( mesh );
  152. // CUBES
  153. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1500, 220, 150 ), planeMaterial );
  154. mesh.position.y = FLOOR - 50;
  155. mesh.position.z = 20;
  156. mesh.castShadow = true;
  157. mesh.receiveShadow = true;
  158. scene.add( mesh );
  159. var mesh = new THREE.Mesh( new THREE.CubeGeometry( 1600, 170, 250 ), planeMaterial );
  160. mesh.position.y = FLOOR - 50;
  161. mesh.position.z = 20;
  162. mesh.castShadow = true;
  163. mesh.receiveShadow = true;
  164. scene.add( mesh );
  165. // MORPHS
  166. function addMorph( geometry, speed, duration, x, y, z, fudgeColor ) {
  167. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  168. if ( fudgeColor ) THREE.ColorUtils.adjustHSV( material.color, 0, 0.5 - Math.random(), 0.5 - Math.random() );
  169. var meshAnim = new THREE.Mesh( geometry, material );
  170. meshAnim.position.set( x, y, z );
  171. meshAnim.rotation.y = Math.PI/2;
  172. meshAnim.castShadow = true;
  173. meshAnim.receiveShadow = false;
  174. scene.add( meshAnim );
  175. morphs.push( { mesh: meshAnim, lastKeyframe: 0, currentKeyframe: 0,
  176. offset: Math.random() * 6, speed: speed, duration: duration,
  177. oldTime: new Date().getTime() } );
  178. }
  179. function morphColorsToFaceColors( geometry ) {
  180. if ( geometry.morphColors && geometry.morphColors.length ) {
  181. var colorMap = geometry.morphColors[ 0 ];
  182. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  183. geometry.faces[ i ].color = colorMap.colors[ i ];
  184. }
  185. }
  186. }
  187. var loader = new THREE.JSONLoader();
  188. loader.load( { model: "models/animated/horse.js", callback: function( geometry ) {
  189. morphColorsToFaceColors( geometry );
  190. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 300, true );
  191. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 450, true );
  192. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, 600, true );
  193. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -300, true );
  194. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -450, true );
  195. addMorph( geometry, 0.55, 1000, 100 - Math.random() * 1000, FLOOR, -600, true );
  196. } } );
  197. /*
  198. loader.load( { model: "obj/morphs/fox.js", callback: function( geometry ) {
  199. morphColorsToFaceColors( geometry );
  200. addMorph( geometry, 0.2, 1000, 100 - Math.random() * 500, FLOOR - 5, 600 );
  201. } } );
  202. loader.load( { model: "obj/morphs/shdw3walk.js", callback: function( geometry ) {
  203. morphColorsToFaceColors( geometry );
  204. addMorph( geometry, 0.04, 2000, -500, FLOOR + 60, 245 );
  205. } } );
  206. loader.load( { model: "obj/morphs/flamingo.js", callback: function( geometry ) {
  207. morphColorsToFaceColors( geometry );
  208. addMorph( geometry, 0.5, 1000, 500 - Math.random() * 500, FLOOR + 350, 40 );
  209. } } );
  210. loader.load( { model: "obj/morphs/stork.js", callback: function( geometry ) {
  211. morphColorsToFaceColors( geometry );
  212. addMorph( geometry, 0.35, 1000, 500 - Math.random() * 500, FLOOR + 350, 340 );
  213. } } );
  214. loader.load( { model: "obj/morphs/mountainlion.js", callback: function( geometry ) {
  215. morphColorsToFaceColors( geometry );
  216. addMorph( geometry, 0.4, 1000, 500 - Math.random() * 500, FLOOR - 5, 700 );
  217. } } );
  218. loader.load( { model: "obj/morphs/bearBrown.js", callback: function( geometry ) {
  219. morphColorsToFaceColors( geometry );
  220. addMorph( geometry, 0.3, 2500, -500, FLOOR - 5, -750 );
  221. } } );
  222. loader.load( { model: "obj/morphs/parrot.js", callback: function( geometry ) {
  223. morphColorsToFaceColors( geometry );
  224. addMorph( geometry, 0.45, 500, 500 - Math.random() * 500, FLOOR + 300, 700 );
  225. } } );
  226. */
  227. }
  228. var t = 0, newTime, delta;
  229. function updateMorph( morph ) {
  230. // Alternate morph targets
  231. var interpolation = morph.duration / ( morph.mesh.geometry.morphTargets.length - 1 );
  232. var time = ( new Date().getTime() + morph.offset * 100 ) % morph.duration;
  233. var keyframe = Math.floor( time / interpolation ) + 1;
  234. var mesh = morph.mesh;
  235. if ( keyframe != morph.currentKeyframe ) {
  236. mesh.morphTargetInfluences[ morph.lastKeyframe ] = 0;
  237. mesh.morphTargetInfluences[ morph.currentKeyframe ] = 1;
  238. mesh.morphTargetInfluences[ keyframe ] = 0;
  239. morph.lastKeyframe = morph.currentKeyframe;
  240. morph.currentKeyframe = keyframe;
  241. }
  242. mesh.morphTargetInfluences[ keyframe ] = ( time % interpolation ) / interpolation;
  243. mesh.morphTargetInfluences[ morph.lastKeyframe ] = 1 - mesh.morphTargetInfluences[ keyframe ];
  244. var newTime = new Date().getTime();
  245. delta = newTime - morph.oldTime;
  246. morph.oldTime = newTime;
  247. mesh.position.x += morph.speed * delta;
  248. if ( mesh.position.x > 2000 ) {
  249. mesh.position.x = -1000 - Math.random() * 500;
  250. }
  251. }
  252. //
  253. function animate() {
  254. requestAnimationFrame( animate );
  255. render();
  256. stats.update();
  257. }
  258. function render() {
  259. for ( var i = 0; i < morphs.length; i++ ) updateMorph( morphs[ i ] );
  260. controls.update();
  261. renderer.clear();
  262. renderer.render( scene, camera );
  263. // Render debug HUD with shadow map
  264. //hudMaterial.uniforms.tDiffuse.texture = renderer.shadowMap[ 0 ];
  265. //renderer.render( sceneHUD, cameraOrtho );
  266. }
  267. </script>
  268. </body>
  269. </html>