webgl_shadowmap_csm.html 7.3 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. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  18. import { GUI } from './jsm/libs/dat.gui.module.js';
  19. import { CSM } from './jsm/csm/CSM.js';
  20. import { CSMHelper } from './jsm/csm/CSMHelper.js';
  21. let renderer, scene, camera, orthoCamera, controls, csm, csmHelper;
  22. const params = {
  23. orthographic: false,
  24. fade: false,
  25. far: 1000,
  26. mode: 'practical',
  27. lightX: - 1,
  28. lightY: - 1,
  29. lightZ: - 1,
  30. margin: 100,
  31. lightFar: 5000,
  32. lightNear: 1,
  33. autoUpdateHelper: true,
  34. updateHelper: function () {
  35. csmHelper.update();
  36. }
  37. };
  38. init();
  39. animate();
  40. function updateOrthoCamera() {
  41. const size = controls.target.distanceTo( camera.position );
  42. const aspect = camera.aspect;
  43. orthoCamera.left = size * aspect / - 2;
  44. orthoCamera.right = size * aspect / 2;
  45. orthoCamera.top = size / 2;
  46. orthoCamera.bottom = size / - 2;
  47. orthoCamera.position.copy( camera.position );
  48. orthoCamera.rotation.copy( camera.rotation );
  49. orthoCamera.updateProjectionMatrix();
  50. }
  51. function init() {
  52. scene = new THREE.Scene();
  53. scene.background = new THREE.Color( '#454e61' );
  54. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  55. orthoCamera = new THREE.OrthographicCamera();
  56. renderer = new THREE.WebGLRenderer( { antialias: true } );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. document.body.appendChild( renderer.domElement );
  59. renderer.shadowMap.enabled = true;
  60. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  61. controls = new OrbitControls( camera, renderer.domElement );
  62. controls.maxPolarAngle = Math.PI / 2;
  63. camera.position.set( 60, 60, 0 );
  64. controls.target = new THREE.Vector3( - 100, 10, 0 );
  65. controls.update();
  66. const ambientLight = new THREE.AmbientLight( 0xffffff, 0.5 );
  67. scene.add( ambientLight );
  68. csm = new CSM( {
  69. maxFar: params.far,
  70. cascades: 4,
  71. mode: params.mode,
  72. parent: scene,
  73. shadowMapSize: 1024,
  74. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  75. camera: camera
  76. } );
  77. csmHelper = new CSMHelper( csm );
  78. csmHelper.visible = false;
  79. scene.add( csmHelper );
  80. const floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  81. csm.setupMaterial( floorMaterial );
  82. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  83. floor.rotation.x = - Math.PI / 2;
  84. floor.castShadow = true;
  85. floor.receiveShadow = true;
  86. scene.add( floor );
  87. const material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  88. csm.setupMaterial( material1 );
  89. const material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  90. csm.setupMaterial( material2 );
  91. const geometry = new THREE.BoxGeometry( 10, 10, 10 );
  92. for ( let i = 0; i < 40; i ++ ) {
  93. const cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  94. cube1.castShadow = true;
  95. cube1.receiveShadow = true;
  96. scene.add( cube1 );
  97. cube1.position.set( - i * 25, 20, 30 );
  98. cube1.scale.y = Math.random() * 2 + 6;
  99. const cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  100. cube2.castShadow = true;
  101. cube2.receiveShadow = true;
  102. scene.add( cube2 );
  103. cube2.position.set( - i * 25, 20, - 30 );
  104. cube2.scale.y = Math.random() * 2 + 6;
  105. }
  106. const gui = new GUI();
  107. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  108. csm.camera = value ? orthoCamera : camera;
  109. csm.updateFrustums();
  110. } );
  111. gui.add( params, 'fade' ).onChange( function ( value ) {
  112. csm.fade = value;
  113. csm.updateFrustums();
  114. } );
  115. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  116. csm.maxFar = value;
  117. csm.updateFrustums();
  118. } );
  119. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  120. csm.mode = value;
  121. csm.updateFrustums();
  122. } );
  123. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  124. csm.lightDirection.x = value;
  125. } );
  126. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  127. csm.lightDirection.y = value;
  128. } );
  129. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  130. csm.lightDirection.z = value;
  131. } );
  132. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  133. csm.lightMargin = value;
  134. } );
  135. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  136. for ( let i = 0; i < csm.lights.length; i ++ ) {
  137. csm.lights[ i ].shadow.camera.near = value;
  138. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  139. }
  140. } );
  141. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  142. for ( let i = 0; i < csm.lights.length; i ++ ) {
  143. csm.lights[ i ].shadow.camera.far = value;
  144. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  145. }
  146. } );
  147. const helperFolder = gui.addFolder( 'helper' );
  148. helperFolder.add( csmHelper, 'visible' );
  149. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  150. csmHelper.updateVisibility();
  151. } );
  152. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  153. csmHelper.updateVisibility();
  154. } );
  155. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  156. csmHelper.updateVisibility();
  157. } );
  158. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  159. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  160. helperFolder.open();
  161. window.addEventListener( 'resize', function () {
  162. camera.aspect = window.innerWidth / window.innerHeight;
  163. camera.updateProjectionMatrix();
  164. updateOrthoCamera();
  165. csm.updateFrustums();
  166. renderer.setSize( window.innerWidth, window.innerHeight );
  167. } );
  168. }
  169. function animate() {
  170. requestAnimationFrame( animate );
  171. camera.updateMatrixWorld();
  172. csm.update();
  173. controls.update();
  174. if ( params.orthographic ) {
  175. updateOrthoCamera();
  176. csm.updateFrustums();
  177. if ( params.autoUpdateHelper ) {
  178. csmHelper.update();
  179. }
  180. renderer.render( scene, orthoCamera );
  181. } else {
  182. if ( params.autoUpdateHelper ) {
  183. csmHelper.update();
  184. }
  185. renderer.render( scene, camera );
  186. }
  187. }
  188. </script>
  189. </body>
  190. </html>