webgl_shadowmap_csm.html 8.0 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. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../build/three.module.js",
  19. "three/addons/": "./jsm/"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  26. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  27. import { CSM } from 'three/addons/csm/CSM.js';
  28. import { CSMHelper } from 'three/addons/csm/CSMHelper.js';
  29. let renderer, scene, camera, orthoCamera, controls, csm, csmHelper;
  30. const params = {
  31. orthographic: false,
  32. fade: false,
  33. shadows: true,
  34. far: 1000,
  35. mode: 'practical',
  36. lightX: - 1,
  37. lightY: - 1,
  38. lightZ: - 1,
  39. margin: 100,
  40. lightFar: 5000,
  41. lightNear: 1,
  42. autoUpdateHelper: true,
  43. updateHelper: function () {
  44. csmHelper.update();
  45. }
  46. };
  47. init();
  48. function updateOrthoCamera() {
  49. const size = controls.target.distanceTo( camera.position );
  50. const aspect = camera.aspect;
  51. orthoCamera.left = size * aspect / - 2;
  52. orthoCamera.right = size * aspect / 2;
  53. orthoCamera.top = size / 2;
  54. orthoCamera.bottom = size / - 2;
  55. orthoCamera.position.copy( camera.position );
  56. orthoCamera.rotation.copy( camera.rotation );
  57. orthoCamera.updateProjectionMatrix();
  58. }
  59. function init() {
  60. scene = new THREE.Scene();
  61. scene.background = new THREE.Color( '#454e61' );
  62. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  63. orthoCamera = new THREE.OrthographicCamera();
  64. renderer = new THREE.WebGLRenderer( { antialias: true } );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. renderer.setAnimationLoop( animate );
  67. document.body.appendChild( renderer.domElement );
  68. renderer.shadowMap.enabled = params.shadows;
  69. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  70. controls = new OrbitControls( camera, renderer.domElement );
  71. controls.maxPolarAngle = Math.PI / 2;
  72. camera.position.set( 60, 60, 0 );
  73. controls.target = new THREE.Vector3( - 100, 10, 0 );
  74. controls.update();
  75. const ambientLight = new THREE.AmbientLight( 0xffffff, 1.5 );
  76. scene.add( ambientLight );
  77. const additionalDirectionalLight = new THREE.DirectionalLight( 0x000020, 1.5 );
  78. additionalDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  79. scene.add( additionalDirectionalLight );
  80. csm = new CSM( {
  81. maxFar: params.far,
  82. cascades: 4,
  83. mode: params.mode,
  84. parent: scene,
  85. shadowMapSize: 1024,
  86. lightDirection: new THREE.Vector3( params.lightX, params.lightY, params.lightZ ).normalize(),
  87. camera: camera
  88. } );
  89. csmHelper = new CSMHelper( csm );
  90. csmHelper.visible = false;
  91. scene.add( csmHelper );
  92. const floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  93. csm.setupMaterial( floorMaterial );
  94. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  95. floor.rotation.x = - Math.PI / 2;
  96. floor.castShadow = true;
  97. floor.receiveShadow = true;
  98. scene.add( floor );
  99. const material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  100. csm.setupMaterial( material1 );
  101. const material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  102. csm.setupMaterial( material2 );
  103. const geometry = new THREE.BoxGeometry( 10, 10, 10 );
  104. for ( let i = 0; i < 40; i ++ ) {
  105. const cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  106. cube1.castShadow = true;
  107. cube1.receiveShadow = true;
  108. scene.add( cube1 );
  109. cube1.position.set( - i * 25, 20, 30 );
  110. cube1.scale.y = Math.random() * 2 + 6;
  111. const cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  112. cube2.castShadow = true;
  113. cube2.receiveShadow = true;
  114. scene.add( cube2 );
  115. cube2.position.set( - i * 25, 20, - 30 );
  116. cube2.scale.y = Math.random() * 2 + 6;
  117. }
  118. const gui = new GUI();
  119. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  120. csm.camera = value ? orthoCamera : camera;
  121. csm.updateFrustums();
  122. } );
  123. gui.add( params, 'fade' ).onChange( function ( value ) {
  124. csm.fade = value;
  125. csm.updateFrustums();
  126. } );
  127. gui.add( params, 'shadows' ).onChange( function ( value ) {
  128. renderer.shadowMap.enabled = value;
  129. scene.traverse( function ( child ) {
  130. if ( child.material ) {
  131. child.material.needsUpdate = true;
  132. }
  133. } );
  134. } );
  135. gui.add( params, 'far', 1, 5000 ).step( 1 ).name( 'shadow far' ).onChange( function ( value ) {
  136. csm.maxFar = value;
  137. csm.updateFrustums();
  138. } );
  139. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  140. csm.mode = value;
  141. csm.updateFrustums();
  142. } );
  143. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function ( value ) {
  144. csm.lightDirection.x = value;
  145. } );
  146. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function ( value ) {
  147. csm.lightDirection.y = value;
  148. } );
  149. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function ( value ) {
  150. csm.lightDirection.z = value;
  151. } );
  152. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  153. csm.lightMargin = value;
  154. } );
  155. gui.add( params, 'lightNear', 1, 10000 ).name( 'light near' ).onChange( function ( value ) {
  156. for ( let i = 0; i < csm.lights.length; i ++ ) {
  157. csm.lights[ i ].shadow.camera.near = value;
  158. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  159. }
  160. } );
  161. gui.add( params, 'lightFar', 1, 10000 ).name( 'light far' ).onChange( function ( value ) {
  162. for ( let i = 0; i < csm.lights.length; i ++ ) {
  163. csm.lights[ i ].shadow.camera.far = value;
  164. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  165. }
  166. } );
  167. const helperFolder = gui.addFolder( 'helper' );
  168. helperFolder.add( csmHelper, 'visible' );
  169. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  170. csmHelper.updateVisibility();
  171. } );
  172. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  173. csmHelper.updateVisibility();
  174. } );
  175. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  176. csmHelper.updateVisibility();
  177. } );
  178. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  179. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  180. helperFolder.open();
  181. window.addEventListener( 'resize', function () {
  182. camera.aspect = window.innerWidth / window.innerHeight;
  183. camera.updateProjectionMatrix();
  184. updateOrthoCamera();
  185. csm.updateFrustums();
  186. renderer.setSize( window.innerWidth, window.innerHeight );
  187. } );
  188. }
  189. function animate() {
  190. camera.updateMatrixWorld();
  191. csm.update();
  192. controls.update();
  193. if ( params.orthographic ) {
  194. updateOrthoCamera();
  195. csm.updateFrustums();
  196. if ( params.autoUpdateHelper ) {
  197. csmHelper.update();
  198. }
  199. renderer.render( scene, orthoCamera );
  200. } else {
  201. if ( params.autoUpdateHelper ) {
  202. csmHelper.update();
  203. }
  204. renderer.render( scene, camera );
  205. }
  206. }
  207. </script>
  208. </body>
  209. </html>