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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - PointLight ShadowMap</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGPU - PointLight ShadowMap
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import Stats from 'three/addons/libs/stats.module.js';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+
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+ let camera, scene, renderer, stats;
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+ let pointLight, pointLight2;
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+
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+ init();
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+
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+ async function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.set( 0, 10, 40 );
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+
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+ scene = new THREE.Scene();
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+ scene.add( new THREE.AmbientLight( 0x111122, 3 ) );
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+
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+ // lights
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+
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+ function createLight( color ) {
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+
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+ const intensity = 200;
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+
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+ const light = new THREE.PointLight( color, intensity, 20 );
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+ light.castShadow = true;
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+ light.shadow.bias = - 0.005; // reduces self-shadowing on double-sided objects
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+ light.shadow.mapSize.width = 128;
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+ light.shadow.radius = 10;
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+
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+ let geometry = new THREE.SphereGeometry( 0.3, 12, 6 );
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+ let material = new THREE.MeshBasicMaterial( { color: color } );
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+ material.color.multiplyScalar( intensity );
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+ let sphere = new THREE.Mesh( geometry, material );
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+ light.add( sphere );
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+
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+ const texture = new THREE.CanvasTexture( generateTexture() );
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+ texture.magFilter = THREE.NearestFilter;
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+ texture.wrapT = THREE.RepeatWrapping;
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+ texture.wrapS = THREE.RepeatWrapping;
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+ texture.repeat.set( 1, 4.5 );
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+
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+ geometry = new THREE.SphereGeometry( 2, 32, 8 );
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+ material = new THREE.MeshPhongNodeMaterial( {
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+ side: THREE.DoubleSide,
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+ alphaMap: texture,
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+ alphaTest: 0.5
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+ } );
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+
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+ sphere = new THREE.Mesh( geometry, material );
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+ sphere.castShadow = true;
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+ sphere.receiveShadow = true;
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+ light.add( sphere );
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+
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+ return light;
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+
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+ }
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+
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+ pointLight = createLight( 0x0088ff );
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+ pointLight.position.x = - 2;
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+ scene.add( pointLight );
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+
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+ pointLight2 = createLight( 0xff8888 );
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+ pointLight2.position.x = + 2;
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+ scene.add( pointLight2 );
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+ //
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+
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+ const geometry = new THREE.BoxGeometry( 30, 30, 30 );
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+
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+ const material = new THREE.MeshPhongNodeMaterial( {
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+ color: 0xa0adaf,
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+ shininess: 10,
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+ specular: 0x111111,
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+ side: THREE.BackSide
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+ } );
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+
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+ const mesh = new THREE.Mesh( geometry, material );
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+ mesh.position.y = 10;
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+ mesh.receiveShadow = true;
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+ scene.add( mesh );
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+
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+ //
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+
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+ renderer = new THREE.WebGPURenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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+ renderer.shadowMap.enabled = true;
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+ // renderer.shadowMap.type = THREE.BasicShadowMap;
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+ await renderer.init();
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+ document.body.appendChild( renderer.domElement );
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+
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+ const controls = new OrbitControls( camera, renderer.domElement );
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+ controls.target.set( 0, 10, 0 );
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+ controls.update();
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function generateTexture() {
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+
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+ const canvas = document.createElement( 'canvas' );
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+ canvas.width = 2;
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+ canvas.height = 2;
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+
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+ const context = canvas.getContext( '2d' );
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+ context.fillStyle = 'white';
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+ context.fillRect( 0, 1, 2, 1 );
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+
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+ return canvas;
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+
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+ }
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+
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+ function animate() {
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+
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+ let time = performance.now() * 0.001;
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+
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+ pointLight.position.x = Math.sin( time * 0.6 ) * 9;
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+ pointLight.position.y = Math.sin( time * 0.7 ) * 9 + 6;
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+ pointLight.position.z = Math.sin( time * 0.8 ) * 9;
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+
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+ pointLight.rotation.x = time;
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+ pointLight.rotation.z = time;
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+
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+ time += 10000;
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+
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+ pointLight2.position.x = Math.sin( time * 0.6 ) * 9;
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+ pointLight2.position.y = Math.sin( time * 0.7 ) * 9 + 6;
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+ pointLight2.position.z = Math.sin( time * 0.8 ) * 9;
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+
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+ pointLight2.rotation.x = time;
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+ pointLight2.rotation.z = time;
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+
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+ renderer.render( scene, camera );
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+
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+ stats.update();
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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