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Examples: Add WebGPU Contact Shadows (#32262)

Kirill Osipov 1 mese fa
parent
commit
ed0e71f01c

+ 1 - 0
examples/files.json

@@ -439,6 +439,7 @@
 		"webgpu_rtt",
 		"webgpu_sandbox",
 		"webgpu_shadertoy",
+		"webgpu_shadow_contact",
 		"webgpu_shadowmap",
 		"webgpu_shadowmap_array",
 		"webgpu_shadowmap_csm",

BIN
examples/screenshots/webgpu_shadow_contact.jpg


+ 2 - 1
examples/tags.json

@@ -164,5 +164,6 @@
 	"webgpu_tsl_compute_attractors_particles": [ "gpgpu" ],
 	"webgpu_ocean": [ "water" ],
 	"webgpu_video_frame": [ "webcodecs" ],
-	"webgpu_shadowmap_array": [ "tile" ]
+	"webgpu_shadowmap_array": [ "tile" ],
+	"webgpu_shadow_contact": [ "shadow", "soft", "tsl" ]
 }

+ 260 - 0
examples/webgpu_shadow_contact.html

@@ -0,0 +1,260 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - contact shadows</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<link type="text/css" rel="stylesheet" href="example.css">
+	</head>
+	<body>
+		<div id="info" class="invert">
+			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
+
+			<div class="title-wrapper">
+				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Contact Shadows</span>
+			</div>
+
+			<small>Contact shadows using Gaussian blur for smooth rendering.</small>
+		</div>
+
+		<div id="container"></div>
+
+		<script type="importmap">
+			{
+				"imports": {
+					"three": "../build/three.webgpu.js",
+					"three/webgpu": "../build/three.webgpu.js",
+					"three/tsl": "../build/three.tsl.js",
+					"three/addons/": "./jsm/"
+				}
+			}
+		</script>
+
+		<script type="module">
+
+			import * as THREE from 'three/webgpu';
+			import { vec3, uniform, texture, depth, float } from 'three/tsl';
+			import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { Inspector } from 'three/addons/inspector/Inspector.js';
+
+			let camera, scene, renderer;
+			let shadowCamera, shadowGroup;
+			let renderTarget;
+			let plane, fillPlane, cameraHelper;
+			let depthMaterial, shadowPlaneMaterial, fillPlaneMaterial;
+
+			const meshes = [];
+
+			const PLANE_WIDTH = 2.5;
+			const PLANE_HEIGHT = 2.5;
+			const CAMERA_HEIGHT = 0.3;
+
+			const state = {
+				shadow: { blur: 3.5, darkness: 1.0, opacity: 1.0 },
+				plane: { color: '#ffffff', opacity: 1.0 },
+				showWireframe: false
+			};
+
+
+			const uBlur = uniform( state.shadow.blur );
+			const uDarkness = uniform( state.shadow.darkness );
+			const uShadowOpacity = uniform( state.shadow.opacity );
+			const uPlaneOpacity = uniform( state.plane.opacity );
+			const uPlaneColor = uniform( new THREE.Color( state.plane.color ) );
+			const uPlaneY = uniform( - 0.3 );
+
+			init();
+
+			function init() {
+
+				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( 0.5, 1, 2 );
+
+				scene = new THREE.Scene();
+				scene.background = new THREE.Color( 0xffffff );
+
+				window.addEventListener( 'resize', onWindowResize );
+
+				const geometries = [
+					new THREE.BoxGeometry( 0.4, 0.4, 0.4 ),
+					new THREE.IcosahedronGeometry( 0.3 ),
+					new THREE.TorusKnotGeometry( 0.4, 0.05, 256, 24, 1, 3 )
+				];
+
+				const material = new THREE.MeshNormalMaterial();
+
+				for ( let i = 0, l = geometries.length; i < l; i ++ ) {
+
+					const angle = ( i / l ) * Math.PI * 2;
+					const mesh = new THREE.Mesh( geometries[ i ], material );
+					mesh.position.y = 0.1;
+					mesh.position.x = Math.cos( angle ) / 2.0;
+					mesh.position.z = Math.sin( angle ) / 2.0;
+					scene.add( mesh );
+					meshes.push( mesh );
+
+				}
+
+				shadowGroup = new THREE.Group();
+				shadowGroup.position.y = uPlaneY.value;
+				scene.add( shadowGroup );
+
+				renderTarget = new THREE.RenderTarget( 512, 512, { depthBuffer: true } );
+				renderTarget.texture.generateMipmaps = false;
+
+				const planeGeometry = new THREE.PlaneGeometry( PLANE_WIDTH, PLANE_HEIGHT ).rotateX( Math.PI / 2 );
+
+				depthMaterial = new THREE.NodeMaterial();
+
+				const alphaDepth = float( 1 ).sub( depth ).mul( uDarkness );
+
+				depthMaterial.colorNode = vec3( 0 );
+				depthMaterial.opacityNode = alphaDepth;
+				depthMaterial.depthTest = false;
+				depthMaterial.depthWrite = false;
+
+				shadowPlaneMaterial = new THREE.NodeMaterial();
+				shadowPlaneMaterial.transparent = true;
+				shadowPlaneMaterial.depthWrite = false;
+
+				if ( ! renderTarget.texture.image ) renderTarget.texture.image = { width: 512, height: 512 };
+
+				const blurredShadow = gaussianBlur( texture( renderTarget.texture ), uBlur, 4, { premultipliedAlpha: false } );
+				shadowPlaneMaterial.colorNode = vec3( 0 );
+				shadowPlaneMaterial.opacityNode = blurredShadow.a.mul( uShadowOpacity );
+
+				plane = new THREE.Mesh( planeGeometry, shadowPlaneMaterial );
+				plane.renderOrder = 1;
+				plane.scale.y = - 1;
+				plane.scale.z = - 1;
+				shadowGroup.add( plane );
+
+				fillPlaneMaterial = new THREE.NodeMaterial();
+				fillPlaneMaterial.transparent = true;
+				fillPlaneMaterial.depthWrite = false;
+				fillPlaneMaterial.colorNode = uPlaneColor;
+				fillPlaneMaterial.opacityNode = uPlaneOpacity;
+				fillPlane = new THREE.Mesh( planeGeometry, fillPlaneMaterial );
+				fillPlane.rotateX( Math.PI );
+				shadowGroup.add( fillPlane );
+
+				shadowCamera = new THREE.OrthographicCamera( - PLANE_WIDTH / 2, PLANE_WIDTH / 2, PLANE_HEIGHT / 2, - PLANE_HEIGHT / 2, 0, CAMERA_HEIGHT );
+				shadowCamera.rotation.x = Math.PI / 2;
+				shadowGroup.add( shadowCamera );
+
+				cameraHelper = new THREE.CameraHelper( shadowCamera );
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				document.body.appendChild( renderer.domElement );
+
+				renderer.inspector = new Inspector();
+
+				const params = {
+					shadowBlur: state.shadow.blur,
+					shadowDarkness: state.shadow.darkness,
+					shadowOpacity: state.shadow.opacity,
+					planeColor: state.plane.color,
+					planeOpacity: state.plane.opacity,
+					showWireframe: state.showWireframe
+				};
+
+				const gui = renderer.inspector.createParameters( 'Settings' );
+
+				gui.add( params, 'shadowBlur', 0, 15, 0.1 ).onChange( () => {
+
+					state.shadow.blur = params.shadowBlur;
+					uBlur.value = state.shadow.blur;
+
+				} );
+
+				gui.add( params, 'shadowDarkness', 0.1, 5, 0.1 ).onChange( () => {
+
+					state.shadow.darkness = params.shadowDarkness;
+					uDarkness.value = state.shadow.darkness;
+
+				} );
+
+				gui.add( params, 'shadowOpacity', 0, 1, 0.01 ).onChange( () => {
+
+					state.shadow.opacity = params.shadowOpacity;
+					uShadowOpacity.value = state.shadow.opacity;
+
+				} );
+
+				gui.addColor( params, 'planeColor' ).onChange( () => {
+
+					state.plane.color = params.planeColor;
+					uPlaneColor.value.set( state.plane.color );
+
+				} );
+
+				gui.add( params, 'planeOpacity', 0, 1, 0.01 ).onChange( () => {
+
+					state.plane.opacity = params.planeOpacity;
+					uPlaneOpacity.value = state.plane.opacity;
+
+				} );
+
+				gui.add( params, 'showWireframe' ).onChange( () => {
+
+					if ( params.showWireframe ) scene.add( cameraHelper );
+					else scene.remove( cameraHelper );
+
+				} );
+
+				new OrbitControls( camera, renderer.domElement );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				meshes.forEach( m => {
+
+					m.rotation.x += 0.01;
+					m.rotation.y += 0.02;
+
+				} );
+
+
+				const initialBackground = scene.background;
+				scene.background = null;
+
+				const prevOverride = scene.overrideMaterial;
+				const prevHelperVisible = cameraHelper.visible;
+				cameraHelper.visible = false;
+				scene.overrideMaterial = depthMaterial;
+				const initialAutoClear = renderer.autoClear;
+				renderer.autoClear = true;
+				const initialClearAlpha = renderer.getClearAlpha ? renderer.getClearAlpha() : undefined;
+				if ( initialClearAlpha !== undefined ) renderer.setClearAlpha( 0 );
+
+				renderer.setRenderTarget( renderTarget );
+				renderer.clear();
+				renderer.render( scene, shadowCamera );
+
+				scene.overrideMaterial = prevOverride;
+				renderer.setRenderTarget( null );
+				renderer.autoClear = initialAutoClear;
+				if ( initialClearAlpha !== undefined ) renderer.setClearAlpha( initialClearAlpha );
+				scene.background = initialBackground;
+				cameraHelper.visible = prevHelperVisible;
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

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