webgpu_shadowmap_csm.html 9.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - 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. <meta property="og:title" content="three.js webgpu - cascaded shadow maps">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_shadowmap_csm.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_shadowmap_csm.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="container"></div>
  15. <div id="info">
  16. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  17. <div class="title-wrapper">
  18. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Cascaded Shadow Maps</span>
  19. </div>
  20. <small>
  21. 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>).
  22. </small>
  23. </div>
  24. <script type="importmap">
  25. {
  26. "imports": {
  27. "three": "../build/three.webgpu.js",
  28. "three/webgpu": "../build/three.webgpu.js",
  29. "three/tsl": "../build/three.tsl.js",
  30. "three/addons/": "./jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three/webgpu';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { Inspector } from 'three/addons/inspector/Inspector.js';
  38. import { CSMShadowNode } from 'three/addons/csm/CSMShadowNode.js';
  39. import { CSMHelper } from 'three/addons/csm/CSMHelper.js';
  40. let renderer, scene, camera, orthoCamera, controls, csm, csmHelper, csmDirectionalLight;
  41. const params = {
  42. orthographic: false,
  43. fade: false,
  44. shadows: true,
  45. maxFar: 1000,
  46. mode: 'practical',
  47. lightX: - 1,
  48. lightY: - 1,
  49. lightZ: - 1,
  50. margin: 100,
  51. shadowNear: 1,
  52. shadowFar: 2000,
  53. autoUpdateHelper: true,
  54. updateHelper: function () {
  55. csmHelper.update();
  56. }
  57. };
  58. init();
  59. function updateOrthoCamera() {
  60. const size = controls.target.distanceTo( camera.position );
  61. const aspect = camera.aspect;
  62. orthoCamera.left = size * aspect / - 2;
  63. orthoCamera.right = size * aspect / 2;
  64. orthoCamera.top = size / 2;
  65. orthoCamera.bottom = size / - 2;
  66. orthoCamera.position.copy( camera.position );
  67. orthoCamera.rotation.copy( camera.rotation );
  68. orthoCamera.updateProjectionMatrix();
  69. }
  70. function init() {
  71. scene = new THREE.Scene();
  72. scene.background = new THREE.Color( '#454e61' );
  73. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  74. orthoCamera = new THREE.OrthographicCamera();
  75. renderer = new THREE.WebGPURenderer( { antialias: true } );
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. renderer.setAnimationLoop( animate );
  78. renderer.shadowMap.enabled = params.shadows;
  79. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  80. renderer.inspector = new Inspector();
  81. document.body.appendChild( renderer.domElement );
  82. controls = new OrbitControls( camera, renderer.domElement );
  83. controls.maxPolarAngle = Math.PI / 2;
  84. camera.position.set( 60, 60, 0 );
  85. controls.target = new THREE.Vector3( - 100, 10, 0 );
  86. controls.update();
  87. const ambientLight = new THREE.AmbientLight( 0xffffff, 1.5 );
  88. scene.add( ambientLight );
  89. const additionalDirectionalLight = new THREE.DirectionalLight( 0x000020, 1.5 );
  90. additionalDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  91. scene.add( additionalDirectionalLight );
  92. csmDirectionalLight = new THREE.DirectionalLight( 0xffffff, 3.0 );
  93. csmDirectionalLight.castShadow = true;
  94. csmDirectionalLight.shadow.mapSize.width = 2048;
  95. csmDirectionalLight.shadow.mapSize.height = 2048;
  96. csmDirectionalLight.shadow.camera.near = params.shadowNear;
  97. csmDirectionalLight.shadow.camera.far = params.shadowFar;
  98. csmDirectionalLight.shadow.camera.top = 1000;
  99. csmDirectionalLight.shadow.camera.bottom = - 1000;
  100. csmDirectionalLight.shadow.camera.left = - 1000;
  101. csmDirectionalLight.shadow.camera.right = 1000;
  102. csm = new CSMShadowNode( csmDirectionalLight, { cascades: 4, maxFar: params.maxFar, mode: params.mode } );
  103. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  104. csmDirectionalLight.shadow.shadowNode = csm;
  105. scene.add( csmDirectionalLight );
  106. csmHelper = new CSMHelper( csm );
  107. csmHelper.visible = false;
  108. scene.add( csmHelper );
  109. const floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  110. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  111. floor.rotation.x = - Math.PI / 2;
  112. floor.castShadow = true;
  113. floor.receiveShadow = true;
  114. scene.add( floor );
  115. const material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  116. const material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  117. const geometry = new THREE.BoxGeometry( 10, 10, 10 );
  118. for ( let i = 0; i < 40; i ++ ) {
  119. const cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  120. cube1.castShadow = true;
  121. cube1.receiveShadow = true;
  122. scene.add( cube1 );
  123. cube1.position.set( - i * 25, 20, 30 );
  124. cube1.scale.y = Math.random() * 2 + 6;
  125. const cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  126. cube2.castShadow = true;
  127. cube2.receiveShadow = true;
  128. scene.add( cube2 );
  129. cube2.position.set( - i * 25, 20, - 30 );
  130. cube2.scale.y = Math.random() * 2 + 6;
  131. }
  132. const gui = renderer.inspector.createParameters( 'Settings' );
  133. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  134. csm.camera = value ? orthoCamera : camera;
  135. csm.updateFrustums();
  136. } );
  137. // gui.add( params, 'fade' ).onChange( function ( value ) {
  138. // csm.fade = value;
  139. // csm.updateFrustums();
  140. // TODO: Changing "fade" requires toggling shadows right now
  141. // } );
  142. gui.add( params, 'shadows' ).onChange( function ( value ) {
  143. csmDirectionalLight.castShadow = value;
  144. } );
  145. gui.add( params, 'maxFar', 1, 5000, 1 ).name( 'max shadow far' ).onChange( function ( value ) {
  146. csm.maxFar = value;
  147. csm.updateFrustums();
  148. } );
  149. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  150. csm.mode = value;
  151. csm.updateFrustums();
  152. } );
  153. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function () {
  154. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  155. } );
  156. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function () {
  157. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  158. } );
  159. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function () {
  160. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  161. } );
  162. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  163. csm.lightMargin = value;
  164. } );
  165. gui.add( params, 'shadowNear', 1, 10000 ).name( 'shadow near' ).onChange( function ( value ) {
  166. for ( let i = 0; i < csm.lights.length; i ++ ) {
  167. csm.lights[ i ].shadow.camera.near = value;
  168. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  169. }
  170. } );
  171. gui.add( params, 'shadowFar', 1, 10000 ).name( 'shadow far' ).onChange( function ( value ) {
  172. for ( let i = 0; i < csm.lights.length; i ++ ) {
  173. csm.lights[ i ].shadow.camera.far = value;
  174. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  175. }
  176. } );
  177. const helperFolder = gui.addFolder( 'helper' );
  178. helperFolder.add( csmHelper, 'visible' );
  179. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  180. csmHelper.updateVisibility();
  181. } );
  182. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  183. csmHelper.updateVisibility();
  184. } );
  185. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  186. csmHelper.updateVisibility();
  187. } );
  188. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  189. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  190. window.addEventListener( 'resize', function () {
  191. camera.aspect = window.innerWidth / window.innerHeight;
  192. camera.updateProjectionMatrix();
  193. updateOrthoCamera();
  194. csm.updateFrustums();
  195. renderer.setSize( window.innerWidth, window.innerHeight );
  196. } );
  197. }
  198. function animate() {
  199. camera.updateMatrixWorld();
  200. controls.update();
  201. if ( params.orthographic ) {
  202. updateOrthoCamera();
  203. csm.updateFrustums();
  204. if ( params.autoUpdateHelper ) {
  205. csmHelper.update();
  206. }
  207. renderer.render( scene, orthoCamera );
  208. } else {
  209. if ( params.autoUpdateHelper ) {
  210. csmHelper.update();
  211. }
  212. renderer.render( scene, camera );
  213. }
  214. }
  215. </script>
  216. </body>
  217. </html>
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