| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - shadow map array tile demo</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>Shadow Map Array</span>
- </div>
- <small>
- Tile shadow using shadow map array demonstration
- </small>
- </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 { mx_fractal_noise_vec3, positionWorld, Fn, color } from 'three/tsl';
- import { TileShadowNode } from 'three/addons/tsl/shadows/TileShadowNode.js';
- import { TileShadowNodeHelper } from 'three/addons/tsl/shadows/TileShadowNodeHelper.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- let camera, scene, renderer, clock;
- let dirLight;
- let torusKnot, dirGroup;
- let tsmHelper;
- init();
- async function init() {
- // Renderer setup
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.inspector = new Inspector();
- renderer.shadowMap.enabled = true;
- renderer.shadowMap.type = THREE.BasicShadowMap;
- // renderer.shadowMap.type = THREE.PCFSoftShadowMap;
- renderer.toneMapping = THREE.ACESFilmicToneMapping;
- renderer.toneMappingExposure = 1.2;
- document.body.appendChild( renderer.domElement );
-
- await renderer.init();
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.position.set( 45, 60, 100 );
- scene = new THREE.Scene();
- scene.backgroundNode = color( 0xCCCCFF ); // Brighter blue sky
- scene.fog = new THREE.Fog( 0xCCCCFF, 700, 1000 );
- // Enhanced lighting for a brighter scene
- scene.add( new THREE.AmbientLight( 0xCCCCFF, 3 ) );
- // Main directional light (sun)
- dirLight = new THREE.DirectionalLight( 0xFFFFAA, 5 );
- dirLight.position.set( 0, 80, 30 );
- dirLight.castShadow = true;
- dirLight.shadow.camera.near = 1;
- dirLight.shadow.camera.far = 200;
- dirLight.shadow.camera.right = 180;
- dirLight.shadow.camera.left = - 180;
- dirLight.shadow.camera.top = 180;
- dirLight.shadow.camera.bottom = - 160;
- dirLight.shadow.mapSize.width = 1024 * 4;
- dirLight.shadow.mapSize.height = 1024 * 4;
- dirLight.shadow.radius = 1;
- dirLight.shadow.bias = - 0.005;
- // Set up the tile shadow mapping
- const tsm = new TileShadowNode( dirLight, {
- tilesX: 2,
- tilesY: 2
- } );
- dirLight.shadow.shadowNode = tsm;
- scene.add( dirLight );
- tsmHelper = new TileShadowNodeHelper( tsm );
- scene.add( tsmHelper );
- dirGroup = new THREE.Group();
- dirGroup.add( dirLight );
- scene.add( dirGroup );
- // Create the ground with enhanced texture
- const planeGeometry = new THREE.PlaneGeometry( 1500, 1500, 2, 2 );
- const planeMaterial = new THREE.MeshPhongMaterial( {
- color: 0x88AA44,
- shininess: 5,
- specular: 0x222222
- } );
- planeMaterial.colorNode = Fn( () => {
- const noise = mx_fractal_noise_vec3( positionWorld.mul( 0.05 ) ).saturate();
- // Mix of greens and browns for a more natural ground
- const green = color( 0.4, 0.7, 0.3 );
- const brown = color( 0.6, 0.5, 0.3 );
- return noise.x.mix( green, brown );
-
- } )();
- const ground = new THREE.Mesh( planeGeometry, planeMaterial );
- ground.rotation.x = - Math.PI / 2;
- ground.receiveShadow = true;
- scene.add( ground );
- // Spread various objects across the scene
- createScenery();
- // Camera controls
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.target.set( 0, 5, 0 );
- controls.minDistance = 0.01;
- controls.maxDistance = 400;
- controls.maxPolarAngle = Math.PI / 2 - 0.1; // Prevent camera from going below ground
- controls.update();
- clock = new THREE.Clock();
- window.addEventListener( 'resize', resize );
- }
- function createScenery() {
- // 1. Columns using instanced mesh
- const columnGeometry = new THREE.CylinderGeometry( 0.8, 1, 1, 16 );
- const columnMaterial = new THREE.MeshPhongMaterial( {
- color: 0xDDDDDD,
- shininess: 20
- } );
- const columnPositions = [];
- const columnScales = [];
- for ( let x = - 100; x <= 100; x += 40 ) {
- for ( let z = - 100; z <= 100; z += 40 ) {
- if ( Math.random() > 0.3 ) {
- const height = 5 + Math.random() * 10;
- const posX = x + ( Math.random() * 10 - 5 );
- const posY = height / 2;
- const posZ = z + ( Math.random() * 10 - 5 );
- columnPositions.push( posX, posY, posZ );
- columnScales.push( 1, height, 1 ); // Only scale Y to match height
- }
- }
- }
- const columnCount = columnPositions.length / 3;
- const columnInstancedMesh = new THREE.InstancedMesh(
- columnGeometry,
- columnMaterial,
- columnCount
- );
- const matrix = new THREE.Matrix4();
- for ( let i = 0; i < columnCount; i ++ ) {
- const x = columnPositions[ i * 3 ];
- const y = columnPositions[ i * 3 + 1 ];
- const z = columnPositions[ i * 3 + 2 ];
- const scaleY = columnScales[ i * 3 + 1 ];
- matrix.makeScale( 1, scaleY, 1 );
- matrix.setPosition( x, y, z );
- columnInstancedMesh.setMatrixAt( i, matrix );
- }
- columnInstancedMesh.castShadow = true;
- columnInstancedMesh.receiveShadow = true;
- scene.add( columnInstancedMesh );
- // 2. Add a central feature - the torus knot (kept as regular mesh for animation)
- const torusKnotGeometry = new THREE.TorusKnotGeometry( 25, 8, 100, 30 );
- const torusKnotMaterial = new THREE.MeshPhongNodeMaterial( {
- color: 0xFF6347, // Tomato color
- shininess: 30,
- } );
- torusKnot = new THREE.Mesh( torusKnotGeometry, torusKnotMaterial );
- torusKnot.scale.multiplyScalar( 1 / 18 );
- torusKnot.position.x = 5;
- torusKnot.position.y = 5;
- torusKnot.castShadow = true;
- torusKnot.receiveShadow = true;
- scene.add( torusKnot );
- // 3. Cubes using instanced mesh
- const cubeGeometry = new THREE.BoxGeometry( 3, 3, 3 );
- const cubeMaterials = [
- new THREE.MeshPhongMaterial( { color: 0x6699CC, shininess: 20 } ),
- new THREE.MeshPhongMaterial( { color: 0xCC6666, shininess: 20 } ),
- new THREE.MeshPhongMaterial( { color: 0xCCCC66, shininess: 20 } )
- ];
- const cubeCount = 10;
- const cubeInstances = cubeMaterials.map( material => {
- return new THREE.InstancedMesh( cubeGeometry, material, cubeCount );
- } );
- for ( let i = 0; i < 30; i ++ ) {
- const materialIndex = i % 3;
- const instanceIndex = Math.floor( i / 3 );
- const x = Math.random() * 300 - 150;
- const y = 1.5;
- const z = Math.random() * 300 - 150;
- const rotY = Math.random() * Math.PI * 2;
- matrix.makeRotationY( rotY );
- matrix.setPosition( x, y, z );
- cubeInstances[ materialIndex ].setMatrixAt( instanceIndex, matrix );
- }
- cubeInstances.forEach( instance => {
- instance.castShadow = true;
- instance.receiveShadow = true;
- scene.add( instance );
- } );
- // 4. Spheres using instanced mesh
- const sphereGeometry = new THREE.SphereGeometry( 2, 32, 32 );
- const sphereMaterial = new THREE.MeshPhongMaterial( {
- color: 0x88CCAA,
- shininess: 40
- } );
- const sphereCount = 25;
- const sphereInstancedMesh = new THREE.InstancedMesh(
- sphereGeometry,
- sphereMaterial,
- sphereCount
- );
- for ( let i = 0; i < sphereCount; i ++ ) {
- const x = Math.random() * 180 - 90;
- const y = 2;
- const z = Math.random() * 180 - 90;
- matrix.makeScale( 1, 1, 1 );
- matrix.setPosition( x, y, z );
- sphereInstancedMesh.setMatrixAt( i, matrix );
- }
- sphereInstancedMesh.castShadow = true;
- sphereInstancedMesh.receiveShadow = true;
- scene.add( sphereInstancedMesh );
- // 5. Trees using instanced mesh for trunks and tops separately
- const trunkGeometry = new THREE.CylinderGeometry( 0.5, 0.5, 2, 8 );
- const topGeometry = new THREE.ConeGeometry( 2, 8, 8 );
- const treeMaterial = new THREE.MeshPhongMaterial( {
- vertexColors: true,
- shininess: 5
- } );
- const treeCount = 40;
- const totalInstanceCount = treeCount * 2;
- const trunkVertexCount = trunkGeometry.attributes.position.count;
- const trunkIndexCount = trunkGeometry.index ? trunkGeometry.index.count : 0;
- const topVertexCount = topGeometry.attributes.position.count;
- const topIndexCount = topGeometry.index ? topGeometry.index.count : 0;
- const totalVertexCount = ( trunkVertexCount + topVertexCount ) * 2; // Multiple for safety
- const totalIndexCount = ( trunkIndexCount + topIndexCount ) * 2;
- const treeBatchedMesh = new THREE.BatchedMesh( totalInstanceCount, totalVertexCount, totalIndexCount, treeMaterial );
- treeBatchedMesh.castShadow = true;
- treeBatchedMesh.perObjectFrustumCulled = false;
- const trunkGeometryId = treeBatchedMesh.addGeometry( trunkGeometry );
- const topGeometryId = treeBatchedMesh.addGeometry( topGeometry );
- const trunkColor = new THREE.Color( 0x8B4513 );
- const topColor = new THREE.Color( 0x336633 );
- for ( let i = 0; i < treeCount; i ++ ) {
- const x = Math.random() * 300 - 150;
- const z = Math.random() * 300 - 150;
- const trunkId = treeBatchedMesh.addInstance( trunkGeometryId );
- matrix.makeScale( 1, 1, 1 );
- matrix.setPosition( x, 1, z );
- treeBatchedMesh.setMatrixAt( trunkId, matrix );
- treeBatchedMesh.setColorAt( trunkId, trunkColor );
- const topId = treeBatchedMesh.addInstance( topGeometryId );
- matrix.makeScale( 1, 1, 1 );
- matrix.setPosition( x, 6, z );
- treeBatchedMesh.setMatrixAt( topId, matrix );
- treeBatchedMesh.setColorAt( topId, topColor );
- }
- scene.add( treeBatchedMesh );
- // 6. Torus shapes using instanced mesh
- const torusGeometry = new THREE.TorusGeometry( 3, 1, 16, 50 );
- const torusMaterial = new THREE.MeshPhongMaterial( {
- color: 0xFF99CC,
- shininess: 30
- } );
- const torusCount = 15;
- const torusInstancedMesh = new THREE.InstancedMesh(
- torusGeometry,
- torusMaterial,
- torusCount
- );
- for ( let i = 0; i < torusCount; i ++ ) {
- const x = Math.random() * 320 - 160;
- const y = 2;
- const z = Math.random() * 320 - 160;
- const rotZ = Math.random() * Math.PI * 2;
- // Apply rotation (PI/2 on X-axis and random on Z-axis)
- matrix.makeRotationX( Math.PI / 2 );
- const rotMatrix = new THREE.Matrix4().makeRotationZ( rotZ );
- matrix.multiply( rotMatrix );
- matrix.setPosition( x, y, z );
- torusInstancedMesh.setMatrixAt( i, matrix );
- }
- torusInstancedMesh.castShadow = true;
- torusInstancedMesh.receiveShadow = true;
- scene.add( torusInstancedMesh );
- }
- function resize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- async function animate( time ) {
- const delta = clock.getDelta();
- // Rotate the central torus knot
- torusKnot.rotation.x += 0.25 * delta;
- torusKnot.rotation.y += 0.5 * delta;
- torusKnot.rotation.z += 1 * delta;
- dirLight.position.x = Math.sin( time * 0.0001 ) * 30;
- dirLight.position.z = Math.cos( time * 0.0001 ) * 30;
- renderer.render( scene, camera );
- tsmHelper.update();
- }
- </script>
- </body>
- </html>
|