webgpu_shadowmap_csm.html 9.1 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. <link type="text/css" rel="stylesheet" href="example.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  13. <div class="title-wrapper">
  14. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Cascaded Shadow Maps</span>
  15. </div>
  16. <small>
  17. 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>).
  18. </small>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.webgpu.js",
  24. "three/webgpu": "../build/three.webgpu.js",
  25. "three/tsl": "../build/three.tsl.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three/webgpu';
  32. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  33. import { Inspector } from 'three/addons/inspector/Inspector.js';
  34. import { CSMShadowNode } from 'three/addons/csm/CSMShadowNode.js';
  35. import { CSMHelper } from 'three/addons/csm/CSMHelper.js';
  36. let renderer, scene, camera, orthoCamera, controls, csm, csmHelper, csmDirectionalLight;
  37. const params = {
  38. orthographic: false,
  39. fade: false,
  40. shadows: true,
  41. maxFar: 1000,
  42. mode: 'practical',
  43. lightX: - 1,
  44. lightY: - 1,
  45. lightZ: - 1,
  46. margin: 100,
  47. shadowNear: 1,
  48. shadowFar: 2000,
  49. autoUpdateHelper: true,
  50. updateHelper: function () {
  51. csmHelper.update();
  52. }
  53. };
  54. init();
  55. function updateOrthoCamera() {
  56. const size = controls.target.distanceTo( camera.position );
  57. const aspect = camera.aspect;
  58. orthoCamera.left = size * aspect / - 2;
  59. orthoCamera.right = size * aspect / 2;
  60. orthoCamera.top = size / 2;
  61. orthoCamera.bottom = size / - 2;
  62. orthoCamera.position.copy( camera.position );
  63. orthoCamera.rotation.copy( camera.rotation );
  64. orthoCamera.updateProjectionMatrix();
  65. }
  66. function init() {
  67. scene = new THREE.Scene();
  68. scene.background = new THREE.Color( '#454e61' );
  69. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 5000 );
  70. orthoCamera = new THREE.OrthographicCamera();
  71. renderer = new THREE.WebGPURenderer( { antialias: true } );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. renderer.setAnimationLoop( animate );
  74. renderer.shadowMap.enabled = params.shadows;
  75. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  76. renderer.inspector = new Inspector();
  77. document.body.appendChild( renderer.domElement );
  78. controls = new OrbitControls( camera, renderer.domElement );
  79. controls.maxPolarAngle = Math.PI / 2;
  80. camera.position.set( 60, 60, 0 );
  81. controls.target = new THREE.Vector3( - 100, 10, 0 );
  82. controls.update();
  83. const ambientLight = new THREE.AmbientLight( 0xffffff, 1.5 );
  84. scene.add( ambientLight );
  85. const additionalDirectionalLight = new THREE.DirectionalLight( 0x000020, 1.5 );
  86. additionalDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  87. scene.add( additionalDirectionalLight );
  88. csmDirectionalLight = new THREE.DirectionalLight( 0xffffff, 3.0 );
  89. csmDirectionalLight.castShadow = true;
  90. csmDirectionalLight.shadow.mapSize.width = 2048;
  91. csmDirectionalLight.shadow.mapSize.height = 2048;
  92. csmDirectionalLight.shadow.camera.near = params.shadowNear;
  93. csmDirectionalLight.shadow.camera.far = params.shadowFar;
  94. csmDirectionalLight.shadow.camera.top = 1000;
  95. csmDirectionalLight.shadow.camera.bottom = - 1000;
  96. csmDirectionalLight.shadow.camera.left = - 1000;
  97. csmDirectionalLight.shadow.camera.right = 1000;
  98. csmDirectionalLight.shadow.bias = - 0.001;
  99. csm = new CSMShadowNode( csmDirectionalLight, { cascades: 4, maxFar: params.maxFar, mode: params.mode } );
  100. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  101. csmDirectionalLight.shadow.shadowNode = csm;
  102. scene.add( csmDirectionalLight );
  103. csmHelper = new CSMHelper( csm );
  104. csmHelper.visible = false;
  105. scene.add( csmHelper );
  106. const floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
  107. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000, 8, 8 ), floorMaterial );
  108. floor.rotation.x = - Math.PI / 2;
  109. floor.castShadow = true;
  110. floor.receiveShadow = true;
  111. scene.add( floor );
  112. const material1 = new THREE.MeshPhongMaterial( { color: '#08d9d6' } );
  113. const material2 = new THREE.MeshPhongMaterial( { color: '#ff2e63' } );
  114. const geometry = new THREE.BoxGeometry( 10, 10, 10 );
  115. for ( let i = 0; i < 40; i ++ ) {
  116. const cube1 = new THREE.Mesh( geometry, i % 2 === 0 ? material1 : material2 );
  117. cube1.castShadow = true;
  118. cube1.receiveShadow = true;
  119. scene.add( cube1 );
  120. cube1.position.set( - i * 25, 20, 30 );
  121. cube1.scale.y = Math.random() * 2 + 6;
  122. const cube2 = new THREE.Mesh( geometry, i % 2 === 0 ? material2 : material1 );
  123. cube2.castShadow = true;
  124. cube2.receiveShadow = true;
  125. scene.add( cube2 );
  126. cube2.position.set( - i * 25, 20, - 30 );
  127. cube2.scale.y = Math.random() * 2 + 6;
  128. }
  129. const gui = renderer.inspector.createParameters( 'Settings' );
  130. gui.add( params, 'orthographic' ).onChange( function ( value ) {
  131. csm.camera = value ? orthoCamera : camera;
  132. csm.updateFrustums();
  133. } );
  134. // gui.add( params, 'fade' ).onChange( function ( value ) {
  135. // csm.fade = value;
  136. // csm.updateFrustums();
  137. // TODO: Changing "fade" requires toggling shadows right now
  138. // } );
  139. gui.add( params, 'shadows' ).onChange( function ( value ) {
  140. csmDirectionalLight.castShadow = value;
  141. } );
  142. gui.add( params, 'maxFar', 1, 5000, 1 ).name( 'max shadow far' ).onChange( function ( value ) {
  143. csm.maxFar = value;
  144. csm.updateFrustums();
  145. } );
  146. gui.add( params, 'mode', [ 'uniform', 'logarithmic', 'practical' ] ).name( 'frustum split mode' ).onChange( function ( value ) {
  147. csm.mode = value;
  148. csm.updateFrustums();
  149. } );
  150. gui.add( params, 'lightX', - 1, 1 ).name( 'light direction x' ).onChange( function () {
  151. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  152. } );
  153. gui.add( params, 'lightY', - 1, 1 ).name( 'light direction y' ).onChange( function () {
  154. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  155. } );
  156. gui.add( params, 'lightZ', - 1, 1 ).name( 'light direction z' ).onChange( function () {
  157. csmDirectionalLight.position.set( params.lightX, params.lightY, params.lightZ ).normalize().multiplyScalar( - 200 );
  158. } );
  159. gui.add( params, 'margin', 0, 200 ).name( 'light margin' ).onChange( function ( value ) {
  160. csm.lightMargin = value;
  161. } );
  162. gui.add( params, 'shadowNear', 1, 10000 ).name( 'shadow near' ).onChange( function ( value ) {
  163. for ( let i = 0; i < csm.lights.length; i ++ ) {
  164. csm.lights[ i ].shadow.camera.near = value;
  165. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  166. }
  167. } );
  168. gui.add( params, 'shadowFar', 1, 10000 ).name( 'shadow far' ).onChange( function ( value ) {
  169. for ( let i = 0; i < csm.lights.length; i ++ ) {
  170. csm.lights[ i ].shadow.camera.far = value;
  171. csm.lights[ i ].shadow.camera.updateProjectionMatrix();
  172. }
  173. } );
  174. const helperFolder = gui.addFolder( 'helper' );
  175. helperFolder.add( csmHelper, 'visible' );
  176. helperFolder.add( csmHelper, 'displayFrustum' ).onChange( function () {
  177. csmHelper.updateVisibility();
  178. } );
  179. helperFolder.add( csmHelper, 'displayPlanes' ).onChange( function () {
  180. csmHelper.updateVisibility();
  181. } );
  182. helperFolder.add( csmHelper, 'displayShadowBounds' ).onChange( function () {
  183. csmHelper.updateVisibility();
  184. } );
  185. helperFolder.add( params, 'autoUpdateHelper' ).name( 'auto update' );
  186. helperFolder.add( params, 'updateHelper' ).name( 'update' );
  187. window.addEventListener( 'resize', function () {
  188. camera.aspect = window.innerWidth / window.innerHeight;
  189. camera.updateProjectionMatrix();
  190. updateOrthoCamera();
  191. csm.updateFrustums();
  192. renderer.setSize( window.innerWidth, window.innerHeight );
  193. } );
  194. }
  195. function animate() {
  196. camera.updateMatrixWorld();
  197. controls.update();
  198. if ( params.orthographic ) {
  199. updateOrthoCamera();
  200. csm.updateFrustums();
  201. if ( params.autoUpdateHelper ) {
  202. csmHelper.update();
  203. }
  204. renderer.render( scene, orthoCamera );
  205. } else {
  206. if ( params.autoUpdateHelper ) {
  207. csmHelper.update();
  208. }
  209. renderer.render( scene, camera );
  210. }
  211. }
  212. </script>
  213. </body>
  214. </html>
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