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418 lines
12 KiB
HTML
418 lines
12 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - shadow map array tile demo</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 - tile shadow using shadow map array demonstration
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</div>
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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/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/",
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"stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { mx_fractal_noise_vec3, positionWorld, Fn, color } from 'three/tsl';
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import { TileShadowNode } from 'three/addons/tsl/shadows/TileShadowNode.js';
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import { TileShadowNodeHelper } from 'three/addons/tsl/shadows/TileShadowNodeHelper.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import Stats from 'stats-gl';
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let camera, scene, renderer, clock;
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let dirLight, stats;
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let torusKnot, dirGroup;
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let tsmHelper;
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init();
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async function init() {
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// Renderer setup
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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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// renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.2;
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document.body.appendChild( renderer.domElement );
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await renderer.init();
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.set( 45, 60, 100 );
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scene = new THREE.Scene();
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scene.backgroundNode = color( 0xCCCCFF ); // Brighter blue sky
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scene.fog = new THREE.Fog( 0xCCCCFF, 700, 1000 );
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// Enhanced lighting for a brighter scene
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scene.add( new THREE.AmbientLight( 0xCCCCFF, 3 ) );
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// Main directional light (sun)
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dirLight = new THREE.DirectionalLight( 0xFFFFAA, 5 );
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dirLight.position.set( 0, 80, 30 );
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dirLight.castShadow = true;
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dirLight.shadow.camera.near = 1;
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dirLight.shadow.camera.far = 200;
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dirLight.shadow.camera.right = 180;
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dirLight.shadow.camera.left = - 180;
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dirLight.shadow.camera.top = 180;
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dirLight.shadow.camera.bottom = - 160;
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dirLight.shadow.mapSize.width = 1024 * 4;
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dirLight.shadow.mapSize.height = 1024 * 4;
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dirLight.shadow.radius = 1;
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dirLight.shadow.bias = - 0.005;
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// Set up the tile shadow mapping
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const tsm = new TileShadowNode( dirLight, {
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tilesX: 2,
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tilesY: 2
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} );
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dirLight.shadow.shadowNode = tsm;
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scene.add( dirLight );
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tsmHelper = new TileShadowNodeHelper( tsm );
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scene.add( tsmHelper );
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dirGroup = new THREE.Group();
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dirGroup.add( dirLight );
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scene.add( dirGroup );
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// Create the ground with enhanced texture
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const planeGeometry = new THREE.PlaneGeometry( 1500, 1500, 2, 2 );
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const planeMaterial = new THREE.MeshPhongMaterial( {
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color: 0x88AA44,
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shininess: 5,
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specular: 0x222222
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} );
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planeMaterial.colorNode = Fn( () => {
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const noise = mx_fractal_noise_vec3( positionWorld.mul( 0.05 ) ).saturate();
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// Mix of greens and browns for a more natural ground
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const green = color( 0.4, 0.7, 0.3 );
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const brown = color( 0.6, 0.5, 0.3 );
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return noise.x.mix( green, brown );
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} )();
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const ground = new THREE.Mesh( planeGeometry, planeMaterial );
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ground.rotation.x = - Math.PI / 2;
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ground.receiveShadow = true;
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scene.add( ground );
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// Spread various objects across the scene
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createScenery();
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// Camera controls
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.target.set( 0, 5, 0 );
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controls.minDistance = 0.01;
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controls.maxDistance = 400;
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controls.maxPolarAngle = Math.PI / 2 - 0.1; // Prevent camera from going below ground
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controls.update();
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stats = new Stats( {
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precision: 3,
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horizontal: false,
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trackGPU: true
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} );
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stats.init( renderer );
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document.body.appendChild( stats.dom );
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clock = new THREE.Clock();
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window.addEventListener( 'resize', resize );
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}
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function createScenery() {
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// 1. Columns using instanced mesh
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const columnGeometry = new THREE.CylinderGeometry( 0.8, 1, 1, 16 );
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const columnMaterial = new THREE.MeshPhongMaterial( {
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color: 0xDDDDDD,
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shininess: 20
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} );
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const columnPositions = [];
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const columnScales = [];
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for ( let x = - 100; x <= 100; x += 40 ) {
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for ( let z = - 100; z <= 100; z += 40 ) {
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if ( Math.random() > 0.3 ) {
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const height = 5 + Math.random() * 10;
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const posX = x + ( Math.random() * 10 - 5 );
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const posY = height / 2;
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const posZ = z + ( Math.random() * 10 - 5 );
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columnPositions.push( posX, posY, posZ );
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columnScales.push( 1, height, 1 ); // Only scale Y to match height
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}
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}
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}
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const columnCount = columnPositions.length / 3;
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const columnInstancedMesh = new THREE.InstancedMesh(
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columnGeometry,
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columnMaterial,
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columnCount
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);
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const matrix = new THREE.Matrix4();
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for ( let i = 0; i < columnCount; i ++ ) {
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const x = columnPositions[ i * 3 ];
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const y = columnPositions[ i * 3 + 1 ];
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const z = columnPositions[ i * 3 + 2 ];
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const scaleY = columnScales[ i * 3 + 1 ];
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matrix.makeScale( 1, scaleY, 1 );
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matrix.setPosition( x, y, z );
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columnInstancedMesh.setMatrixAt( i, matrix );
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}
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columnInstancedMesh.castShadow = true;
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columnInstancedMesh.receiveShadow = true;
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scene.add( columnInstancedMesh );
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// 2. Add a central feature - the torus knot (kept as regular mesh for animation)
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const torusKnotGeometry = new THREE.TorusKnotGeometry( 25, 8, 100, 30 );
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const torusKnotMaterial = new THREE.MeshPhongNodeMaterial( {
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color: 0xFF6347, // Tomato color
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shininess: 30,
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} );
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torusKnot = new THREE.Mesh( torusKnotGeometry, torusKnotMaterial );
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torusKnot.scale.multiplyScalar( 1 / 18 );
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torusKnot.position.x = 5;
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torusKnot.position.y = 5;
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torusKnot.castShadow = true;
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torusKnot.receiveShadow = true;
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scene.add( torusKnot );
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// 3. Cubes using instanced mesh
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const cubeGeometry = new THREE.BoxGeometry( 3, 3, 3 );
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const cubeMaterials = [
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new THREE.MeshPhongMaterial( { color: 0x6699CC, shininess: 20 } ),
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new THREE.MeshPhongMaterial( { color: 0xCC6666, shininess: 20 } ),
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new THREE.MeshPhongMaterial( { color: 0xCCCC66, shininess: 20 } )
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];
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const cubeCount = 10;
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const cubeInstances = cubeMaterials.map( material => {
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return new THREE.InstancedMesh( cubeGeometry, material, cubeCount );
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} );
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for ( let i = 0; i < 30; i ++ ) {
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const materialIndex = i % 3;
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const instanceIndex = Math.floor( i / 3 );
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const x = Math.random() * 300 - 150;
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const y = 1.5;
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const z = Math.random() * 300 - 150;
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const rotY = Math.random() * Math.PI * 2;
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matrix.makeRotationY( rotY );
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matrix.setPosition( x, y, z );
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cubeInstances[ materialIndex ].setMatrixAt( instanceIndex, matrix );
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}
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cubeInstances.forEach( instance => {
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instance.castShadow = true;
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instance.receiveShadow = true;
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scene.add( instance );
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} );
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// 4. Spheres using instanced mesh
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const sphereGeometry = new THREE.SphereGeometry( 2, 32, 32 );
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const sphereMaterial = new THREE.MeshPhongMaterial( {
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color: 0x88CCAA,
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shininess: 40
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} );
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const sphereCount = 25;
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const sphereInstancedMesh = new THREE.InstancedMesh(
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sphereGeometry,
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sphereMaterial,
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sphereCount
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);
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for ( let i = 0; i < sphereCount; i ++ ) {
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const x = Math.random() * 180 - 90;
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const y = 2;
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const z = Math.random() * 180 - 90;
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matrix.makeScale( 1, 1, 1 );
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matrix.setPosition( x, y, z );
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sphereInstancedMesh.setMatrixAt( i, matrix );
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}
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sphereInstancedMesh.castShadow = true;
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sphereInstancedMesh.receiveShadow = true;
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scene.add( sphereInstancedMesh );
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// 5. Trees using instanced mesh for trunks and tops separately
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const trunkGeometry = new THREE.CylinderGeometry( 0.5, 0.5, 2, 8 );
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const topGeometry = new THREE.ConeGeometry( 2, 8, 8 );
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const treeMaterial = new THREE.MeshPhongMaterial( {
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vertexColors: true,
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shininess: 5
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} );
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const treeCount = 40;
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const totalInstanceCount = treeCount * 2;
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const trunkVertexCount = trunkGeometry.attributes.position.count;
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const trunkIndexCount = trunkGeometry.index ? trunkGeometry.index.count : 0;
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const topVertexCount = topGeometry.attributes.position.count;
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const topIndexCount = topGeometry.index ? topGeometry.index.count : 0;
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const totalVertexCount = ( trunkVertexCount + topVertexCount ) * 2; // Multiple for safety
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const totalIndexCount = ( trunkIndexCount + topIndexCount ) * 2;
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const treeBatchedMesh = new THREE.BatchedMesh( totalInstanceCount, totalVertexCount, totalIndexCount, treeMaterial );
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treeBatchedMesh.castShadow = true;
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treeBatchedMesh.perObjectFrustumCulled = false;
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const trunkGeometryId = treeBatchedMesh.addGeometry( trunkGeometry );
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const topGeometryId = treeBatchedMesh.addGeometry( topGeometry );
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const trunkColor = new THREE.Color( 0x8B4513 );
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const topColor = new THREE.Color( 0x336633 );
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for ( let i = 0; i < treeCount; i ++ ) {
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const x = Math.random() * 300 - 150;
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const z = Math.random() * 300 - 150;
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const trunkId = treeBatchedMesh.addInstance( trunkGeometryId );
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matrix.makeScale( 1, 1, 1 );
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matrix.setPosition( x, 1, z );
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treeBatchedMesh.setMatrixAt( trunkId, matrix );
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treeBatchedMesh.setColorAt( trunkId, trunkColor );
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const topId = treeBatchedMesh.addInstance( topGeometryId );
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matrix.makeScale( 1, 1, 1 );
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matrix.setPosition( x, 6, z );
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treeBatchedMesh.setMatrixAt( topId, matrix );
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treeBatchedMesh.setColorAt( topId, topColor );
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}
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scene.add( treeBatchedMesh );
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// 6. Torus shapes using instanced mesh
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const torusGeometry = new THREE.TorusGeometry( 3, 1, 16, 50 );
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const torusMaterial = new THREE.MeshPhongMaterial( {
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color: 0xFF99CC,
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shininess: 30
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} );
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const torusCount = 15;
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const torusInstancedMesh = new THREE.InstancedMesh(
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torusGeometry,
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torusMaterial,
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torusCount
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);
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for ( let i = 0; i < torusCount; i ++ ) {
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const x = Math.random() * 320 - 160;
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const y = 2;
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const z = Math.random() * 320 - 160;
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const rotZ = Math.random() * Math.PI * 2;
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// Apply rotation (PI/2 on X-axis and random on Z-axis)
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matrix.makeRotationX( Math.PI / 2 );
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const rotMatrix = new THREE.Matrix4().makeRotationZ( rotZ );
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matrix.multiply( rotMatrix );
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matrix.setPosition( x, y, z );
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torusInstancedMesh.setMatrixAt( i, matrix );
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}
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torusInstancedMesh.castShadow = true;
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torusInstancedMesh.receiveShadow = true;
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scene.add( torusInstancedMesh );
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}
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function resize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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async function animate( time ) {
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const delta = clock.getDelta();
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// Rotate the central torus knot
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torusKnot.rotation.x += 0.25 * delta;
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torusKnot.rotation.y += 0.5 * delta;
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torusKnot.rotation.z += 1 * delta;
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dirLight.position.x = Math.sin( time * 0.0001 ) * 30;
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dirLight.position.z = Math.cos( time * 0.0001 ) * 30;
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renderer.render( scene, camera );
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tsmHelper.update();
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await renderer.resolveTimestampsAsync();
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stats.update();
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}
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</script>
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</body>
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</html> |