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earthquake_3d_viewer_front/three/examples/webgpu_shadowmap_array.html

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<!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="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - tile shadow using shadow map array demonstration
</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/",
"stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
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 Stats from 'stats-gl';
let camera, scene, renderer, clock;
let dirLight, stats;
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.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();
stats = new Stats( {
precision: 3,
horizontal: false,
trackGPU: true
} );
stats.init( renderer );
document.body.appendChild( stats.dom );
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();
await renderer.resolveTimestampsAsync();
stats.update();
}
</script>
</body>
</html>