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earthquake_3d_viewer_front/three/examples/webgpu_shadowmap_opacity.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - shadowmap + opacity</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 - shadowmap + opacity
</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';
import { Fn, mix } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let camera, scene, renderer;
init();
async function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 40 );
camera.position.set( - 4, 2, 6 );
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( render );
renderer.toneMapping = THREE.AgXToneMapping;
renderer.toneMappingExposure = 1.5;
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x9e9eff );
// light + shadow
const hemi = new THREE.AmbientLight( 0xffffff, .5 );
scene.add( hemi );
const dirLight = new THREE.DirectionalLight( 0x6666ff, 10 );
dirLight.position.set( 3, 5, 17 );
dirLight.castShadow = true;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.right = 5;
dirLight.shadow.camera.left = - 5;
dirLight.shadow.camera.top = 5;
dirLight.shadow.camera.bottom = - 5;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.radius = 4;
dirLight.shadow.bias = - 0.0005;
dirLight.shadow.autoUpdate = false;
dirLight.shadow.needsUpdate = true;
scene.add( dirLight );
//
const loader = new GLTFLoader();
const gltf = await loader.loadAsync( 'models/gltf/DragonAttenuation.glb' );
gltf.scene.position.set( 0, 0, - .5 );
const floor = gltf.scene.children[ 0 ];
floor.scale.x += 4;
floor.scale.y += 4;
const dragon = gltf.scene.children[ 1 ];
dragon.position.set( - 1.5, - 0.8, 1 );
const dragon2 = dragon.clone();
dragon2.material = dragon.material.clone();
dragon2.material.attenuationColor = new THREE.Color( 0xff0000 );
dragon2.position.x += 4;
gltf.scene.add( dragon2 );
// shadow node
const customShadow = Fn( ( [ color, opacity = 1 ] ) => {
//return vec4( color, opacity ); // opacity by blending
return mix( 1, color, opacity ); // opacity by color
} );
// apply shadow
floor.receiveShadow = true;
dragon.castShadow = dragon2.castShadow = true;
dragon.receiveShadow = dragon2.receiveShadow = true;
dragon.material.castShadowNode = customShadow( dragon.material.attenuationColor );
dragon2.material.castShadowNode = customShadow( dragon2.material.attenuationColor );
//
scene.add( gltf.scene );
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 0.1;
controls.maxDistance = 10;
controls.target.set( 0, 0, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>