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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - contact shadows</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #000;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - contact shadows
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { HorizontalBlurShader } from 'three/addons/shaders/HorizontalBlurShader.js';
import { VerticalBlurShader } from 'three/addons/shaders/VerticalBlurShader.js';
let camera, scene, renderer, stats, gui;
const meshes = [];
const PLANE_WIDTH = 2.5;
const PLANE_HEIGHT = 2.5;
const CAMERA_HEIGHT = 0.3;
const state = {
shadow: {
blur: 3.5,
darkness: 1,
opacity: 1,
},
plane: {
color: '#ffffff',
opacity: 1,
},
showWireframe: false,
};
let shadowGroup, renderTarget, renderTargetBlur, shadowCamera, cameraHelper, depthMaterial, horizontalBlurMaterial, verticalBlurMaterial;
let plane, blurPlane, fillPlane;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0.5, 1, 2 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
// add the example meshes
const geometries = [
new THREE.BoxGeometry( 0.4, 0.4, 0.4 ),
new THREE.IcosahedronGeometry( 0.3 ),
new THREE.TorusKnotGeometry( 0.4, 0.05, 256, 24, 1, 3 )
];
const material = new THREE.MeshNormalMaterial();
for ( let i = 0, l = geometries.length; i < l; i ++ ) {
const angle = ( i / l ) * Math.PI * 2;
const geometry = geometries[ i ];
const mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 0.1;
mesh.position.x = Math.cos( angle ) / 2.0;
mesh.position.z = Math.sin( angle ) / 2.0;
scene.add( mesh );
meshes.push( mesh );
}
// the container, if you need to move the plane just move this
shadowGroup = new THREE.Group();
shadowGroup.position.y = - 0.3;
scene.add( shadowGroup );
// the render target that will show the shadows in the plane texture
renderTarget = new THREE.WebGLRenderTarget( 512, 512 );
renderTarget.texture.generateMipmaps = false;
// the render target that we will use to blur the first render target
renderTargetBlur = new THREE.WebGLRenderTarget( 512, 512 );
renderTargetBlur.texture.generateMipmaps = false;
// make a plane and make it face up
const planeGeometry = new THREE.PlaneGeometry( PLANE_WIDTH, PLANE_HEIGHT ).rotateX( Math.PI / 2 );
const planeMaterial = new THREE.MeshBasicMaterial( {
map: renderTarget.texture,
opacity: state.shadow.opacity,
transparent: true,
depthWrite: false,
} );
plane = new THREE.Mesh( planeGeometry, planeMaterial );
// make sure it's rendered after the fillPlane
plane.renderOrder = 1;
shadowGroup.add( plane );
// the y from the texture is flipped!
plane.scale.y = - 1;
// the plane onto which to blur the texture
blurPlane = new THREE.Mesh( planeGeometry );
blurPlane.visible = false;
shadowGroup.add( blurPlane );
// the plane with the color of the ground
const fillPlaneMaterial = new THREE.MeshBasicMaterial( {
color: state.plane.color,
opacity: state.plane.opacity,
transparent: true,
depthWrite: false,
} );
fillPlane = new THREE.Mesh( planeGeometry, fillPlaneMaterial );
fillPlane.rotateX( Math.PI );
shadowGroup.add( fillPlane );
// the camera to render the depth material from
shadowCamera = new THREE.OrthographicCamera( - PLANE_WIDTH / 2, PLANE_WIDTH / 2, PLANE_HEIGHT / 2, - PLANE_HEIGHT / 2, 0, CAMERA_HEIGHT );
shadowCamera.rotation.x = Math.PI / 2; // get the camera to look up
shadowGroup.add( shadowCamera );
cameraHelper = new THREE.CameraHelper( shadowCamera );
// like MeshDepthMaterial, but goes from black to transparent
depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.userData.darkness = { value: state.shadow.darkness };
depthMaterial.onBeforeCompile = function ( shader ) {
shader.uniforms.darkness = depthMaterial.userData.darkness;
shader.fragmentShader = /* glsl */`
uniform float darkness;
${shader.fragmentShader.replace(
'gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
'gl_FragColor = vec4( vec3( 0.0 ), ( 1.0 - fragCoordZ ) * darkness );'
)}
`;
};
depthMaterial.depthTest = false;
depthMaterial.depthWrite = false;
horizontalBlurMaterial = new THREE.ShaderMaterial( HorizontalBlurShader );
horizontalBlurMaterial.depthTest = false;
verticalBlurMaterial = new THREE.ShaderMaterial( VerticalBlurShader );
verticalBlurMaterial.depthTest = false;
//
gui = new GUI();
const shadowFolder = gui.addFolder( 'shadow' );
shadowFolder.open();
const planeFolder = gui.addFolder( 'plane' );
planeFolder.open();
shadowFolder.add( state.shadow, 'blur', 0, 15, 0.1 );
shadowFolder.add( state.shadow, 'darkness', 1, 5, 0.1 ).onChange( function () {
depthMaterial.userData.darkness.value = state.shadow.darkness;
} );
shadowFolder.add( state.shadow, 'opacity', 0, 1, 0.01 ).onChange( function () {
plane.material.opacity = state.shadow.opacity;
} );
planeFolder.addColor( state.plane, 'color' ).onChange( function () {
fillPlane.material.color = new THREE.Color( state.plane.color );
} );
planeFolder.add( state.plane, 'opacity', 0, 1, 0.01 ).onChange( function () {
fillPlane.material.opacity = state.plane.opacity;
} );
gui.add( state, 'showWireframe', true ).onChange( function () {
if ( state.showWireframe ) {
scene.add( cameraHelper );
} else {
scene.remove( cameraHelper );
}
} );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
new OrbitControls( camera, renderer.domElement );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
// renderTarget --> blurPlane (horizontalBlur) --> renderTargetBlur --> blurPlane (verticalBlur) --> renderTarget
function blurShadow( amount ) {
blurPlane.visible = true;
// blur horizontally and draw in the renderTargetBlur
blurPlane.material = horizontalBlurMaterial;
blurPlane.material.uniforms.tDiffuse.value = renderTarget.texture;
horizontalBlurMaterial.uniforms.h.value = amount * 1 / 256;
renderer.setRenderTarget( renderTargetBlur );
renderer.render( blurPlane, shadowCamera );
// blur vertically and draw in the main renderTarget
blurPlane.material = verticalBlurMaterial;
blurPlane.material.uniforms.tDiffuse.value = renderTargetBlur.texture;
verticalBlurMaterial.uniforms.v.value = amount * 1 / 256;
renderer.setRenderTarget( renderTarget );
renderer.render( blurPlane, shadowCamera );
blurPlane.visible = false;
}
function animate( ) {
requestAnimationFrame( animate );
//
meshes.forEach( mesh => {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
} );
//
// remove the background
const initialBackground = scene.background;
scene.background = null;
// force the depthMaterial to everything
cameraHelper.visible = false;
scene.overrideMaterial = depthMaterial;
// set renderer clear alpha
const initialClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( 0 );
// render to the render target to get the depths
renderer.setRenderTarget( renderTarget );
renderer.render( scene, shadowCamera );
// and reset the override material
scene.overrideMaterial = null;
cameraHelper.visible = true;
blurShadow( state.shadow.blur );
// a second pass to reduce the artifacts
// (0.4 is the minimum blur amout so that the artifacts are gone)
blurShadow( state.shadow.blur * 0.4 );
// reset and render the normal scene
renderer.setRenderTarget( null );
renderer.setClearAlpha( initialClearAlpha );
scene.background = initialBackground;
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>