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