webgl_shadowmap_csm
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { CSM } from "three/examples/jsm/csm/CSM.js";
import { CSMHelper } from "three/examples/jsm/csm/CSMHelper.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_shadowmap_csm",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "webgl - cascaded shadow maps"
}
],
[
{
tag: "text",
content: "by"
},
{
tag: "a",
link: "https://github.com/strandedkitty/",
content: "StrandedKitty"
},
{
tag: "text",
content: "("
},
{
tag: "a",
link: "https://github.com/strandedkitty/three-csm",
content: "original repository"
},
{
tag: "text",
content: ")"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let renderer, scene, camera, orthoCamera, controls, csm, csmHelper;
const params = {
orthographic: false,
fade: false,
shadows: true,
far: 1e3,
mode: "practical",
lightX: -1,
lightY: -1,
lightZ: -1,
margin: 100,
lightFar: 5e3,
lightNear: 1,
autoUpdateHelper: true,
updateHelper: function() {
csmHelper.update();
}
};
init();
function updateOrthoCamera() {
const size = controls.target.distanceTo(camera.position);
const aspect = camera.aspect;
orthoCamera.left = size * aspect / -2;
orthoCamera.right = size * aspect / 2;
orthoCamera.top = size / 2;
orthoCamera.bottom = size / -2;
orthoCamera.position.copy(camera.position);
orthoCamera.rotation.copy(camera.rotation);
orthoCamera.updateProjectionMatrix();
}
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color("#454e61");
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 5e3);
orthoCamera = new THREE.OrthographicCamera();
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.shadowMap.enabled = params.shadows;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
controls = new OrbitControls(camera, renderer.domElement);
controls.maxPolarAngle = Math.PI / 2;
camera.position.set(60, 60, 0);
controls.target = new THREE.Vector3(-100, 10, 0);
controls.update();
const ambientLight = new THREE.AmbientLight(16777215, 1.5);
scene.add(ambientLight);
const additionalDirectionalLight = new THREE.DirectionalLight(32, 1.5);
additionalDirectionalLight.position.set(params.lightX, params.lightY, params.lightZ).normalize().multiplyScalar(-200);
scene.add(additionalDirectionalLight);
csm = new CSM({
maxFar: params.far,
cascades: 4,
mode: params.mode,
parent: scene,
shadowMapSize: 1024,
lightDirection: new THREE.Vector3(params.lightX, params.lightY, params.lightZ).normalize(),
camera
});
csmHelper = new CSMHelper(csm);
csmHelper.visible = false;
scene.add(csmHelper);
const floorMaterial = new THREE.MeshPhongMaterial({ color: "#252a34" });
csm.setupMaterial(floorMaterial);
const floor = new THREE.Mesh(new THREE.PlaneGeometry(1e4, 1e4, 8, 8), floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.castShadow = true;
floor.receiveShadow = true;
scene.add(floor);
const material1 = new THREE.MeshPhongMaterial({ color: "#08d9d6" });
csm.setupMaterial(material1);
const material2 = new THREE.MeshPhongMaterial({ color: "#ff2e63" });
csm.setupMaterial(material2);
const geometry = new THREE.BoxGeometry(10, 10, 10);
for (let i = 0; i < 40; i++) {
const cube1 = new THREE.Mesh(geometry, i % 2 === 0 ? material1 : material2);
cube1.castShadow = true;
cube1.receiveShadow = true;
scene.add(cube1);
cube1.position.set(-i * 25, 20, 30);
cube1.scale.y = Math.random() * 2 + 6;
const cube2 = new THREE.Mesh(geometry, i % 2 === 0 ? material2 : material1);
cube2.castShadow = true;
cube2.receiveShadow = true;
scene.add(cube2);
cube2.position.set(-i * 25, 20, -30);
cube2.scale.y = Math.random() * 2 + 6;
}
const gui = new GUI();
gui.add(params, "orthographic").onChange(function(value) {
csm.camera = value ? orthoCamera : camera;
csm.updateFrustums();
});
gui.add(params, "fade").onChange(function(value) {
csm.fade = value;
csm.updateFrustums();
});
gui.add(params, "shadows").onChange(function(value) {
renderer.shadowMap.enabled = value;
scene.traverse(function(child) {
if (child.material) {
child.material.needsUpdate = true;
}
});
});
gui.add(params, "far", 1, 5e3).step(1).name("shadow far").onChange(function(value) {
csm.maxFar = value;
csm.updateFrustums();
});
gui.add(params, "mode", ["uniform", "logarithmic", "practical"]).name("frustum split mode").onChange(function(value) {
csm.mode = value;
csm.updateFrustums();
});
gui.add(params, "lightX", -1, 1).name("light direction x").onChange(function(value) {
csm.lightDirection.x = value;
});
gui.add(params, "lightY", -1, 1).name("light direction y").onChange(function(value) {
csm.lightDirection.y = value;
});
gui.add(params, "lightZ", -1, 1).name("light direction z").onChange(function(value) {
csm.lightDirection.z = value;
});
gui.add(params, "margin", 0, 200).name("light margin").onChange(function(value) {
csm.lightMargin = value;
});
gui.add(params, "lightNear", 1, 1e4).name("light near").onChange(function(value) {
for (let i = 0; i < csm.lights.length; i++) {
csm.lights[i].shadow.camera.near = value;
csm.lights[i].shadow.camera.updateProjectionMatrix();
}
});
gui.add(params, "lightFar", 1, 1e4).name("light far").onChange(function(value) {
for (let i = 0; i < csm.lights.length; i++) {
csm.lights[i].shadow.camera.far = value;
csm.lights[i].shadow.camera.updateProjectionMatrix();
}
});
const helperFolder = gui.addFolder("helper");
helperFolder.add(csmHelper, "visible");
helperFolder.add(csmHelper, "displayFrustum").onChange(function() {
csmHelper.updateVisibility();
});
helperFolder.add(csmHelper, "displayPlanes").onChange(function() {
csmHelper.updateVisibility();
});
helperFolder.add(csmHelper, "displayShadowBounds").onChange(function() {
csmHelper.updateVisibility();
});
helperFolder.add(params, "autoUpdateHelper").name("auto update");
helperFolder.add(params, "updateHelper").name("update");
helperFolder.open();
window.addEventListener("resize", function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
updateOrthoCamera();
csm.updateFrustums();
renderer.setSize(window.innerWidth, window.innerHeight);
});
needToDispose(renderer, scene, controls);
}
function animate() {
camera.updateMatrixWorld();
csm.update();
controls.update();
if (params.orthographic) {
updateOrthoCamera();
csm.updateFrustums();
if (params.autoUpdateHelper) {
csmHelper.update();
}
renderer.render(scene, orthoCamera);
} else {
if (params.autoUpdateHelper) {
csmHelper.update();
}
renderer.render(scene, camera);
}
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;