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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;