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webgl_shadowmap_performance

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 { FirstPersonControls } from "three/examples/jsm/controls/FirstPersonControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { FontLoader } from "three/examples/jsm/loaders/FontLoader.js";
import { TextGeometry } from "three/examples/jsm/geometries/TextGeometry.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_shadowmap_performance",
  useLoaders: [GLTFLoader, FontLoader],
  needArrowControls: true,
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- shadowmap - models by"
      },
      {
        tag: "a",
        link: "https://mirada.com/",
        content: "mirada"
      },
      {
        tag: "text",
        content: "from"
      },
      {
        tag: "a",
        link: "http://www.ro.me",
        content: "rome"
      }
    ],
    [
      {
        tag: "text",
        content: "move camera with WASD / RF + mouse"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    const SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
    let SCREEN_WIDTH = window.innerWidth;
    let SCREEN_HEIGHT = window.innerHeight;
    const FLOOR = -250;
    const ANIMATION_GROUPS = 25;
    let camera, controls, scene, renderer;
    let stats;
    const NEAR = 5, FAR = 3e3;
    let morph, mixer;
    const morphs = [], animGroups = [];
    const clock = new THREE.Clock();
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR);
      camera.position.set(700, 50, 1900);
      scene = new THREE.Scene();
      scene.background = new THREE.Color(5850923);
      scene.fog = new THREE.Fog(5850923, 1e3, FAR);
      const ambient = new THREE.AmbientLight(16777215);
      scene.add(ambient);
      const light = new THREE.DirectionalLight(16777215, 3);
      light.position.set(0, 1500, 1e3);
      light.castShadow = true;
      light.shadow.camera.top = 2e3;
      light.shadow.camera.bottom = -2e3;
      light.shadow.camera.left = -2e3;
      light.shadow.camera.right = 2e3;
      light.shadow.camera.near = 1200;
      light.shadow.camera.far = 2500;
      light.shadow.bias = 1e-4;
      light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
      light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
      scene.add(light);
      createScene();
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
      renderer.setAnimationLoop(animate);
      renderer.autoClear = false;
      renderer.shadowMap.enabled = true;
      renderer.shadowMap.type = THREE.PCFSoftShadowMap;
      controls = new FirstPersonControls(camera, renderer.domElement);
      controls.lookSpeed = 0.0125;
      controls.movementSpeed = 500;
      controls.lookVertical = true;
      controls.lookAt(scene.position);
      stats = new Stats(renderer);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, controls, scene);
    }
    function onWindowResize() {
      SCREEN_WIDTH = window.innerWidth;
      SCREEN_HEIGHT = window.innerHeight;
      camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
      camera.updateProjectionMatrix();
      renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
      controls.handleResize();
    }
    function createScene() {
      const geometry = new THREE.PlaneGeometry(100, 100);
      const planeMaterial = new THREE.MeshPhongMaterial({ color: 16768409 });
      const ground = new THREE.Mesh(geometry, planeMaterial);
      ground.position.set(0, FLOOR, 0);
      ground.rotation.x = -Math.PI / 2;
      ground.scale.set(100, 100, 100);
      ground.castShadow = false;
      ground.receiveShadow = true;
      scene.add(ground);
      const loader = new FontLoader();
      loader.load("fonts/helvetiker_bold.typeface.json", function(font) {
        const textGeo = new TextGeometry("THREE.JS", {
          font,
          size: 200,
          depth: 50,
          curveSegments: 12,
          bevelThickness: 2,
          bevelSize: 5,
          bevelEnabled: true
        });
        textGeo.computeBoundingBox();
        const centerOffset = -0.5 * (textGeo.boundingBox.max.x - textGeo.boundingBox.min.x);
        const textMaterial = new THREE.MeshPhongMaterial({ color: 16711680, specular: 16777215 });
        const mesh = new THREE.Mesh(textGeo, textMaterial);
        mesh.position.x = centerOffset;
        mesh.position.y = FLOOR + 67;
        mesh.castShadow = true;
        mesh.receiveShadow = true;
        scene.add(mesh);
      });
      const cubes1 = new THREE.Mesh(new THREE.BoxGeometry(1500, 220, 150), planeMaterial);
      cubes1.position.y = FLOOR - 50;
      cubes1.position.z = 20;
      cubes1.castShadow = true;
      cubes1.receiveShadow = true;
      scene.add(cubes1);
      const cubes2 = new THREE.Mesh(new THREE.BoxGeometry(1600, 170, 250), planeMaterial);
      cubes2.position.y = FLOOR - 50;
      cubes2.position.z = 20;
      cubes2.castShadow = true;
      cubes2.receiveShadow = true;
      scene.add(cubes2);
      mixer = new THREE.AnimationMixer(scene);
      for (let i = 0; i !== ANIMATION_GROUPS; ++i) {
        const group = new THREE.AnimationObjectGroup();
        animGroups.push(group);
      }
      function addMorph(mesh, clip, speed, duration, x, y, z, fudgeColor, massOptimization) {
        mesh = mesh.clone();
        mesh.material = mesh.material.clone();
        {
          mesh.material.color.offsetHSL(0, Math.random() * 0.5 - 0.25, Math.random() * 0.5 - 0.25);
        }
        mesh.speed = speed;
        {
          const index = Math.floor(Math.random() * ANIMATION_GROUPS), animGroup = animGroups[index];
          animGroup.add(mesh);
          if (!mixer.existingAction(clip, animGroup)) {
            const randomness = 0.6 * Math.random() - 0.3;
            const phase = (index + randomness) / ANIMATION_GROUPS;
            mixer.clipAction(clip, animGroup).setDuration(duration).startAt(-1 * phase).play();
          }
        }
        mesh.position.set(x, y, z);
        mesh.rotation.y = Math.PI / 2;
        mesh.castShadow = true;
        mesh.receiveShadow = true;
        scene.add(mesh);
        morphs.push(mesh);
      }
      const gltfLoader = new GLTFLoader();
      gltfLoader.load("models/gltf/Horse.glb", function(gltf) {
        const mesh = gltf.scene.children[0];
        const clip = gltf.animations[0];
        for (let i = -600; i < 601; i += 2) {
          addMorph(mesh, clip, 550, 1, 100 - Math.random() * 3e3, FLOOR, i);
        }
      });
    }
    function animate() {
      stats.begin();
      render();
      stats.end();
      stats.update();
    }
    function render() {
      const delta = clock.getDelta();
      if (mixer) mixer.update(delta);
      for (let i = 0; i < morphs.length; i++) {
        morph = morphs[i];
        morph.position.x += morph.speed * delta;
        if (morph.position.x > 2e3) {
          morph.position.x = -1e3 - Math.random() * 500;
        }
      }
      controls.update(delta);
      renderer.clear();
      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;