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webgl_shadowmap_progressive

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 { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { TransformControls } from "three/examples/jsm/controls/TransformControls.js";
import { ProgressiveLightMap } from "three/examples/jsm/misc/ProgressiveLightMap.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_shadowmap_progressive",
  useLoaders: [GLTFLoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- Progressive Lightmaps by"
      },
      {
        tag: "a",
        link: "https://github.com/zalo",
        content: "zalo"
      }
    ],
    [
      {
        tag: "text",
        content: "[Inspired by"
      },
      {
        tag: "a",
        link: "http://madebyevan.com/shaders/lightmap/",
        content: "evanw's Lightmap Generation"
      },
      {
        tag: "text",
        content: "]"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    const shadowMapRes = 512, lightMapRes = 1024, lightCount = 8;
    let camera, scene, renderer, controls, control, control2, object = new THREE.Mesh(), lightOrigin = null, progressiveSurfacemap;
    const dirLights = [], lightmapObjects = [];
    const params = {
      Enable: true,
      "Blur Edges": true,
      "Blend Window": 200,
      "Light Radius": 50,
      "Ambient Weight": 0.5,
      "Debug Lightmap": false
    };
    init();
    createGUI();
    function init() {
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      renderer.shadowMap.enabled = true;
      camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1e3);
      camera.position.set(0, 100, 200);
      camera.name = "Camera";
      scene = new THREE.Scene();
      scene.background = new THREE.Color(9737364);
      scene.fog = new THREE.Fog(9737364, 1e3, 3e3);
      if (!globalThis["navigator"]) {
        globalThis["navigator"] = {
          userAgent: ""
        };
      }
      progressiveSurfacemap = new ProgressiveLightMap(renderer, lightMapRes);
      lightOrigin = new THREE.Group();
      lightOrigin.position.set(60, 150, 100);
      scene.add(lightOrigin);
      control = new TransformControls(camera, renderer.domElement);
      control.addEventListener("dragging-changed", (event) => {
        controls.enabled = !event.value;
      });
      control.attach(lightOrigin);
      if (control.isObject3D) {
        scene.add(control);
      } else {
        const gizmo = control.getHelper();
        scene.add(gizmo);
      }
      for (let l = 0; l < lightCount; l++) {
        const dirLight = new THREE.DirectionalLight(16777215, 1 / lightCount);
        dirLight.name = "Dir. Light " + l;
        dirLight.position.set(200, 200, 200);
        dirLight.castShadow = true;
        dirLight.shadow.camera.near = 100;
        dirLight.shadow.camera.far = 5e3;
        dirLight.shadow.camera.right = 150;
        dirLight.shadow.camera.left = -150;
        dirLight.shadow.camera.top = 150;
        dirLight.shadow.camera.bottom = -150;
        dirLight.shadow.mapSize.width = shadowMapRes;
        dirLight.shadow.mapSize.height = shadowMapRes;
        lightmapObjects.push(dirLight);
        dirLights.push(dirLight);
      }
      const groundMesh = new THREE.Mesh(
        new THREE.PlaneGeometry(600, 600),
        new THREE.MeshPhongMaterial({ color: 16777215, depthWrite: true })
      );
      groundMesh.position.y = -0.1;
      groundMesh.rotation.x = -Math.PI / 2;
      groundMesh.name = "Ground Mesh";
      lightmapObjects.push(groundMesh);
      scene.add(groundMesh);
      function loadModel() {
        object.traverse(function(child) {
          if (child.isMesh) {
            child.name = "Loaded Mesh";
            child.castShadow = true;
            child.receiveShadow = true;
            child.material = new THREE.MeshPhongMaterial();
            lightmapObjects.push(child);
            progressiveSurfacemap.addObjectsToLightMap(lightmapObjects);
          } else {
            child.layers.disableAll();
          }
        });
        scene.add(object);
        object.scale.set(2, 2, 2);
        object.position.set(0, -16, 0);
        control2 = new TransformControls(camera, renderer.domElement);
        control2.addEventListener("dragging-changed", (event) => {
          controls.enabled = !event.value;
        });
        control2.attach(object);
        if (control2.isObject3D) {
          scene.add(control2);
        } else {
          const gizmo = control2.getHelper();
          scene.add(gizmo);
        }
        const lightTarget = new THREE.Group();
        lightTarget.position.set(0, 20, 0);
        for (let l = 0; l < dirLights.length; l++) {
          dirLights[l].target = lightTarget;
        }
        object.add(lightTarget);
      }
      const loader = new GLTFLoader();
      loader.load("models/gltf/ShadowmappableMesh.glb", function(obj) {
        object = obj.scene.children[0];
        loadModel();
      });
      controls = new OrbitControls(camera, renderer.domElement);
      controls.enableDamping = true;
      controls.dampingFactor = 0.05;
      controls.screenSpacePanning = true;
      controls.minDistance = 100;
      controls.maxDistance = 500;
      controls.maxPolarAngle = Math.PI / 1.5;
      controls.target.set(0, 100, 0);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, controls);
    }
    function createGUI() {
      const gui = new GUI({ title: "Accumulation Settings" });
      gui.add(params, "Enable");
      gui.add(params, "Blur Edges");
      gui.add(params, "Blend Window", 1, 500).step(1);
      gui.add(params, "Light Radius", 0, 200).step(10);
      gui.add(params, "Ambient Weight", 0, 1).step(0.1);
      gui.add(params, "Debug Lightmap");
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      controls.update();
      if (params["Enable"]) {
        progressiveSurfacemap.update(camera, params["Blend Window"], params["Blur Edges"]);
        if (!progressiveSurfacemap.firstUpdate) {
          progressiveSurfacemap.showDebugLightmap(params["Debug Lightmap"]);
        }
      }
      for (let l = 0; l < dirLights.length; l++) {
        if (Math.random() > params["Ambient Weight"]) {
          dirLights[l].position.set(
            lightOrigin.position.x + Math.random() * params["Light Radius"],
            lightOrigin.position.y + Math.random() * params["Light Radius"],
            lightOrigin.position.z + Math.random() * params["Light Radius"]
          );
        } else {
          const lambda = Math.acos(2 * Math.random() - 1) - 3.14159 / 2;
          const phi = 2 * 3.14159 * Math.random();
          dirLights[l].position.set(
            Math.cos(lambda) * Math.cos(phi) * 300 + object.position.x,
            Math.abs(Math.cos(lambda) * Math.sin(phi) * 300) + object.position.y + 20,
            Math.sin(lambda) * 300 + object.position.z
          );
        }
      }
      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;