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;