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WebGPURenderer: Add webgpu_shadowmap_opacity (#28973)
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* Example: Update `webgpu_mrt_mask` imports

* WebGPURenderer: Add `webgpu_shadowmap_opacity`

* update imports
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sunag authored Jul 26, 2024
1 parent 09e7621 commit 8c02ecd
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1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -391,6 +391,7 @@
"webgpu_shadertoy",
"webgpu_tsl_interoperability",
"webgpu_shadowmap",
"webgpu_shadowmap_opacity",
"webgpu_skinning",
"webgpu_skinning_instancing",
"webgpu_skinning_points",
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Binary file added examples/screenshots/webgpu_shadowmap_opacity.jpg
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147 changes: 147 additions & 0 deletions examples/webgpu_shadowmap_opacity.html
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@@ -0,0 +1,147 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - shadowmap + opacity</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>

<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - shadowmap + opacity
</div>

<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/tsl": "../build/three.webgpu.js",
"three/addons/": "./jsm/"
}
}
</script>

<script type="module">

import * as THREE from 'three';
import { tslFn, vec4 } from 'three/tsl';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

let camera, scene, renderer;

init().then( render );

async function init() {

const container = document.createElement( 'div' );
document.body.appendChild( container );

camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 40 );
camera.position.set( - 4, 2, 6 );

renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( render );
renderer.toneMapping = THREE.AgXToneMapping;
renderer.toneMappingExposure = 1.5;
container.appendChild( renderer.domElement );

scene = new THREE.Scene();
scene.background = new THREE.Color( 0x9e9eff );

// light + shadow

const hemi = new THREE.AmbientLight( 0xffffff, .5 );
scene.add( hemi );

const dirLight = new THREE.DirectionalLight( 0x6666ff, 10 );
dirLight.position.set( 3, 5, 17 );
dirLight.castShadow = true;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.right = 5;
dirLight.shadow.camera.left = - 5;
dirLight.shadow.camera.top = 5;
dirLight.shadow.camera.bottom = - 5;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.radius = 4;
dirLight.shadow.bias = - 0.0005;
scene.add( dirLight );

//

const loader = new GLTFLoader();
const gltf = await loader.loadAsync( 'models/gltf/DragonAttenuation.glb' );
gltf.scene.position.set( 0, 0, - .5 );

const floor = gltf.scene.children[ 0 ];
floor.scale.x += 4;
floor.scale.y += 4;

const dragon = gltf.scene.children[ 1 ];
dragon.position.set( - 1.5, - 0.8, 1 );

const dragon2 = dragon.clone();
dragon2.material = dragon.material.clone();
dragon2.material.attenuationColor = new THREE.Color( 0xff0000 );
dragon2.position.x += 4;
gltf.scene.add( dragon2 );

// shadow node

const customShadow = tslFn( ( [ color, opacity = .8 ] ) => {

return vec4( color, opacity );

} );

// apply shadow

floor.receiveShadow = true;

dragon.castShadow = dragon2.castShadow = true;
dragon.receiveShadow = dragon2.receiveShadow = true;

dragon.material.shadowNode = customShadow( dragon.material.attenuationColor );
dragon2.material.shadowNode = customShadow( dragon2.material.attenuationColor );

//

scene.add( gltf.scene );

const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 0.1;
controls.maxDistance = 10;
controls.target.set( 0, 0, 0 );
controls.update();

window.addEventListener( 'resize', onWindowResize );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

//

function render() {

renderer.render( scene, camera );

}

</script>

</body>
</html>
3 changes: 2 additions & 1 deletion src/nodes/lighting/AnalyticLightNode.js
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Expand Up @@ -222,12 +222,13 @@ class AnalyticLightNode extends LightingNode {

}

const shadowColor = texture( shadowMap.texture, shadowCoord );
const shadowNode = frustumTest.cond( filterFn( { depthTexture, shadowCoord, shadow } ), float( 1 ) );

this.shadowMap = shadowMap;

this.shadowNode = shadowNode;
this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode, shadowIntensity ) );
this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );

this.baseColorNode = this.colorNode;

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