-
-
Notifications
You must be signed in to change notification settings - Fork 35.3k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
WebGPURenderer: Add
webgpu_shadowmap_opacity
(#28973)
* Example: Update `webgpu_mrt_mask` imports * WebGPURenderer: Add `webgpu_shadowmap_opacity` * update imports
- Loading branch information
Showing
4 changed files
with
150 additions
and
1 deletion.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters