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Merge pull request #18787 from marcofugaro/contact-shadow
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Examples: add contact shadow example
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mrdoob authored Mar 6, 2020
2 parents 47495ba + e89611f commit 40188b6
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1 change: 1 addition & 0 deletions examples/files.js
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Expand Up @@ -216,6 +216,7 @@ var files = {
"webgl_shaders_tonemapping",
"webgl_shaders_vector",
"webgl_shading_physical",
"webgl_shadow_contact",
"webgl_shadowmap",
"webgl_shadowmap_performance",
"webgl_shadowmap_pointlight",
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312 changes: 312 additions & 0 deletions examples/webgl_shadow_contact.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - contact shadows</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #000;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - contact shadows
</div>
<script type="module">

import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { HorizontalBlurShader } from './jsm/shaders/HorizontalBlurShader.js';
import { VerticalBlurShader } from './jsm/shaders/VerticalBlurShader.js';

var camera, scene, renderer, stats, gui;

var meshes = [];

const PLANE_WIDTH = 2.5;
const PLANE_HEIGHT = 2.5;
const CAMERA_HEIGHT = 0.3;

var state = {
shadow: {
blur: 3.5,
darkness: 1,
opacity: 1,
},
plane: {
color: '#ffffff',
opacity: 1,
},
showWireframe: false,
};

var shadowGroup, renderTarget, renderTargetBlur, shadowCamera, cameraHelper, depthMaterial, horizontalBlurMaterial, verticalBlurMaterial;

var plane, blurPlane, fillPlane;

init();
animate();

function init() {

camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0.5, 1, 2 );

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

stats = new Stats();
document.body.appendChild( stats.dom );

window.addEventListener( 'resize', onWindowResize );

// add the example meshes

var geometries = [
new THREE.BoxBufferGeometry( 0.4, 0.4, 0.4 ),
new THREE.IcosahedronBufferGeometry( 0.3 ),
new THREE.TorusKnotBufferGeometry( 0.4, 0.05, 256, 24, 1, 3 )
];

var material = new THREE.MeshNormalMaterial();

for ( var i = 0, l = geometries.length; i < l; i ++ ) {

var angle = ( i / l ) * Math.PI * 2;

var geometry = geometries[ i ];
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 0.1;
mesh.position.x = Math.cos( angle ) / 2.0;
mesh.position.z = Math.sin( angle ) / 2.0;
scene.add( mesh );
meshes.push( mesh );

}



// the container, if you need to move the plane just move this
shadowGroup = new THREE.Group();
shadowGroup.position.y = - 0.3;
scene.add( shadowGroup );

// the render target that will show the shadows in the plane texture
renderTarget = new THREE.WebGLRenderTarget( 512, 512 );
renderTarget.texture.generateMipmaps = false;

// the render target that we will use to blur the first render target
renderTargetBlur = new THREE.WebGLRenderTarget( 512, 512 );
renderTargetBlur.texture.generateMipmaps = false;


// make a plane and make it face up
var planeGeometry = new THREE.PlaneBufferGeometry( PLANE_WIDTH, PLANE_HEIGHT ).rotateX( Math.PI / 2 );
var material = new THREE.MeshBasicMaterial( {
map: renderTarget.texture,
opacity: state.shadow.opacity,
transparent: true,
} );
plane = new THREE.Mesh( planeGeometry, material );
shadowGroup.add( plane );

// the y from the texture is flipped!
plane.scale.y = - 1;

// the plane onto which to blur the texture
blurPlane = new THREE.Mesh( planeGeometry );
blurPlane.visible = false;
shadowGroup.add( blurPlane );

// the plane with the color of the ground
var material = new THREE.MeshBasicMaterial( {
color: state.plane.color,
opacity: state.plane.opacity,
transparent: true,
} );
fillPlane = new THREE.Mesh( planeGeometry, material );
fillPlane.rotateX( Math.PI );
fillPlane.position.y -= 0.00001;
shadowGroup.add( fillPlane );

// the camera to render the depth material from
shadowCamera = new THREE.OrthographicCamera( - PLANE_WIDTH / 2, PLANE_WIDTH / 2, PLANE_HEIGHT / 2, - PLANE_HEIGHT / 2, 0, CAMERA_HEIGHT );
shadowCamera.rotation.x = Math.PI / 2; // get the camera to look up
shadowGroup.add( shadowCamera );

cameraHelper = new THREE.CameraHelper( shadowCamera );

// like MeshDepthMaterial, but goes from black to transparent
depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.userData.darkness = { value: state.shadow.darkness };
depthMaterial.onBeforeCompile = function ( shader ) {

shader.uniforms.darkness = depthMaterial.userData.darkness;
shader.fragmentShader = `
uniform float darkness;
${shader.fragmentShader.replace(
'gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
'gl_FragColor = vec4( vec3( 0.0 ), ( 1.0 - fragCoordZ ) * darkness );'
)}
`;

};
depthMaterial.depthTest = false;
depthMaterial.depthWrite = false;

horizontalBlurMaterial = new THREE.ShaderMaterial( HorizontalBlurShader );
horizontalBlurMaterial.depthTest = false;

verticalBlurMaterial = new THREE.ShaderMaterial( VerticalBlurShader );
verticalBlurMaterial.depthTest = false;

//

gui = new GUI();
var shadowFolder = gui.addFolder( 'shadow' );
shadowFolder.open();
var planeFolder = gui.addFolder( 'plane' );
planeFolder.open();


shadowFolder.add( state.shadow, 'blur', 0, 15, 0.1 );
shadowFolder.add( state.shadow, 'darkness', 1, 5, 0.1 ).onChange( function () {

depthMaterial.userData.darkness.value = state.shadow.darkness;

} );
shadowFolder.add( state.shadow, 'opacity', 0, 1, 0.01 ).onChange( function () {

plane.material.opacity = state.shadow.opacity;

} );
planeFolder.addColor( state.plane, 'color' ).onChange( function () {

fillPlane.material.color = new THREE.Color( state.plane.color );

} );
planeFolder.add( state.plane, 'opacity', 0, 1, 0.01 ).onChange( function () {

fillPlane.material.opacity = state.plane.opacity;

} );

gui.add( state, 'showWireframe', true ).onChange( function () {

if ( state.showWireframe ) {

scene.add( cameraHelper );

} else {

scene.remove( cameraHelper );

}

} );

//

renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

//

new OrbitControls( camera, renderer.domElement );

}

function onWindowResize() {

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

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

}

// renderTarget --> blurPlane (horizontalBlur) --> renderTargetBlur --> blurPlane (verticalBlur) --> renderTarget
function blurShadow( amount ) {

blurPlane.visible = true;

// blur horizontally and draw in the renderTargetBlur
blurPlane.material = horizontalBlurMaterial;
blurPlane.material.uniforms.tDiffuse.value = renderTarget.texture;
horizontalBlurMaterial.uniforms.h.value = amount * 1 / 256;

renderer.setRenderTarget( renderTargetBlur );
renderer.render( blurPlane, shadowCamera );

// blur vertically and draw in the main renderTarget
blurPlane.material = verticalBlurMaterial;
blurPlane.material.uniforms.tDiffuse.value = renderTargetBlur.texture;
verticalBlurMaterial.uniforms.v.value = amount * 1 / 256;

renderer.setRenderTarget( renderTarget );
renderer.render( blurPlane, shadowCamera );

blurPlane.visible = false;

}

function animate( ) {

requestAnimationFrame( animate );

//

meshes.forEach( mesh => {

mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;

} );

//

// remove the background
var initialBackground = scene.background;
scene.background = null;

// force the depthMaterial to everything
cameraHelper.visible = false;
scene.overrideMaterial = depthMaterial;

// render to the render target to get the depths
renderer.setRenderTarget( renderTarget );
renderer.render( scene, shadowCamera );

// and reset the override material
scene.overrideMaterial = null;
cameraHelper.visible = true;

blurShadow( state.shadow.blur );

// a second pass to reduce the artifacts
// (0.4 is the minimum blur amout so that the artifacts are gone)
blurShadow( state.shadow.blur * 0.4 );

// reset and render the normal scene
renderer.setRenderTarget( null );
scene.background = initialBackground;

renderer.render( scene, camera );
stats.update();

}

</script>
</body>
</html>

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