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basic-shadow.js
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basic-shadow.js
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import { Beam, ResourceTypes } from '../../../src/index.js'
import { InspectDepth, ShadowLighting, VoidDepth } from './shadow-shaders.js'
import { createBall, createRect } from '../../utils/graphics-utils.js'
import { createCamera } from '../../utils/camera.js'
import { create, translate, multiply } from '../../utils/mat4.js'
import { subtract } from '../../utils/vec3.js'
import { createShadowCamera } from './utils.js'
const { VertexBuffers, IndexBuffer, Uniforms, Textures } = ResourceTypes
const canvas = document.querySelector('canvas')
canvas.height = document.body.offsetHeight
canvas.width = document.body.offsetWidth
const beam = new Beam(canvas, { contextId: 'webgl' })
const voidDepthShader = beam.shader(VoidDepth)
const lightingShader = beam.shader(ShadowLighting)
const ball = createBall()
const plane = createRect([10, 5, -5], 1, 15)
const planeBuffers = [
beam.resource(VertexBuffers, plane.vertex),
beam.resource(IndexBuffer, plane.index),
]
const ballBuffers = [
beam.resource(VertexBuffers, ball.vertex),
beam.resource(IndexBuffer, ball.index),
]
const target = beam.target(2048, 2048, true)
const textures = beam.resource(Textures)
// screen quad
const quadRect = createRect()
const quadDataRes = beam.resource(VertexBuffers, quadRect.vertex)
const quadIndexRes = beam.resource(IndexBuffer, quadRect.index)
const baseModelMat = create()
const eye = [0, 50, 50]
const center = [10, 10, 0]
const lightPosition = [20, 50, 50]
const lightDir = []
subtract(lightDir, lightPosition, center)
const defaultCamera = createCamera({ eye, center }, { canvas })
let shadowCamera = createShadowCamera(lightPosition, center, 50)
const uniforms = beam.resource(Uniforms)
uniforms.set('dirLight.direction', lightDir)
const drawDepth = () => {
uniforms.set('modelMat', create())
beam.draw(voidDepthShader, ...planeBuffers, uniforms)
for (let i = 1; i < 10; i++) {
for (let j = 1; j < 10; j++) {
const modelMat = translate([], baseModelMat, [i * 2, j * 2, 0])
uniforms.set('modelMat', modelMat)
beam.draw(voidDepthShader, ...ballBuffers, uniforms)
}
}
}
const drawLighting = () => {
uniforms.set('modelMat', create())
beam.draw(lightingShader, ...planeBuffers, textures, uniforms)
for (let i = 1; i < 10; i++) {
for (let j = 1; j < 10; j++) {
const modelMat = translate([], baseModelMat, [i * 2, j * 2, 0])
uniforms.set('modelMat', modelMat)
beam.draw(lightingShader, ...ballBuffers, textures, uniforms)
}
}
}
const render = () => {
beam.clear()
target.use(() => {
uniforms
.set('viewMat', shadowCamera.viewMat)
.set('projectionMat', shadowCamera.projectionMat)
drawDepth()
})
textures.set('img', target.texture)
textures.set('shadowMap', target.texture)
const lightSpaceMat = create()
multiply(lightSpaceMat, shadowCamera.projectionMat, shadowCamera.viewMat)
uniforms
.set('lightPosition', lightPosition)
.set('lightSpaceMat', lightSpaceMat)
.set('viewMat', defaultCamera.viewMat)
.set('projectionMat', defaultCamera.projectionMat)
drawLighting()
}
render()
const SHOW_DEPTH = false // for debug
if (SHOW_DEPTH) {
InspectDepth.defines.USE_ORTHO = true
const inspectDepthShader = beam.shader(InspectDepth)
// for perspective, tweak nearPlane and farPlane uniforms
beam.draw(inspectDepthShader, quadDataRes, quadIndexRes, uniforms, textures)
}
const $dirX = document.getElementById('dir-x')
const $dirY = document.getElementById('dir-y')
;[$dirX, $dirY].forEach((input) => {
input.addEventListener('input', () => {
const dx = parseFloat($dirX.value)
const dy = parseFloat($dirY.value)
const lightPosition = [dx, dy, 50]
const lightDir = []
subtract(lightDir, lightPosition, center)
shadowCamera = createShadowCamera(lightPosition, center, 50)
uniforms.set('dirLight.direction', lightDir)
render()
})
})