<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - progressive lightmap accumulation</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="container"></div> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Progressive Lightmaps by <a href="https://github.com/zalo" target="_blank" rel="noopener">zalo</a><br/> [Inspired by <a href="http://madebyevan.com/shaders/lightmap/" target="_blank" rel="noopener">evanw's Lightmap Generation</a>] </div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { TransformControls } from 'three/addons/controls/TransformControls.js'; import { ProgressiveLightMap } from 'three/addons/misc/ProgressiveLightMap.js'; // ShadowMap + LightMap Res and Number of Directional Lights 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(); animate(); function init() { // renderer renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.shadowMap.enabled = true; document.body.appendChild( renderer.domElement ); // camera camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.set( 0, 100, 200 ); camera.name = 'Camera'; // scene scene = new THREE.Scene(); scene.background = new THREE.Color( 0x949494 ); scene.fog = new THREE.Fog( 0x949494, 1000, 3000 ); // progressive lightmap progressiveSurfacemap = new ProgressiveLightMap( renderer, lightMapRes ); // directional lighting "origin" lightOrigin = new THREE.Group(); lightOrigin.position.set( 60, 150, 100 ); scene.add( lightOrigin ); // transform gizmo control = new TransformControls( camera, renderer.domElement ); control.addEventListener( 'dragging-changed', ( event ) => { controls.enabled = ! event.value; } ); control.attach( lightOrigin ); scene.add( control ); // create 8 directional lights to speed up the convergence for ( let l = 0; l < lightCount; l ++ ) { const dirLight = new THREE.DirectionalLight( 0xffffff, 1.0 / lightCount ); dirLight.name = 'Dir. Light ' + l; dirLight.position.set( 200, 200, 200 ); dirLight.castShadow = true; dirLight.shadow.camera.near = 100; dirLight.shadow.camera.far = 5000; 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 ); } // ground const groundMesh = new THREE.Mesh( new THREE.PlaneGeometry( 600, 600 ), new THREE.MeshPhongMaterial( { color: 0xffffff, depthWrite: true } ) ); groundMesh.position.y = - 0.1; groundMesh.rotation.x = - Math.PI / 2; groundMesh.name = 'Ground Mesh'; lightmapObjects.push( groundMesh ); scene.add( groundMesh ); // model function loadModel() { object.traverse( function ( child ) { if ( child.isMesh ) { child.name = 'Loaded Mesh'; child.castShadow = true; child.receiveShadow = true; child.material = new THREE.MeshPhongMaterial(); // This adds the model to the lightmap lightmapObjects.push( child ); progressiveSurfacemap.addObjectsToLightMap( lightmapObjects ); } else { child.layers.disableAll(); // Disable Rendering for this } } ); 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 ); scene.add( control2 ); 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 ); if ( typeof TESTING !== 'undefined' ) { for ( let i = 0; i < 300; i ++ ) { render(); } } } const manager = new THREE.LoadingManager( loadModel ); const loader = new GLTFLoader( manager ); loader.load( 'models/gltf/ShadowmappableMesh.glb', function ( obj ) { object = obj.scene.children[ 0 ]; } ); // controls controls = new OrbitControls( camera, renderer.domElement ); controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled 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 ); } 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 render() { // Update the inertia on the orbit controls controls.update(); // Accumulate Surface Maps if ( params[ 'Enable' ] ) { progressiveSurfacemap.update( camera, params[ 'Blend Window' ], params[ 'Blur Edges' ] ); if ( ! progressiveSurfacemap.firstUpdate ) { progressiveSurfacemap.showDebugLightmap( params[ 'Debug Lightmap' ] ); } } // Manually Update the Directional Lights for ( let l = 0; l < dirLights.length; l ++ ) { // Sometimes they will be sampled from the target direction // Sometimes they will be uniformly sampled from the upper hemisphere 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 { // Uniform Hemispherical Surface Distribution for Ambient Occlusion const lambda = Math.acos( 2 * Math.random() - 1 ) - ( 3.14159 / 2.0 ); 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 ); } } // Render Scene renderer.render( scene, camera ); } function animate() { requestAnimationFrame( animate ); render(); } </script> </body> </html>