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WebGPURenderer: Add SpotLight.map support #29989

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Nov 28, 2024
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1 change: 1 addition & 0 deletions examples/files.json
Original file line number Diff line number Diff line change
Expand Up @@ -338,6 +338,7 @@
"webgpu_lights_physical",
"webgpu_lights_rectarealight",
"webgpu_lights_selective",
"webgpu_lights_spotlight",
"webgpu_lights_tiled",
"webgpu_lines_fat_wireframe",
"webgpu_lines_fat",
Expand Down
Binary file added examples/screenshots/webgpu_lights_spotlight.jpg
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252 changes: 252 additions & 0 deletions examples/webgpu_lights_spotlight.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,252 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - spotlight</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 - spotlight<br />
</div>

<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.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 { PLYLoader } from 'three/addons/loaders/PLYLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

let renderer, scene, camera;

let spotLight, lightHelper;

init();

function init() {

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

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;

scene = new THREE.Scene();

camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 7, 4, 1 );

const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 2;
controls.maxDistance = 10;
controls.maxPolarAngle = Math.PI / 2;
controls.target.set( 0, 1, 0 );
controls.update();

const ambient = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 0.15 );
scene.add( ambient );

const loader = new THREE.TextureLoader().setPath( 'textures/' );
const filenames = [ 'disturb.jpg', 'colors.png', 'uv_grid_opengl.jpg' ];

const textures = { none: null };

for ( let i = 0; i < filenames.length; i ++ ) {

const filename = filenames[ i ];

const texture = loader.load( filename );
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.generateMipmaps = false;
texture.colorSpace = THREE.SRGBColorSpace;

textures[ filename ] = texture;

}

spotLight = new THREE.SpotLight( 0xffffff, 100 );
spotLight.position.set( 2.5, 5, 2.5 );
spotLight.angle = Math.PI / 6;
spotLight.penumbra = 1;
spotLight.decay = 2;
spotLight.distance = 0;
spotLight.map = textures[ 'disturb.jpg' ];

spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
spotLight.shadow.camera.near = 1;
spotLight.shadow.camera.far = 10;
spotLight.shadow.focus = 1;
spotLight.shadow.bias = - .003;
scene.add( spotLight );

lightHelper = new THREE.SpotLightHelper( spotLight );
scene.add( lightHelper );

//

const geometry = new THREE.PlaneGeometry( 200, 200 );
const material = new THREE.MeshLambertMaterial( { color: 0xbcbcbc } );

const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, - 1, 0 );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );

//

new PLYLoader().load( 'models/ply/binary/Lucy100k.ply', function ( geometry ) {

geometry.scale( 0.0024, 0.0024, 0.0024 );
geometry.computeVertexNormals();

const material = new THREE.MeshLambertMaterial();

const mesh = new THREE.Mesh( geometry, material );
mesh.rotation.y = - Math.PI / 2;
mesh.position.y = 0.8;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );

} );

window.addEventListener( 'resize', onWindowResize );

// GUI

const gui = new GUI();

const params = {
map: textures[ 'disturb.jpg' ],
color: spotLight.color.getHex(),
intensity: spotLight.intensity,
distance: spotLight.distance,
angle: spotLight.angle,
penumbra: spotLight.penumbra,
decay: spotLight.decay,
focus: spotLight.shadow.focus,
shadows: true
};

gui.add( params, 'map', textures ).onChange( function ( val ) {

spotLight.map = val;

} );

gui.addColor( params, 'color' ).onChange( function ( val ) {

spotLight.color.setHex( val );

} );

gui.add( params, 'intensity', 0, 500 ).onChange( function ( val ) {

spotLight.intensity = val;

} );


gui.add( params, 'distance', 0, 20 ).onChange( function ( val ) {

spotLight.distance = val;

} );

gui.add( params, 'angle', 0, Math.PI / 3 ).onChange( function ( val ) {

spotLight.angle = val;

} );

gui.add( params, 'penumbra', 0, 1 ).onChange( function ( val ) {

spotLight.penumbra = val;

} );

gui.add( params, 'decay', 1, 2 ).onChange( function ( val ) {

spotLight.decay = val;

} );

gui.add( params, 'focus', 0, 1 ).onChange( function ( val ) {

spotLight.shadow.focus = val;

} );


gui.add( params, 'shadows' ).onChange( function ( val ) {

renderer.shadowMap.enabled = val;

scene.traverse( function ( child ) {

if ( child.material ) {

child.material.needsUpdate = true;

}

} );

} );

gui.open();

}

function onWindowResize() {

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

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

}

function animate() {

const time = performance.now() / 3000;

spotLight.position.x = Math.cos( time ) * 2.5;
spotLight.position.z = Math.sin( time ) * 2.5;

lightHelper.update();

renderer.render( scene, camera );

}

</script>

</body>

</html>
32 changes: 32 additions & 0 deletions src/nodes/accessors/Lights.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@ import { uniform } from '../core/UniformNode.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { Vector3 } from '../../math/Vector3.js';
import { cameraViewMatrix } from './Camera.js';
import { positionWorld } from './Position.js';

let uniformsLib;

Expand All @@ -17,6 +18,37 @@ function getLightData( light ) {

}

export function lightShadowMatrix( light ) {

const data = getLightData( light );

return data.shadowMatrix || ( data.shadowMatrix = uniform( 'mat4' ).setGroup( renderGroup ).onRenderUpdate( () => {

light.shadow.updateMatrices( light );

return light.shadow.matrix;

} ) );

}

export function lightProjectionUV( light ) {

const data = getLightData( light );

if ( data.projectionUV === undefined ) {

const spotLightCoord = lightShadowMatrix( light ).mul( positionWorld );

data.projectionUV = spotLightCoord.xyz.div( spotLightCoord.w );


}

return data.projectionUV;

}

export function lightPosition( light ) {

const data = getLightData( light );
Expand Down
6 changes: 3 additions & 3 deletions src/nodes/lighting/AnalyticLightNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -19,12 +19,10 @@ class AnalyticLightNode extends LightingNode {

super();

this.updateType = NodeUpdateType.FRAME;

this.light = light;

this.color = new Color();
this.colorNode = uniform( this.color ).setGroup( renderGroup );
this.colorNode = ( light && light.colorNode ) || uniform( this.color ).setGroup( renderGroup );

this.baseColorNode = null;

Expand All @@ -33,6 +31,8 @@ class AnalyticLightNode extends LightingNode {

this.isAnalyticLightNode = true;

this.updateType = NodeUpdateType.FRAME;

}

getCacheKey() {
Expand Down
8 changes: 3 additions & 5 deletions src/nodes/lighting/ShadowNode.js
Original file line number Diff line number Diff line change
@@ -1,6 +1,5 @@
import Node from '../core/Node.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { float, vec2, vec3, vec4, If, int, Fn, nodeObject } from '../tsl/TSLBase.js';
import { reference } from '../accessors/ReferenceNode.js';
import { texture } from '../accessors/TextureNode.js';
Expand All @@ -17,6 +16,7 @@ import { HalfFloatType, LessCompare, RGFormat, VSMShadowMap, WebGPUCoordinateSys
import { renderGroup } from '../core/UniformGroupNode.js';
import { viewZToLogarithmicDepth } from '../display/ViewportDepthNode.js';
import { objectPosition } from '../accessors/Object3DNode.js';
import { lightShadowMatrix } from '../accessors/Lights.js';

const shadowWorldPosition = /*@__PURE__*/ vec3().toVar( 'shadowWorldPosition' );

Expand Down Expand Up @@ -383,7 +383,7 @@ class ShadowNode extends Node {
const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );

const shadowPosition = uniform( shadow.matrix ).setGroup( renderGroup ).mul( shadowWorldPosition.add( transformedNormalWorld.mul( normalBias ) ) );
const shadowPosition = lightShadowMatrix( light ).mul( shadowWorldPosition.add( transformedNormalWorld.mul( normalBias ) ) );
const shadowCoord = this.setupShadowCoord( builder, shadowPosition );

//
Expand Down Expand Up @@ -446,11 +446,9 @@ class ShadowNode extends Node {

renderShadow( frame ) {

const { shadow, shadowMap, light } = this;
const { shadow, shadowMap } = this;
const { renderer, scene } = frame;

shadow.updateMatrices( light );

shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height );

renderer.render( scene, shadow.camera );
Expand Down
16 changes: 14 additions & 2 deletions src/nodes/lighting/SpotLightNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,8 @@ import { uniform } from '../core/UniformNode.js';
import { smoothstep } from '../math/MathNode.js';
import { positionView } from '../accessors/Position.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { lightViewPosition, lightTargetDirection } from '../accessors/Lights.js';
import { lightViewPosition, lightTargetDirection, lightProjectionUV } from '../accessors/Lights.js';
import { texture } from '../accessors/TextureNode.js';

class SpotLightNode extends AnalyticLightNode {

Expand Down Expand Up @@ -70,7 +71,18 @@ class SpotLightNode extends AnalyticLightNode {
decayExponent: decayExponentNode
} );

const lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );

if ( light.map ) {

const spotLightCoord = lightProjectionUV( light );
const projectedTexture = texture( light.map, spotLightCoord.xy ).onRenderUpdate( () => light.map );

const inSpotLightMap = spotLightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();

lightColor = inSpotLightMap.select( lightColor.mul( projectedTexture ), lightColor );

}

const reflectedLight = builder.context.reflectedLight;

Expand Down