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/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js'; | |
import { WebGLRenderTarget } from '../WebGLRenderTarget.js'; | |
import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js'; | |
import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js'; | |
import { Vector4 } from '../../math/Vector4.js'; | |
import { Vector3 } from '../../math/Vector3.js'; | |
import { Vector2 } from '../../math/Vector2.js'; | |
import { Matrix4 } from '../../math/Matrix4.js'; | |
import { Frustum } from '../../math/Frustum.js'; | |
function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { | |
var _frustum = new Frustum(), | |
_projScreenMatrix = new Matrix4(), | |
_shadowMapSize = new Vector2(), | |
_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ), | |
_lookTarget = new Vector3(), | |
_lightPositionWorld = new Vector3(), | |
_MorphingFlag = 1, | |
_SkinningFlag = 2, | |
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, | |
_depthMaterials = new Array( _NumberOfMaterialVariants ), | |
_distanceMaterials = new Array( _NumberOfMaterialVariants ), | |
_materialCache = {}; | |
var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; | |
var cubeDirections = [ | |
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), | |
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) | |
]; | |
var cubeUps = [ | |
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), | |
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) | |
]; | |
var cube2DViewPorts = [ | |
new Vector4(), new Vector4(), new Vector4(), | |
new Vector4(), new Vector4(), new Vector4() | |
]; | |
// init | |
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { | |
var useMorphing = ( i & _MorphingFlag ) !== 0; | |
var useSkinning = ( i & _SkinningFlag ) !== 0; | |
var depthMaterial = new MeshDepthMaterial( { | |
depthPacking: RGBADepthPacking, | |
morphTargets: useMorphing, | |
skinning: useSkinning | |
} ); | |
_depthMaterials[ i ] = depthMaterial; | |
// | |
var distanceMaterial = new MeshDistanceMaterial( { | |
morphTargets: useMorphing, | |
skinning: useSkinning | |
} ); | |
_distanceMaterials[ i ] = distanceMaterial; | |
} | |
// | |
var scope = this; | |
this.enabled = false; | |
this.autoUpdate = true; | |
this.needsUpdate = false; | |
this.type = PCFShadowMap; | |
this.render = function ( lights, scene, camera ) { | |
if ( scope.enabled === false ) return; | |
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; | |
if ( lights.length === 0 ) return; | |
var currentRenderTarget = _renderer.getRenderTarget(); | |
var _state = _renderer.state; | |
// Set GL state for depth map. | |
_state.setBlending( NoBlending ); | |
_state.buffers.color.setClear( 1, 1, 1, 1 ); | |
_state.buffers.depth.setTest( true ); | |
_state.setScissorTest( false ); | |
// render depth map | |
var faceCount; | |
for ( var i = 0, il = lights.length; i < il; i ++ ) { | |
var light = lights[ i ]; | |
var shadow = light.shadow; | |
var isPointLight = light && light.isPointLight; | |
if ( shadow === undefined ) { | |
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); | |
continue; | |
} | |
var shadowCamera = shadow.camera; | |
_shadowMapSize.copy( shadow.mapSize ); | |
_shadowMapSize.min( _maxShadowMapSize ); | |
if ( isPointLight ) { | |
var vpWidth = _shadowMapSize.x; | |
var vpHeight = _shadowMapSize.y; | |
// These viewports map a cube-map onto a 2D texture with the | |
// following orientation: | |
// | |
// xzXZ | |
// y Y | |
// | |
// X - Positive x direction | |
// x - Negative x direction | |
// Y - Positive y direction | |
// y - Negative y direction | |
// Z - Positive z direction | |
// z - Negative z direction | |
// positive X | |
cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); | |
// negative X | |
cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); | |
// positive Z | |
cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); | |
// negative Z | |
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); | |
// positive Y | |
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); | |
// negative Y | |
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); | |
_shadowMapSize.x *= 4.0; | |
_shadowMapSize.y *= 2.0; | |
} | |
if ( shadow.map === null ) { | |
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; | |
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); | |
shadow.map.texture.name = light.name + ".shadowMap"; | |
shadowCamera.updateProjectionMatrix(); | |
} | |
if ( shadow.isSpotLightShadow ) { | |
shadow.update( light ); | |
} | |
var shadowMap = shadow.map; | |
var shadowMatrix = shadow.matrix; | |
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); | |
shadowCamera.position.copy( _lightPositionWorld ); | |
if ( isPointLight ) { | |
faceCount = 6; | |
// for point lights we set the shadow matrix to be a translation-only matrix | |
// equal to inverse of the light's position | |
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); | |
} else { | |
faceCount = 1; | |
_lookTarget.setFromMatrixPosition( light.target.matrixWorld ); | |
shadowCamera.lookAt( _lookTarget ); | |
shadowCamera.updateMatrixWorld(); | |
// compute shadow matrix | |
shadowMatrix.set( | |
0.5, 0.0, 0.0, 0.5, | |
0.0, 0.5, 0.0, 0.5, | |
0.0, 0.0, 0.5, 0.5, | |
0.0, 0.0, 0.0, 1.0 | |
); | |
shadowMatrix.multiply( shadowCamera.projectionMatrix ); | |
shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); | |
} | |
_renderer.setRenderTarget( shadowMap ); | |
_renderer.clear(); | |
// render shadow map for each cube face (if omni-directional) or | |
// run a single pass if not | |
for ( var face = 0; face < faceCount; face ++ ) { | |
if ( isPointLight ) { | |
_lookTarget.copy( shadowCamera.position ); | |
_lookTarget.add( cubeDirections[ face ] ); | |
shadowCamera.up.copy( cubeUps[ face ] ); | |
shadowCamera.lookAt( _lookTarget ); | |
shadowCamera.updateMatrixWorld(); | |
var vpDimensions = cube2DViewPorts[ face ]; | |
_state.viewport( vpDimensions ); | |
} | |
// update camera matrices and frustum | |
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); | |
_frustum.setFromMatrix( _projScreenMatrix ); | |
// set object matrices & frustum culling | |
renderObject( scene, camera, shadowCamera, isPointLight ); | |
} | |
} | |
scope.needsUpdate = false; | |
_renderer.setRenderTarget( currentRenderTarget ); | |
}; | |
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { | |
var geometry = object.geometry; | |
var result = null; | |
var materialVariants = _depthMaterials; | |
var customMaterial = object.customDepthMaterial; | |
if ( isPointLight ) { | |
materialVariants = _distanceMaterials; | |
customMaterial = object.customDistanceMaterial; | |
} | |
if ( ! customMaterial ) { | |
var useMorphing = false; | |
if ( material.morphTargets ) { | |
if ( geometry && geometry.isBufferGeometry ) { | |
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; | |
} else if ( geometry && geometry.isGeometry ) { | |
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; | |
} | |
} | |
if ( object.isSkinnedMesh && material.skinning === false ) { | |
console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); | |
} | |
var useSkinning = object.isSkinnedMesh && material.skinning; | |
var variantIndex = 0; | |
if ( useMorphing ) variantIndex |= _MorphingFlag; | |
if ( useSkinning ) variantIndex |= _SkinningFlag; | |
result = materialVariants[ variantIndex ]; | |
} else { | |
result = customMaterial; | |
} | |
if ( _renderer.localClippingEnabled && | |
material.clipShadows === true && | |
material.clippingPlanes.length !== 0 ) { | |
// in this case we need a unique material instance reflecting the | |
// appropriate state | |
var keyA = result.uuid, keyB = material.uuid; | |
var materialsForVariant = _materialCache[ keyA ]; | |
if ( materialsForVariant === undefined ) { | |
materialsForVariant = {}; | |
_materialCache[ keyA ] = materialsForVariant; | |
} | |
var cachedMaterial = materialsForVariant[ keyB ]; | |
if ( cachedMaterial === undefined ) { | |
cachedMaterial = result.clone(); | |
materialsForVariant[ keyB ] = cachedMaterial; | |
} | |
result = cachedMaterial; | |
} | |
result.visible = material.visible; | |
result.wireframe = material.wireframe; | |
result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ]; | |
result.clipShadows = material.clipShadows; | |
result.clippingPlanes = material.clippingPlanes; | |
result.clipIntersection = material.clipIntersection; | |
result.wireframeLinewidth = material.wireframeLinewidth; | |
result.linewidth = material.linewidth; | |
if ( isPointLight && result.isMeshDistanceMaterial ) { | |
result.referencePosition.copy( lightPositionWorld ); | |
result.nearDistance = shadowCameraNear; | |
result.farDistance = shadowCameraFar; | |
} | |
return result; | |
} | |
function renderObject( object, camera, shadowCamera, isPointLight ) { | |
if ( object.visible === false ) return; | |
var visible = object.layers.test( camera.layers ); | |
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { | |
if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { | |
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); | |
var geometry = _objects.update( object ); | |
var material = object.material; | |
if ( Array.isArray( material ) ) { | |
var groups = geometry.groups; | |
for ( var k = 0, kl = groups.length; k < kl; k ++ ) { | |
var group = groups[ k ]; | |
var groupMaterial = material[ group.materialIndex ]; | |
if ( groupMaterial && groupMaterial.visible ) { | |
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); | |
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); | |
} | |
} | |
} else if ( material.visible ) { | |
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); | |
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); | |
} | |
} | |
} | |
var children = object.children; | |
for ( var i = 0, l = children.length; i < l; i ++ ) { | |
renderObject( children[ i ], camera, shadowCamera, isPointLight ); | |
} | |
} | |
} | |
export { WebGLShadowMap }; | |