/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, RGBADepthPacking } 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; // TODO Clean up (needed in case of contextlost) var _gl = _renderer.context; var _state = _renderer.state; // Set GL state for depth map. _state.disable( _gl.BLEND ); _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; }; 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 };