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