/** * @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 { Vector2 } from '../../math/Vector2.js'; import { Frustum } from '../../math/Frustum.js'; function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { var _frustum = new Frustum(), _shadowMapSize = new Vector2(), _viewportSize = new Vector2(), _viewport = new Vector4(), _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 }; // 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 activeCubeFace = _renderer.getActiveCubeFace(); var activeMipmapLevel = _renderer.getActiveMipmapLevel(); 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 for ( var i = 0, il = lights.length; i < il; i ++ ) { var light = lights[ i ]; var shadow = light.shadow; if ( shadow === undefined ) { console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); continue; } _shadowMapSize.copy( shadow.mapSize ); var shadowFrameExtents = shadow.getFrameExtents(); _shadowMapSize.multiply( shadowFrameExtents ); _viewportSize.copy( shadow.mapSize ); if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) { console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' ); if ( _shadowMapSize.x > maxTextureSize ) { _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x ); _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; shadow.mapSize.x = _viewportSize.x; } if ( _shadowMapSize.y > maxTextureSize ) { _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y ); _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; shadow.mapSize.y = _viewportSize.y; } } 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"; shadow.camera.updateProjectionMatrix(); } _renderer.setRenderTarget( shadow.map ); _renderer.clear(); var viewportCount = shadow.getViewportCount(); for ( var vp = 0; vp < viewportCount; vp ++ ) { var viewport = shadow.getViewport( vp ); _viewport.set( _viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w ); _state.viewport( _viewport ); shadow.updateMatrices( light, camera, vp ); _frustum = shadow.getFrustum(); renderObject( scene, camera, shadow.camera, light ); } } scope.needsUpdate = false; _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); }; function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar ) { var geometry = object.geometry; var result = null; var materialVariants = _depthMaterials; var customMaterial = object.customDepthMaterial; if ( light.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 ( light.isPointLight && result.isMeshDistanceMaterial ) { result.referencePosition.setFromMatrixPosition( light.matrixWorld ); result.nearDistance = shadowCameraNear; result.farDistance = shadowCameraFar; } return result; } function renderObject( object, camera, shadowCamera, light ) { 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, light, shadowCamera.near, shadowCamera.far ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); } } } else if ( material.visible ) { var depthMaterial = getDepthMaterial( object, material, light, 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, light ); } } } export { WebGLShadowMap };