ShadowMapPlugin.js 12 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.ShadowMapPlugin = function ( ) {
  5. var _gl,
  6. _renderer,
  7. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  8. _frustum = new THREE.Frustum(),
  9. _projScreenMatrix = new THREE.Matrix4(),
  10. _min = new THREE.Vector3(),
  11. _max = new THREE.Vector3();
  12. this.init = function ( renderer ) {
  13. _gl = renderer.context;
  14. _renderer = renderer;
  15. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  16. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  17. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  18. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  19. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21. _depthMaterial._shadowPass = true;
  22. _depthMaterialMorph._shadowPass = true;
  23. _depthMaterialSkin._shadowPass = true;
  24. _depthMaterialMorphSkin._shadowPass = true;
  25. };
  26. this.render = function ( scene, camera ) {
  27. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  28. this.update( scene, camera );
  29. };
  30. this.update = function ( scene, camera ) {
  31. var i, il, j, jl, n,
  32. shadowMap, shadowMatrix, shadowCamera,
  33. program, buffer, material,
  34. webglObject, object, light,
  35. renderList,
  36. lights = [],
  37. k = 0,
  38. fog = null;
  39. // set GL state for depth map
  40. _gl.clearColor( 1, 1, 1, 1 );
  41. _gl.disable( _gl.BLEND );
  42. _gl.enable( _gl.CULL_FACE );
  43. if ( _renderer.shadowMapCullFrontFaces ) {
  44. _gl.cullFace( _gl.FRONT );
  45. } else {
  46. _gl.cullFace( _gl.BACK );
  47. }
  48. _renderer.setDepthTest( true );
  49. // preprocess lights
  50. // - skip lights that are not casting shadows
  51. // - create virtual lights for cascaded shadow maps
  52. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  53. light = scene.__lights[ i ];
  54. if ( ! light.castShadow ) continue;
  55. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  56. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  57. var virtualLight;
  58. if ( ! light.shadowCascadeArray[ n ] ) {
  59. virtualLight = createVirtualLight( light, n );
  60. virtualLight.originalCamera = camera;
  61. var gyro = new THREE.Gyroscope();
  62. gyro.position = light.shadowCascadeOffset;
  63. gyro.add( virtualLight );
  64. gyro.add( virtualLight.target );
  65. camera.add( gyro );
  66. light.shadowCascadeArray[ n ] = virtualLight;
  67. console.log( "Created virtualLight", virtualLight );
  68. } else {
  69. virtualLight = light.shadowCascadeArray[ n ];
  70. }
  71. updateVirtualLight( light, n );
  72. lights[ k ] = virtualLight;
  73. k ++;
  74. }
  75. } else {
  76. lights[ k ] = light;
  77. k ++;
  78. }
  79. }
  80. // render depth map
  81. for ( i = 0, il = lights.length; i < il; i ++ ) {
  82. light = lights[ i ];
  83. if ( ! light.shadowMap ) {
  84. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  85. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  86. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  87. light.shadowMatrix = new THREE.Matrix4();
  88. }
  89. if ( ! light.shadowCamera ) {
  90. if ( light instanceof THREE.SpotLight ) {
  91. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  92. } else if ( light instanceof THREE.DirectionalLight ) {
  93. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  94. } else {
  95. console.error( "Unsupported light type for shadow" );
  96. continue;
  97. }
  98. scene.add( light.shadowCamera );
  99. if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
  100. }
  101. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  102. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  103. light.shadowCamera.add( light.cameraHelper );
  104. }
  105. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  106. updateShadowCamera( camera, light );
  107. }
  108. shadowMap = light.shadowMap;
  109. shadowMatrix = light.shadowMatrix;
  110. shadowCamera = light.shadowCamera;
  111. shadowCamera.position.copy( light.matrixWorld.getPosition() );
  112. shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
  113. shadowCamera.updateMatrixWorld();
  114. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  115. if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible;
  116. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  117. // compute shadow matrix
  118. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  119. 0.0, 0.5, 0.0, 0.5,
  120. 0.0, 0.0, 0.5, 0.5,
  121. 0.0, 0.0, 0.0, 1.0 );
  122. shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
  123. shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
  124. // update camera matrices and frustum
  125. if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
  126. if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
  127. shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
  128. shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
  129. _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  130. _frustum.setFromMatrix( _projScreenMatrix );
  131. // render shadow map
  132. _renderer.setRenderTarget( shadowMap );
  133. _renderer.clear();
  134. // set object matrices & frustum culling
  135. renderList = scene.__webglObjects;
  136. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  137. webglObject = renderList[ j ];
  138. object = webglObject.object;
  139. webglObject.render = false;
  140. if ( object.visible && object.castShadow ) {
  141. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  142. object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
  143. webglObject.render = true;
  144. }
  145. }
  146. }
  147. // render regular objects
  148. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  149. webglObject = renderList[ j ];
  150. if ( webglObject.render ) {
  151. object = webglObject.object;
  152. buffer = webglObject.buffer;
  153. // culling is overriden globally for all objects
  154. // while rendering depth map
  155. if ( object.customDepthMaterial ) {
  156. material = object.customDepthMaterial;
  157. } else if ( object instanceof THREE.SkinnedMesh ) {
  158. material = object.geometry.morphTargets.length ? _depthMaterialMorphSkin : _depthMaterialSkin;
  159. } else if ( object.geometry.morphTargets.length ) {
  160. material = _depthMaterialMorph;
  161. } else {
  162. material = _depthMaterial;
  163. }
  164. if ( buffer instanceof THREE.BufferGeometry ) {
  165. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  166. } else {
  167. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  168. }
  169. }
  170. }
  171. // set matrices and render immediate objects
  172. renderList = scene.__webglObjectsImmediate;
  173. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  174. webglObject = renderList[ j ];
  175. object = webglObject.object;
  176. if ( object.visible && object.castShadow ) {
  177. object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
  178. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  179. }
  180. }
  181. }
  182. // restore GL state
  183. var clearColor = _renderer.getClearColor(),
  184. clearAlpha = _renderer.getClearAlpha();
  185. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  186. _gl.enable( _gl.BLEND );
  187. if ( _renderer.shadowMapCullFrontFaces ) {
  188. _gl.cullFace( _gl.BACK );
  189. }
  190. };
  191. function createVirtualLight( light, cascade ) {
  192. var virtualLight = new THREE.DirectionalLight();
  193. virtualLight.isVirtual = true;
  194. virtualLight.onlyShadow = true;
  195. virtualLight.castShadow = true;
  196. virtualLight.shadowCameraNear = light.shadowCameraNear;
  197. virtualLight.shadowCameraFar = light.shadowCameraFar;
  198. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  199. virtualLight.shadowCameraRight = light.shadowCameraRight;
  200. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  201. virtualLight.shadowCameraTop = light.shadowCameraTop;
  202. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  203. virtualLight.shadowDarkness = light.shadowDarkness;
  204. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  205. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  206. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  207. virtualLight.pointsWorld = [];
  208. virtualLight.pointsFrustum = [];
  209. var pointsWorld = virtualLight.pointsWorld,
  210. pointsFrustum = virtualLight.pointsFrustum;
  211. for ( var i = 0; i < 8; i ++ ) {
  212. pointsWorld[ i ] = new THREE.Vector3();
  213. pointsFrustum[ i ] = new THREE.Vector3();
  214. }
  215. var nearZ = light.shadowCascadeNearZ[ cascade ];
  216. var farZ = light.shadowCascadeFarZ[ cascade ];
  217. pointsFrustum[ 0 ].set( -1, -1, nearZ );
  218. pointsFrustum[ 1 ].set( 1, -1, nearZ );
  219. pointsFrustum[ 2 ].set( -1, 1, nearZ );
  220. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  221. pointsFrustum[ 4 ].set( -1, -1, farZ );
  222. pointsFrustum[ 5 ].set( 1, -1, farZ );
  223. pointsFrustum[ 6 ].set( -1, 1, farZ );
  224. pointsFrustum[ 7 ].set( 1, 1, farZ );
  225. return virtualLight;
  226. }
  227. // Synchronize virtual light with the original light
  228. function updateVirtualLight( light, cascade ) {
  229. var virtualLight = light.shadowCascadeArray[ cascade ];
  230. virtualLight.position.copy( light.position );
  231. virtualLight.target.position.copy( light.target.position );
  232. virtualLight.lookAt( virtualLight.target );
  233. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  234. virtualLight.shadowDarkness = light.shadowDarkness;
  235. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  236. var nearZ = light.shadowCascadeNearZ[ cascade ];
  237. var farZ = light.shadowCascadeFarZ[ cascade ];
  238. var pointsFrustum = virtualLight.pointsFrustum;
  239. pointsFrustum[ 0 ].z = nearZ;
  240. pointsFrustum[ 1 ].z = nearZ;
  241. pointsFrustum[ 2 ].z = nearZ;
  242. pointsFrustum[ 3 ].z = nearZ;
  243. pointsFrustum[ 4 ].z = farZ;
  244. pointsFrustum[ 5 ].z = farZ;
  245. pointsFrustum[ 6 ].z = farZ;
  246. pointsFrustum[ 7 ].z = farZ;
  247. }
  248. // Fit shadow camera's ortho frustum to camera frustum
  249. function updateShadowCamera( camera, light ) {
  250. var shadowCamera = light.shadowCamera,
  251. pointsFrustum = light.pointsFrustum,
  252. pointsWorld = light.pointsWorld;
  253. _min.set( Infinity, Infinity, Infinity );
  254. _max.set( -Infinity, -Infinity, -Infinity );
  255. for ( var i = 0; i < 8; i ++ ) {
  256. var p = pointsWorld[ i ];
  257. p.copy( pointsFrustum[ i ] );
  258. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  259. shadowCamera.matrixWorldInverse.multiplyVector3( p );
  260. if ( p.x < _min.x ) _min.x = p.x;
  261. if ( p.x > _max.x ) _max.x = p.x;
  262. if ( p.y < _min.y ) _min.y = p.y;
  263. if ( p.y > _max.y ) _max.y = p.y;
  264. if ( p.z < _min.z ) _min.z = p.z;
  265. if ( p.z > _max.z ) _max.z = p.z;
  266. }
  267. shadowCamera.left = _min.x;
  268. shadowCamera.right = _max.x;
  269. shadowCamera.top = _max.y;
  270. shadowCamera.bottom = _min.y;
  271. // can't really fit near/far
  272. //shadowCamera.near = _min.z;
  273. //shadowCamera.far = _max.z;
  274. shadowCamera.updateProjectionMatrix();
  275. }
  276. };
  277. THREE.ShadowMapPlugin.__projector = new THREE.Projector();