WebGLShadowMap.js 10 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
  6. var _gl = _renderer.context,
  7. _state = _renderer.state,
  8. _frustum = new THREE.Frustum(),
  9. _projScreenMatrix = new THREE.Matrix4(),
  10. _lightShadows = _lights.shadows,
  11. _shadowMapSize = new THREE.Vector2(),
  12. _lookTarget = new THREE.Vector3(),
  13. _lightPositionWorld = new THREE.Vector3(),
  14. _renderList = [],
  15. _MorphingFlag = 1,
  16. _SkinningFlag = 2,
  17. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  18. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  19. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  20. _materialCache = {};
  21. var cubeDirections = [
  22. new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
  23. new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
  24. ];
  25. var cubeUps = [
  26. new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
  27. new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
  28. ];
  29. var cube2DViewPorts = [
  30. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
  31. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
  32. ];
  33. // init
  34. var depthMaterialTemplate = new THREE.MeshDepthMaterial();
  35. depthMaterialTemplate.depthFormat = THREE.AutoDepthFormat;
  36. depthMaterialTemplate.depthPacking = THREE.RGBADepthPacking;
  37. depthMaterialTemplate.clipping = true;
  38. var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
  39. var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
  40. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  41. var useMorphing = ( i & _MorphingFlag ) !== 0;
  42. var useSkinning = ( i & _SkinningFlag ) !== 0;
  43. var depthMaterial = depthMaterialTemplate.clone();
  44. depthMaterial.morphTargets = useMorphing;
  45. depthMaterial.skinning = useSkinning;
  46. _depthMaterials[ i ] = depthMaterial;
  47. var distanceMaterial = new THREE.ShaderMaterial( {
  48. defines: {
  49. 'USE_SHADOWMAP': ''
  50. },
  51. uniforms: distanceUniforms,
  52. vertexShader: distanceShader.vertexShader,
  53. fragmentShader: distanceShader.fragmentShader,
  54. morphTargets: useMorphing,
  55. skinning: useSkinning,
  56. clipping: true
  57. } );
  58. _distanceMaterials[ i ] = distanceMaterial;
  59. }
  60. //
  61. var scope = this;
  62. this.enabled = false;
  63. this.autoUpdate = true;
  64. this.needsUpdate = false;
  65. this.type = THREE.PCFShadowMap;
  66. this.cullFace = THREE.CullFaceFront;
  67. this.render = function ( scene, camera ) {
  68. if ( scope.enabled === false ) return;
  69. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  70. if ( _lightShadows.length === 0 ) return;
  71. // Set GL state for depth map.
  72. _state.clearColor( 1, 1, 1, 1 );
  73. _state.disable( _gl.BLEND );
  74. _state.enable( _gl.CULL_FACE );
  75. _gl.frontFace( _gl.CCW );
  76. _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK );
  77. _state.setDepthTest( true );
  78. _state.setScissorTest( false );
  79. // render depth map
  80. var faceCount, isPointLight;
  81. for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
  82. var light = _lightShadows[ i ];
  83. var shadow = light.shadow;
  84. var shadowCamera = shadow.camera;
  85. _shadowMapSize.copy( shadow.mapSize );
  86. if ( light instanceof THREE.PointLight ) {
  87. faceCount = 6;
  88. isPointLight = true;
  89. var vpWidth = _shadowMapSize.x;
  90. var vpHeight = _shadowMapSize.y;
  91. // These viewports map a cube-map onto a 2D texture with the
  92. // following orientation:
  93. //
  94. // xzXZ
  95. // y Y
  96. //
  97. // X - Positive x direction
  98. // x - Negative x direction
  99. // Y - Positive y direction
  100. // y - Negative y direction
  101. // Z - Positive z direction
  102. // z - Negative z direction
  103. // positive X
  104. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  105. // negative X
  106. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  107. // positive Z
  108. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  109. // negative Z
  110. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  111. // positive Y
  112. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  113. // negative Y
  114. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  115. _shadowMapSize.x *= 4.0;
  116. _shadowMapSize.y *= 2.0;
  117. } else {
  118. faceCount = 1;
  119. isPointLight = false;
  120. }
  121. if ( shadow.map === null ) {
  122. var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  123. shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  124. shadowCamera.updateProjectionMatrix();
  125. }
  126. if ( shadow instanceof THREE.SpotLightShadow ) {
  127. shadow.update( light );
  128. }
  129. var shadowMap = shadow.map;
  130. var shadowMatrix = shadow.matrix;
  131. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  132. shadowCamera.position.copy( _lightPositionWorld );
  133. _renderer.setRenderTarget( shadowMap );
  134. _renderer.clear();
  135. // render shadow map for each cube face (if omni-directional) or
  136. // run a single pass if not
  137. for ( var face = 0; face < faceCount; face ++ ) {
  138. if ( isPointLight ) {
  139. _lookTarget.copy( shadowCamera.position );
  140. _lookTarget.add( cubeDirections[ face ] );
  141. shadowCamera.up.copy( cubeUps[ face ] );
  142. shadowCamera.lookAt( _lookTarget );
  143. var vpDimensions = cube2DViewPorts[ face ];
  144. _state.viewport( vpDimensions );
  145. } else {
  146. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  147. shadowCamera.lookAt( _lookTarget );
  148. }
  149. shadowCamera.updateMatrixWorld();
  150. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  151. // compute shadow matrix
  152. shadowMatrix.set(
  153. 0.5, 0.0, 0.0, 0.5,
  154. 0.0, 0.5, 0.0, 0.5,
  155. 0.0, 0.0, 0.5, 0.5,
  156. 0.0, 0.0, 0.0, 1.0
  157. );
  158. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  159. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  160. // update camera matrices and frustum
  161. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  162. _frustum.setFromMatrix( _projScreenMatrix );
  163. // set object matrices & frustum culling
  164. _renderList.length = 0;
  165. projectObject( scene, camera, shadowCamera );
  166. // render shadow map
  167. // render regular objects
  168. for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
  169. var object = _renderList[ j ];
  170. var geometry = _objects.update( object );
  171. var material = object.material;
  172. if ( material instanceof THREE.MultiMaterial ) {
  173. var groups = geometry.groups;
  174. var materials = material.materials;
  175. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  176. var group = groups[ k ];
  177. var groupMaterial = materials[ group.materialIndex ];
  178. if ( groupMaterial.visible === true ) {
  179. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
  180. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  181. }
  182. }
  183. } else {
  184. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
  185. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  186. }
  187. }
  188. }
  189. }
  190. // Restore GL state.
  191. var clearColor = _renderer.getClearColor(),
  192. clearAlpha = _renderer.getClearAlpha();
  193. _renderer.setClearColor( clearColor, clearAlpha );
  194. _state.enable( _gl.BLEND );
  195. if ( scope.cullFace === THREE.CullFaceFront ) {
  196. _gl.cullFace( _gl.BACK );
  197. }
  198. scope.needsUpdate = false;
  199. };
  200. function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
  201. var geometry = object.geometry;
  202. var result = null;
  203. var materialVariants = _depthMaterials;
  204. var customMaterial = object.customDepthMaterial;
  205. if ( isPointLight ) {
  206. materialVariants = _distanceMaterials;
  207. customMaterial = object.customDistanceMaterial;
  208. }
  209. if ( ! customMaterial ) {
  210. var useMorphing = geometry.morphTargets !== undefined &&
  211. geometry.morphTargets.length > 0 && material.morphTargets;
  212. var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
  213. var variantIndex = 0;
  214. if ( useMorphing ) variantIndex |= _MorphingFlag;
  215. if ( useSkinning ) variantIndex |= _SkinningFlag;
  216. result = materialVariants[ variantIndex ];
  217. } else {
  218. result = customMaterial;
  219. }
  220. if ( _renderer.localClippingEnabled &&
  221. material.clipShadows === true &&
  222. material.clippingPlanes.length !== 0 ) {
  223. // in this case we need a unique material instance reflecting the
  224. // appropriate state
  225. var keyA = result.uuid, keyB = material.uuid;
  226. var materialsForVariant = _materialCache[ keyA ];
  227. if ( materialsForVariant === undefined ) {
  228. materialsForVariant = {};
  229. _materialCache[ keyA ] = materialsForVariant;
  230. }
  231. var cachedMaterial = materialsForVariant[ keyB ];
  232. if ( cachedMaterial === undefined ) {
  233. cachedMaterial = result.clone();
  234. materialsForVariant[ keyB ] = cachedMaterial;
  235. }
  236. result = cachedMaterial;
  237. }
  238. result.visible = material.visible;
  239. result.wireframe = material.wireframe;
  240. result.side = material.side;
  241. result.clipShadows = material.clipShadows;
  242. result.clippingPlanes = material.clippingPlanes;
  243. result.wireframeLinewidth = material.wireframeLinewidth;
  244. if ( isPointLight && result.uniforms.lightPos !== undefined ) {
  245. result.uniforms.lightPos.value.copy( lightPositionWorld );
  246. }
  247. return result;
  248. }
  249. function projectObject( object, camera, shadowCamera ) {
  250. if ( object.visible === false ) return;
  251. if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) {
  252. if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  253. var material = object.material;
  254. if ( material.visible === true ) {
  255. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  256. _renderList.push( object );
  257. }
  258. }
  259. }
  260. var children = object.children;
  261. for ( var i = 0, l = children.length; i < l; i ++ ) {
  262. projectObject( children[ i ], camera, shadowCamera );
  263. }
  264. }
  265. };