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- import { FrontSide, BackSide, DoubleSide, NearestFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js';
- import { WebGLRenderTarget } from '../WebGLRenderTarget.js';
- import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js';
- import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js';
- import { ShaderMaterial } from '../../materials/ShaderMaterial.js';
- import { BufferAttribute } from '../../core/BufferAttribute.js';
- import { BufferGeometry } from '../../core/BufferGeometry.js';
- import { Mesh } from '../../objects/Mesh.js';
- import { Vector4 } from '../../math/Vector4.js';
- import { Vector2 } from '../../math/Vector2.js';
- import { Frustum } from '../../math/Frustum.js';
- import * as vsm from '../shaders/ShaderLib/vsm.glsl.js';
- function WebGLShadowMap( renderer, objects, capabilities ) {
- let _frustum = new Frustum();
- const _shadowMapSize = new Vector2(),
- _viewportSize = new Vector2(),
- _viewport = new Vector4(),
- _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),
- _distanceMaterial = new MeshDistanceMaterial(),
- _materialCache = {},
- _maxTextureSize = capabilities.maxTextureSize;
- const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
- const shadowMaterialVertical = new ShaderMaterial( {
- defines: {
- VSM_SAMPLES: 8
- },
- uniforms: {
- shadow_pass: { value: null },
- resolution: { value: new Vector2() },
- radius: { value: 4.0 }
- },
- vertexShader: vsm.vertex,
- fragmentShader: vsm.fragment
- } );
- const shadowMaterialHorizontal = shadowMaterialVertical.clone();
- shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
- const fullScreenTri = new BufferGeometry();
- fullScreenTri.setAttribute(
- 'position',
- new BufferAttribute(
- new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
- 3
- )
- );
- const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
- const scope = this;
- this.enabled = false;
- this.autoUpdate = true;
- this.needsUpdate = false;
- this.type = PCFShadowMap;
- let _previousType = this.type;
- this.render = function ( lights, scene, camera ) {
- if ( scope.enabled === false ) return;
- if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
- if ( lights.length === 0 ) return;
- const currentRenderTarget = renderer.getRenderTarget();
- const activeCubeFace = renderer.getActiveCubeFace();
- const activeMipmapLevel = renderer.getActiveMipmapLevel();
- const _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 );
- // check for shadow map type changes
- const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );
- const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );
- // render depth map
- for ( let i = 0, il = lights.length; i < il; i ++ ) {
- const light = lights[ i ];
- const shadow = light.shadow;
- if ( shadow === undefined ) {
- console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
- continue;
- }
- if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;
- _shadowMapSize.copy( shadow.mapSize );
- const shadowFrameExtents = shadow.getFrameExtents();
- _shadowMapSize.multiply( shadowFrameExtents );
- _viewportSize.copy( shadow.mapSize );
- if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {
- 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 || toVSM === true || fromVSM === true ) {
- const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};
- if ( shadow.map !== null ) {
- shadow.map.dispose();
- }
- 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();
- const viewportCount = shadow.getViewportCount();
- for ( let vp = 0; vp < viewportCount; vp ++ ) {
- const 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, vp );
- _frustum = shadow.getFrustum();
- renderObject( scene, camera, shadow.camera, light, this.type );
- }
- // do blur pass for VSM
- if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {
- VSMPass( shadow, camera );
- }
- shadow.needsUpdate = false;
- }
- _previousType = this.type;
- scope.needsUpdate = false;
- renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
- };
- function VSMPass( shadow, camera ) {
- const geometry = objects.update( fullScreenMesh );
- if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {
- shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
- shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
- shadowMaterialVertical.needsUpdate = true;
- shadowMaterialHorizontal.needsUpdate = true;
- }
- if ( shadow.mapPass === null ) {
- shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );
- }
- // vertical pass
- shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
- shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
- shadowMaterialVertical.uniforms.radius.value = shadow.radius;
- renderer.setRenderTarget( shadow.mapPass );
- renderer.clear();
- renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
- // horizontal pass
- shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
- shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
- shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
- renderer.setRenderTarget( shadow.map );
- renderer.clear();
- renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
- }
- function getDepthMaterial( object, material, light, type ) {
- let result = null;
- const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;
- if ( customMaterial !== undefined ) {
- result = customMaterial;
- } else {
- result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;
- if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
- ( material.displacementMap && material.displacementScale !== 0 ) ||
- ( material.alphaMap && material.alphaTest > 0 ) ||
- ( material.map && material.alphaTest > 0 ) ) {
- // in this case we need a unique material instance reflecting the
- // appropriate state
- const keyA = result.uuid, keyB = material.uuid;
- let materialsForVariant = _materialCache[ keyA ];
- if ( materialsForVariant === undefined ) {
- materialsForVariant = {};
- _materialCache[ keyA ] = materialsForVariant;
- }
- let cachedMaterial = materialsForVariant[ keyB ];
- if ( cachedMaterial === undefined ) {
- cachedMaterial = result.clone();
- materialsForVariant[ keyB ] = cachedMaterial;
- material.addEventListener( 'dispose', onMaterialDispose );
- }
- result = cachedMaterial;
- }
- }
- result.visible = material.visible;
- result.wireframe = material.wireframe;
- if ( type === VSMShadowMap ) {
- result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
- } else {
- result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
- }
- result.alphaMap = material.alphaMap;
- result.alphaTest = material.alphaTest;
- result.map = material.map;
- result.clipShadows = material.clipShadows;
- result.clippingPlanes = material.clippingPlanes;
- result.clipIntersection = material.clipIntersection;
- result.displacementMap = material.displacementMap;
- result.displacementScale = material.displacementScale;
- result.displacementBias = material.displacementBias;
- result.wireframeLinewidth = material.wireframeLinewidth;
- result.linewidth = material.linewidth;
- if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
- const materialProperties = renderer.properties.get( result );
- materialProperties.light = light;
- }
- return result;
- }
- function renderObject( object, camera, shadowCamera, light, type ) {
- if ( object.visible === false ) return;
- const visible = object.layers.test( camera.layers );
- if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
- if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
- object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- const geometry = objects.update( object );
- const material = object.material;
- if ( Array.isArray( material ) ) {
- const groups = geometry.groups;
- for ( let k = 0, kl = groups.length; k < kl; k ++ ) {
- const group = groups[ k ];
- const groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );
- object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
- renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
- object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
- }
- }
- } else if ( material.visible ) {
- const depthMaterial = getDepthMaterial( object, material, light, type );
- object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
- renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
- object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
- }
- }
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- renderObject( children[ i ], camera, shadowCamera, light, type );
- }
- }
- function onMaterialDispose( event ) {
- const material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- // make sure to remove the unique distance/depth materials used for shadow map rendering
- for ( const id in _materialCache ) {
- const cache = _materialCache[ id ];
- const uuid = event.target.uuid;
- if ( uuid in cache ) {
- const shadowMaterial = cache[ uuid ];
- shadowMaterial.dispose();
- delete cache[ uuid ];
- }
- }
- }
- }
- export { WebGLShadowMap };
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