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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ShadowMapPlugin = function ( ) {
- var _gl, _renderer,
- _depthMaterial, _depthMaterialMorph,
- _cameraLight,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4();
- this.shadowMatrix = [];
- this.shadowMap = [];
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- };
- this.render = function ( scene, camera ) {
- if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
- this.update( scene, camera );
- };
- this.update = function ( scene, camera ) {
- var i, il, j, jl,
- shadowMap, shadowMatrix,
- program, buffer, material,
- webglObject, object, light,
- renderList,
- shadowIndex = 0,
- lights = scene.lights,
- fog = null;
- if ( ! _cameraLight ) {
- _cameraLight = new THREE.PerspectiveCamera( _renderer.shadowCameraFov, _renderer.shadowMapWidth / _renderer.shadowMapHeight, _renderer.shadowCameraNear, _renderer.shadowCameraFar );
- }
- for ( i = 0, il = lights.length; i < il; i ++ ) {
- light = lights[ i ];
- if ( light.castShadow && light instanceof THREE.SpotLight ) {
- if ( ! this.shadowMap[ shadowIndex ] ) {
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
- this.shadowMap[ shadowIndex ] = new THREE.WebGLRenderTarget( _renderer.shadowMapWidth, _renderer.shadowMapHeight, pars );
- this.shadowMatrix[ shadowIndex ] = new THREE.Matrix4();
- }
- shadowMap = this.shadowMap[ shadowIndex ];
- shadowMatrix = this.shadowMatrix[ shadowIndex ];
- _cameraLight.position.copy( light.position );
- _cameraLight.lookAt( light.target.position );
- if ( _cameraLight.parent == null ) {
- console.warn( "Camera is not on the Scene. Adding it..." );
- scene.add( _cameraLight );
- if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
- }
- _cameraLight.matrixWorldInverse.getInverse( _cameraLight.matrixWorld );
- // compute shadow matrix
- shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0 );
- shadowMatrix.multiplySelf( _cameraLight.projectionMatrix );
- shadowMatrix.multiplySelf( _cameraLight.matrixWorldInverse );
- // render shadow map
- if ( ! _cameraLight._viewMatrixArray ) _cameraLight._viewMatrixArray = new Float32Array( 16 );
- _cameraLight.matrixWorldInverse.flattenToArray( _cameraLight._viewMatrixArray );
- if ( ! _cameraLight._projectionMatrixArray ) _cameraLight._projectionMatrixArray = new Float32Array( 16 );
- _cameraLight.projectionMatrix.flattenToArray( _cameraLight._projectionMatrixArray );
- _projScreenMatrix.multiply( _cameraLight.projectionMatrix, _cameraLight.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- _renderer.setRenderTarget( shadowMap );
- // using arbitrary clear color in depth pass
- // creates variance in shadows
- _gl.clearColor( 1, 0, 1, 1 );
- //_gl.clearColor( 0, 0, 0, 1 );
- _renderer.clear();
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- // set matrices & frustum culling
- renderList = scene.__webglObjects;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- webglObject.render = false;
- if ( object.visible && object.castShadow ) {
- if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- object._modelViewMatrix.multiplyToArray( _cameraLight.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
- webglObject.render = true;
- }
- }
- }
- // render regular objects
- _renderer.setDepthTest( true );
- _renderer.setBlending( THREE.NormalBlending ); // maybe blending should be just disabled?
- //_gl.cullFace( _gl.FRONT );
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- _renderer.setObjectFaces( object );
- if ( object.customDepthMaterial ) {
- material = object.customDepthMaterial;
- } else if ( object.geometry.morphTargets.length ) {
- material = _depthMaterialMorph;
- } else {
- material = _depthMaterial;
- }
- _renderer.renderBuffer( _cameraLight, lights, fog, material, buffer, object );
- }
- }
- // set matrices and render immediate objects
- renderList = scene.__webglObjectsImmediate;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- if ( object.visible && object.castShadow ) {
- if( object.matrixAutoUpdate ) {
- object.matrixWorld.flattenToArray( object._objectMatrixArray );
- }
- object._modelViewMatrix.multiplyToArray( _cameraLight.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
- _renderer.renderImmediateObject( _cameraLight, lights, fog, _depthMaterial, object );
- }
- }
- //_gl.cullFace( _gl.BACK );
- shadowIndex ++;
- }
- }
- };
- };
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