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- /**
- * @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 };
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