WebGLShadowMap.js 8.4 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js';
  6. import { WebGLRenderTarget } from '../WebGLRenderTarget.js';
  7. import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js';
  8. import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js';
  9. import { Vector4 } from '../../math/Vector4.js';
  10. import { Vector2 } from '../../math/Vector2.js';
  11. import { Frustum } from '../../math/Frustum.js';
  12. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  13. var _frustum = new Frustum(),
  14. _shadowMapSize = new Vector2(),
  15. _viewportSize = new Vector2(),
  16. _viewport = new Vector4(),
  17. _MorphingFlag = 1,
  18. _SkinningFlag = 2,
  19. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  20. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  21. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  22. _materialCache = {};
  23. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  24. // init
  25. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  26. var useMorphing = ( i & _MorphingFlag ) !== 0;
  27. var useSkinning = ( i & _SkinningFlag ) !== 0;
  28. var depthMaterial = new MeshDepthMaterial( {
  29. depthPacking: RGBADepthPacking,
  30. morphTargets: useMorphing,
  31. skinning: useSkinning
  32. } );
  33. _depthMaterials[ i ] = depthMaterial;
  34. var distanceMaterial = new MeshDistanceMaterial( {
  35. morphTargets: useMorphing,
  36. skinning: useSkinning
  37. } );
  38. _distanceMaterials[ i ] = distanceMaterial;
  39. }
  40. var scope = this;
  41. this.enabled = false;
  42. this.autoUpdate = true;
  43. this.needsUpdate = false;
  44. this.type = PCFShadowMap;
  45. this.render = function ( lights, scene, camera ) {
  46. if ( scope.enabled === false ) return;
  47. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  48. if ( lights.length === 0 ) return;
  49. var currentRenderTarget = _renderer.getRenderTarget();
  50. var activeCubeFace = _renderer.getActiveCubeFace();
  51. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  52. var _state = _renderer.state;
  53. // Set GL state for depth map.
  54. _state.setBlending( NoBlending );
  55. _state.buffers.color.setClear( 1, 1, 1, 1 );
  56. _state.buffers.depth.setTest( true );
  57. _state.setScissorTest( false );
  58. // render depth map
  59. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  60. var light = lights[ i ];
  61. var shadow = light.shadow;
  62. if ( shadow === undefined ) {
  63. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  64. continue;
  65. }
  66. _shadowMapSize.copy( shadow.mapSize );
  67. var shadowFrameExtents = shadow.getFrameExtents();
  68. _shadowMapSize.multiply( shadowFrameExtents );
  69. _viewportSize.copy( shadow.mapSize );
  70. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  71. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  72. if ( _shadowMapSize.x > maxTextureSize ) {
  73. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  74. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  75. shadow.mapSize.x = _viewportSize.x;
  76. }
  77. if ( _shadowMapSize.y > maxTextureSize ) {
  78. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  79. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  80. shadow.mapSize.y = _viewportSize.y;
  81. }
  82. }
  83. if ( shadow.map === null ) {
  84. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  85. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  86. shadow.map.texture.name = light.name + ".shadowMap";
  87. shadow.camera.updateProjectionMatrix();
  88. }
  89. _renderer.setRenderTarget( shadow.map );
  90. _renderer.clear();
  91. var viewportCount = shadow.getViewportCount();
  92. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  93. var viewport = shadow.getViewport( vp );
  94. _viewport.set(
  95. _viewportSize.x * viewport.x,
  96. _viewportSize.y * viewport.y,
  97. _viewportSize.x * viewport.z,
  98. _viewportSize.y * viewport.w
  99. );
  100. _state.viewport( _viewport );
  101. shadow.updateMatrices( light, camera, vp );
  102. _frustum = shadow.getFrustum();
  103. renderObject( scene, camera, shadow.camera, light );
  104. }
  105. }
  106. scope.needsUpdate = false;
  107. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  108. };
  109. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar ) {
  110. var geometry = object.geometry;
  111. var result = null;
  112. var materialVariants = _depthMaterials;
  113. var customMaterial = object.customDepthMaterial;
  114. if ( light.isPointLight ) {
  115. materialVariants = _distanceMaterials;
  116. customMaterial = object.customDistanceMaterial;
  117. }
  118. if ( ! customMaterial ) {
  119. var useMorphing = false;
  120. if ( material.morphTargets ) {
  121. if ( geometry && geometry.isBufferGeometry ) {
  122. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  123. } else if ( geometry && geometry.isGeometry ) {
  124. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  125. }
  126. }
  127. if ( object.isSkinnedMesh && material.skinning === false ) {
  128. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  129. }
  130. var useSkinning = object.isSkinnedMesh && material.skinning;
  131. var variantIndex = 0;
  132. if ( useMorphing ) variantIndex |= _MorphingFlag;
  133. if ( useSkinning ) variantIndex |= _SkinningFlag;
  134. result = materialVariants[ variantIndex ];
  135. } else {
  136. result = customMaterial;
  137. }
  138. if ( _renderer.localClippingEnabled &&
  139. material.clipShadows === true &&
  140. material.clippingPlanes.length !== 0 ) {
  141. // in this case we need a unique material instance reflecting the
  142. // appropriate state
  143. var keyA = result.uuid, keyB = material.uuid;
  144. var materialsForVariant = _materialCache[ keyA ];
  145. if ( materialsForVariant === undefined ) {
  146. materialsForVariant = {};
  147. _materialCache[ keyA ] = materialsForVariant;
  148. }
  149. var cachedMaterial = materialsForVariant[ keyB ];
  150. if ( cachedMaterial === undefined ) {
  151. cachedMaterial = result.clone();
  152. materialsForVariant[ keyB ] = cachedMaterial;
  153. }
  154. result = cachedMaterial;
  155. }
  156. result.visible = material.visible;
  157. result.wireframe = material.wireframe;
  158. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  159. result.clipShadows = material.clipShadows;
  160. result.clippingPlanes = material.clippingPlanes;
  161. result.clipIntersection = material.clipIntersection;
  162. result.wireframeLinewidth = material.wireframeLinewidth;
  163. result.linewidth = material.linewidth;
  164. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  165. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  166. result.nearDistance = shadowCameraNear;
  167. result.farDistance = shadowCameraFar;
  168. }
  169. return result;
  170. }
  171. function renderObject( object, camera, shadowCamera, light ) {
  172. if ( object.visible === false ) return;
  173. var visible = object.layers.test( camera.layers );
  174. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  175. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  176. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  177. var geometry = _objects.update( object );
  178. var material = object.material;
  179. if ( Array.isArray( material ) ) {
  180. var groups = geometry.groups;
  181. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  182. var group = groups[ k ];
  183. var groupMaterial = material[ group.materialIndex ];
  184. if ( groupMaterial && groupMaterial.visible ) {
  185. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far );
  186. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  187. }
  188. }
  189. } else if ( material.visible ) {
  190. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far );
  191. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  192. }
  193. }
  194. }
  195. var children = object.children;
  196. for ( var i = 0, l = children.length; i < l; i ++ ) {
  197. renderObject( children[ i ], camera, shadowCamera, light );
  198. }
  199. }
  200. }
  201. export { WebGLShadowMap };