ShadowMapPlugin.js 13 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.ShadowMapPlugin = function () {
  5. var _gl,
  6. _renderer,
  7. _lights, _webglObjects, _webglObjectsImmediate,
  8. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  9. _frustum = new THREE.Frustum(),
  10. _projScreenMatrix = new THREE.Matrix4(),
  11. _min = new THREE.Vector3(),
  12. _max = new THREE.Vector3(),
  13. _matrixPosition = new THREE.Vector3(),
  14. _renderList = [];
  15. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  16. _gl = renderer.context;
  17. _renderer = renderer;
  18. _lights = lights;
  19. _webglObjects = webglObjects;
  20. _webglObjectsImmediate = webglObjectsImmediate;
  21. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  22. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  23. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  24. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  25. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  26. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  27. _depthMaterial._shadowPass = true;
  28. _depthMaterialMorph._shadowPass = true;
  29. _depthMaterialSkin._shadowPass = true;
  30. _depthMaterialMorphSkin._shadowPass = true;
  31. };
  32. this.render = function ( scene, camera ) {
  33. if ( _renderer.shadowMapEnabled === false || _renderer.shadowMapAutoUpdate === false ) return;
  34. this.update( scene, camera );
  35. };
  36. this.update = function ( scene, camera ) {
  37. var i, il, j, jl, n,
  38. shadowMap, shadowMatrix, shadowCamera,
  39. program, buffer, material,
  40. webglObject, object, light,
  41. lights = [],
  42. k = 0,
  43. fog = null;
  44. // set GL state for depth map
  45. _gl.clearColor( 1, 1, 1, 1 );
  46. _gl.disable( _gl.BLEND );
  47. _gl.enable( _gl.CULL_FACE );
  48. _gl.frontFace( _gl.CCW );
  49. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  50. _gl.cullFace( _gl.FRONT );
  51. } else {
  52. _gl.cullFace( _gl.BACK );
  53. }
  54. _renderer.setDepthTest( true );
  55. // preprocess lights
  56. // - skip lights that are not casting shadows
  57. // - create virtual lights for cascaded shadow maps
  58. for ( i = 0, il = _lights.length; i < il; i ++ ) {
  59. light = _lights[ i ];
  60. if ( ! light.castShadow ) continue;
  61. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  62. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  63. var virtualLight;
  64. if ( ! light.shadowCascadeArray[ n ] ) {
  65. virtualLight = createVirtualLight( light, n );
  66. virtualLight.originalCamera = camera;
  67. var gyro = new THREE.Gyroscope();
  68. gyro.position.copy( light.shadowCascadeOffset );
  69. gyro.add( virtualLight );
  70. gyro.add( virtualLight.target );
  71. camera.add( gyro );
  72. light.shadowCascadeArray[ n ] = virtualLight;
  73. console.log( "Created virtualLight", virtualLight );
  74. } else {
  75. virtualLight = light.shadowCascadeArray[ n ];
  76. }
  77. updateVirtualLight( light, n );
  78. lights[ k ] = virtualLight;
  79. k ++;
  80. }
  81. } else {
  82. lights[ k ] = light;
  83. k ++;
  84. }
  85. }
  86. // render depth map
  87. for ( i = 0, il = lights.length; i < il; i ++ ) {
  88. light = lights[ i ];
  89. if ( ! light.shadowMap ) {
  90. var shadowFilter = THREE.LinearFilter;
  91. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  92. shadowFilter = THREE.NearestFilter;
  93. }
  94. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  95. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  96. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  97. light.shadowMatrix = new THREE.Matrix4();
  98. }
  99. if ( ! light.shadowCamera ) {
  100. if ( light instanceof THREE.SpotLight ) {
  101. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  102. } else if ( light instanceof THREE.DirectionalLight ) {
  103. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  104. } else {
  105. console.error( "Unsupported light type for shadow" );
  106. continue;
  107. }
  108. scene.add( light.shadowCamera );
  109. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  110. }
  111. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  112. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  113. light.shadowCamera.add( light.cameraHelper );
  114. }
  115. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  116. updateShadowCamera( camera, light );
  117. }
  118. shadowMap = light.shadowMap;
  119. shadowMatrix = light.shadowMatrix;
  120. shadowCamera = light.shadowCamera;
  121. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  122. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  123. shadowCamera.lookAt( _matrixPosition );
  124. shadowCamera.updateMatrixWorld();
  125. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  126. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  127. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  128. // compute shadow matrix
  129. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  130. 0.0, 0.5, 0.0, 0.5,
  131. 0.0, 0.0, 0.5, 0.5,
  132. 0.0, 0.0, 0.0, 1.0 );
  133. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  134. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  135. // update camera matrices and frustum
  136. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  137. _frustum.setFromMatrix( _projScreenMatrix );
  138. // render shadow map
  139. _renderer.setRenderTarget( shadowMap );
  140. _renderer.clear();
  141. // set object matrices & frustum culling
  142. _renderList.length = 0;
  143. projectObject(scene,scene,shadowCamera);
  144. // render regular objects
  145. var objectMaterial, useMorphing, useSkinning;
  146. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  147. webglObject = _renderList[ j ];
  148. object = webglObject.object;
  149. buffer = webglObject.buffer;
  150. // culling is overriden globally for all objects
  151. // while rendering depth map
  152. // need to deal with MeshFaceMaterial somehow
  153. // in that case just use the first of material.materials for now
  154. // (proper solution would require to break objects by materials
  155. // similarly to regular rendering and then set corresponding
  156. // depth materials per each chunk instead of just once per object)
  157. objectMaterial = getObjectMaterial( object );
  158. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  159. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  160. if ( object.customDepthMaterial ) {
  161. material = object.customDepthMaterial;
  162. } else if ( useSkinning ) {
  163. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  164. } else if ( useMorphing ) {
  165. material = _depthMaterialMorph;
  166. } else {
  167. material = _depthMaterial;
  168. }
  169. _renderer.setMaterialFaces( objectMaterial );
  170. if ( buffer instanceof THREE.BufferGeometry ) {
  171. _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
  172. } else {
  173. _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
  174. }
  175. }
  176. // set matrices and render immediate objects
  177. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  178. webglObject = _webglObjectsImmediate[ j ];
  179. object = webglObject.object;
  180. if ( object.visible && object.castShadow ) {
  181. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  182. _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
  183. }
  184. }
  185. }
  186. // restore GL state
  187. var clearColor = _renderer.getClearColor(),
  188. clearAlpha = _renderer.getClearAlpha();
  189. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  190. _gl.enable( _gl.BLEND );
  191. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  192. _gl.cullFace( _gl.BACK );
  193. }
  194. _renderer.resetGLState();
  195. };
  196. function projectObject(scene, object,shadowCamera){
  197. if ( object.visible ) {
  198. var webglObjects = _webglObjects[object.id];
  199. if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  200. for (var i = 0, l = webglObjects.length; i < l; i++){
  201. var webglObject = webglObjects[i];
  202. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  203. _renderList.push(webglObject);
  204. }
  205. }
  206. for(var i = 0, l = object.children.length; i < l; i++) {
  207. projectObject(scene, object.children[i],shadowCamera);
  208. }
  209. }
  210. }
  211. function createVirtualLight( light, cascade ) {
  212. var virtualLight = new THREE.DirectionalLight();
  213. virtualLight.isVirtual = true;
  214. virtualLight.onlyShadow = true;
  215. virtualLight.castShadow = true;
  216. virtualLight.shadowCameraNear = light.shadowCameraNear;
  217. virtualLight.shadowCameraFar = light.shadowCameraFar;
  218. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  219. virtualLight.shadowCameraRight = light.shadowCameraRight;
  220. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  221. virtualLight.shadowCameraTop = light.shadowCameraTop;
  222. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  223. virtualLight.shadowDarkness = light.shadowDarkness;
  224. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  225. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  226. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  227. virtualLight.pointsWorld = [];
  228. virtualLight.pointsFrustum = [];
  229. var pointsWorld = virtualLight.pointsWorld,
  230. pointsFrustum = virtualLight.pointsFrustum;
  231. for ( var i = 0; i < 8; i ++ ) {
  232. pointsWorld[ i ] = new THREE.Vector3();
  233. pointsFrustum[ i ] = new THREE.Vector3();
  234. }
  235. var nearZ = light.shadowCascadeNearZ[ cascade ];
  236. var farZ = light.shadowCascadeFarZ[ cascade ];
  237. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  238. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  239. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  240. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  241. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  242. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  243. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  244. pointsFrustum[ 7 ].set( 1, 1, farZ );
  245. return virtualLight;
  246. }
  247. // Synchronize virtual light with the original light
  248. function updateVirtualLight( light, cascade ) {
  249. var virtualLight = light.shadowCascadeArray[ cascade ];
  250. virtualLight.position.copy( light.position );
  251. virtualLight.target.position.copy( light.target.position );
  252. virtualLight.lookAt( virtualLight.target );
  253. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  254. virtualLight.shadowDarkness = light.shadowDarkness;
  255. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  256. var nearZ = light.shadowCascadeNearZ[ cascade ];
  257. var farZ = light.shadowCascadeFarZ[ cascade ];
  258. var pointsFrustum = virtualLight.pointsFrustum;
  259. pointsFrustum[ 0 ].z = nearZ;
  260. pointsFrustum[ 1 ].z = nearZ;
  261. pointsFrustum[ 2 ].z = nearZ;
  262. pointsFrustum[ 3 ].z = nearZ;
  263. pointsFrustum[ 4 ].z = farZ;
  264. pointsFrustum[ 5 ].z = farZ;
  265. pointsFrustum[ 6 ].z = farZ;
  266. pointsFrustum[ 7 ].z = farZ;
  267. }
  268. // Fit shadow camera's ortho frustum to camera frustum
  269. function updateShadowCamera( camera, light ) {
  270. var shadowCamera = light.shadowCamera,
  271. pointsFrustum = light.pointsFrustum,
  272. pointsWorld = light.pointsWorld;
  273. _min.set( Infinity, Infinity, Infinity );
  274. _max.set( - Infinity, - Infinity, - Infinity );
  275. for ( var i = 0; i < 8; i ++ ) {
  276. var p = pointsWorld[ i ];
  277. p.copy( pointsFrustum[ i ] );
  278. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  279. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  280. if ( p.x < _min.x ) _min.x = p.x;
  281. if ( p.x > _max.x ) _max.x = p.x;
  282. if ( p.y < _min.y ) _min.y = p.y;
  283. if ( p.y > _max.y ) _max.y = p.y;
  284. if ( p.z < _min.z ) _min.z = p.z;
  285. if ( p.z > _max.z ) _max.z = p.z;
  286. }
  287. shadowCamera.left = _min.x;
  288. shadowCamera.right = _max.x;
  289. shadowCamera.top = _max.y;
  290. shadowCamera.bottom = _min.y;
  291. // can't really fit near/far
  292. //shadowCamera.near = _min.z;
  293. //shadowCamera.far = _max.z;
  294. shadowCamera.updateProjectionMatrix();
  295. }
  296. // For the moment just ignore objects that have multiple materials with different animation methods
  297. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  298. function getObjectMaterial( object ) {
  299. return object.material instanceof THREE.MeshFaceMaterial
  300. ? object.material.materials[ 0 ]
  301. : object.material;
  302. };
  303. };
  304. THREE.ShadowMapPlugin.__projector = new THREE.Projector();