WebGLShadowMap.js 10 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
  6. var _gl = _renderer.context,
  7. _state = _renderer.state,
  8. _frustum = new THREE.Frustum(),
  9. _projScreenMatrix = new THREE.Matrix4(),
  10. _lightShadows = _lights.shadows,
  11. _shadowMapSize = new THREE.Vector2(),
  12. _lookTarget = new THREE.Vector3(),
  13. _lightPositionWorld = new THREE.Vector3(),
  14. _renderList = [],
  15. _MorphingFlag = 1,
  16. _SkinningFlag = 2,
  17. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  18. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  19. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  20. _materialCache = {};
  21. var cubeDirections = [
  22. new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
  23. new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
  24. ];
  25. var cubeUps = [
  26. new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
  27. new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
  28. ];
  29. var cube2DViewPorts = [
  30. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
  31. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
  32. ];
  33. // init
  34. var depthMaterialTemplate = new THREE.MeshDepthMaterial();
  35. depthMaterialTemplate.depthPacking = THREE.RGBADepthPacking;
  36. depthMaterialTemplate.clipping = true;
  37. var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
  38. var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
  39. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  40. var useMorphing = ( i & _MorphingFlag ) !== 0;
  41. var useSkinning = ( i & _SkinningFlag ) !== 0;
  42. var depthMaterial = depthMaterialTemplate.clone();
  43. depthMaterial.morphTargets = useMorphing;
  44. depthMaterial.skinning = useSkinning;
  45. _depthMaterials[ i ] = depthMaterial;
  46. var distanceMaterial = new THREE.ShaderMaterial( {
  47. defines: {
  48. 'USE_SHADOWMAP': ''
  49. },
  50. uniforms: distanceUniforms,
  51. vertexShader: distanceShader.vertexShader,
  52. fragmentShader: distanceShader.fragmentShader,
  53. morphTargets: useMorphing,
  54. skinning: useSkinning,
  55. clipping: true
  56. } );
  57. _distanceMaterials[ i ] = distanceMaterial;
  58. }
  59. //
  60. var scope = this;
  61. this.enabled = false;
  62. this.autoUpdate = true;
  63. this.needsUpdate = false;
  64. this.type = THREE.PCFShadowMap;
  65. this.renderReverseSided = true;
  66. this.renderSingleSided = true;
  67. this.render = function ( scene, camera ) {
  68. if ( scope.enabled === false ) return;
  69. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  70. if ( _lightShadows.length === 0 ) return;
  71. // Set GL state for depth map.
  72. _state.clearColor( 1, 1, 1, 1 );
  73. _state.disable( _gl.BLEND );
  74. _state.setDepthTest( true );
  75. _state.setScissorTest( false );
  76. // render depth map
  77. var faceCount, isPointLight;
  78. for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
  79. var light = _lightShadows[ i ];
  80. var shadow = light.shadow;
  81. var shadowCamera = shadow.camera;
  82. _shadowMapSize.copy( shadow.mapSize );
  83. if ( light instanceof THREE.PointLight ) {
  84. faceCount = 6;
  85. isPointLight = true;
  86. var vpWidth = _shadowMapSize.x;
  87. var vpHeight = _shadowMapSize.y;
  88. // These viewports map a cube-map onto a 2D texture with the
  89. // following orientation:
  90. //
  91. // xzXZ
  92. // y Y
  93. //
  94. // X - Positive x direction
  95. // x - Negative x direction
  96. // Y - Positive y direction
  97. // y - Negative y direction
  98. // Z - Positive z direction
  99. // z - Negative z direction
  100. // positive X
  101. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  102. // negative X
  103. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  104. // positive Z
  105. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  106. // negative Z
  107. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  108. // positive Y
  109. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  110. // negative Y
  111. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  112. _shadowMapSize.x *= 4.0;
  113. _shadowMapSize.y *= 2.0;
  114. } else {
  115. faceCount = 1;
  116. isPointLight = false;
  117. }
  118. if ( shadow.map === null ) {
  119. var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  120. shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  121. shadowCamera.updateProjectionMatrix();
  122. }
  123. if ( shadow instanceof THREE.SpotLightShadow ) {
  124. shadow.update( light );
  125. }
  126. var shadowMap = shadow.map;
  127. var shadowMatrix = shadow.matrix;
  128. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  129. shadowCamera.position.copy( _lightPositionWorld );
  130. _renderer.setRenderTarget( shadowMap );
  131. _renderer.clear();
  132. // render shadow map for each cube face (if omni-directional) or
  133. // run a single pass if not
  134. for ( var face = 0; face < faceCount; face ++ ) {
  135. if ( isPointLight ) {
  136. _lookTarget.copy( shadowCamera.position );
  137. _lookTarget.add( cubeDirections[ face ] );
  138. shadowCamera.up.copy( cubeUps[ face ] );
  139. shadowCamera.lookAt( _lookTarget );
  140. var vpDimensions = cube2DViewPorts[ face ];
  141. _state.viewport( vpDimensions );
  142. } else {
  143. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  144. shadowCamera.lookAt( _lookTarget );
  145. }
  146. shadowCamera.updateMatrixWorld();
  147. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  148. // compute shadow matrix
  149. shadowMatrix.set(
  150. 0.5, 0.0, 0.0, 0.5,
  151. 0.0, 0.5, 0.0, 0.5,
  152. 0.0, 0.0, 0.5, 0.5,
  153. 0.0, 0.0, 0.0, 1.0
  154. );
  155. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  156. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  157. // update camera matrices and frustum
  158. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  159. _frustum.setFromMatrix( _projScreenMatrix );
  160. // set object matrices & frustum culling
  161. _renderList.length = 0;
  162. projectObject( scene, camera, shadowCamera );
  163. // render shadow map
  164. // render regular objects
  165. for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
  166. var object = _renderList[ j ];
  167. var geometry = _objects.update( object );
  168. var material = object.material;
  169. if ( material instanceof THREE.MultiMaterial ) {
  170. var groups = geometry.groups;
  171. var materials = material.materials;
  172. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  173. var group = groups[ k ];
  174. var groupMaterial = materials[ group.materialIndex ];
  175. if ( groupMaterial.visible === true ) {
  176. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
  177. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  178. }
  179. }
  180. } else {
  181. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
  182. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  183. }
  184. }
  185. }
  186. }
  187. // Restore GL state.
  188. var clearColor = _renderer.getClearColor(),
  189. clearAlpha = _renderer.getClearAlpha();
  190. _renderer.setClearColor( clearColor, clearAlpha );
  191. scope.needsUpdate = false;
  192. };
  193. function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
  194. var geometry = object.geometry;
  195. var result = null;
  196. var materialVariants = _depthMaterials;
  197. var customMaterial = object.customDepthMaterial;
  198. if ( isPointLight ) {
  199. materialVariants = _distanceMaterials;
  200. customMaterial = object.customDistanceMaterial;
  201. }
  202. if ( ! customMaterial ) {
  203. var useMorphing = geometry.morphTargets !== undefined &&
  204. geometry.morphTargets.length > 0 && material.morphTargets;
  205. var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
  206. var variantIndex = 0;
  207. if ( useMorphing ) variantIndex |= _MorphingFlag;
  208. if ( useSkinning ) variantIndex |= _SkinningFlag;
  209. result = materialVariants[ variantIndex ];
  210. } else {
  211. result = customMaterial;
  212. }
  213. if ( _renderer.localClippingEnabled &&
  214. material.clipShadows === true &&
  215. material.clippingPlanes.length !== 0 ) {
  216. // in this case we need a unique material instance reflecting the
  217. // appropriate state
  218. var keyA = result.uuid, keyB = material.uuid;
  219. var materialsForVariant = _materialCache[ keyA ];
  220. if ( materialsForVariant === undefined ) {
  221. materialsForVariant = {};
  222. _materialCache[ keyA ] = materialsForVariant;
  223. }
  224. var cachedMaterial = materialsForVariant[ keyB ];
  225. if ( cachedMaterial === undefined ) {
  226. cachedMaterial = result.clone();
  227. materialsForVariant[ keyB ] = cachedMaterial;
  228. }
  229. result = cachedMaterial;
  230. }
  231. result.visible = material.visible;
  232. result.wireframe = material.wireframe;
  233. var side = material.side;
  234. if ( scope.renderSingleSided && side == THREE.DoubleSide ) {
  235. side = THREE.FrontSide;
  236. }
  237. if ( scope.renderReverseSided ) {
  238. if ( side === THREE.FrontSide ) side = THREE.BackSide;
  239. else if ( side === THREE.BackSide ) side = THREE.FrontSide;
  240. }
  241. result.side = side;
  242. result.clipShadows = material.clipShadows;
  243. result.clippingPlanes = material.clippingPlanes;
  244. result.wireframeLinewidth = material.wireframeLinewidth;
  245. result.linewidth = material.linewidth;
  246. if ( isPointLight && result.uniforms.lightPos !== undefined ) {
  247. result.uniforms.lightPos.value.copy( lightPositionWorld );
  248. }
  249. return result;
  250. }
  251. function projectObject( object, camera, shadowCamera ) {
  252. if ( object.visible === false ) return;
  253. if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) {
  254. if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  255. var material = object.material;
  256. if ( material.visible === true ) {
  257. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  258. _renderList.push( object );
  259. }
  260. }
  261. }
  262. var children = object.children;
  263. for ( var i = 0, l = children.length; i < l; i ++ ) {
  264. projectObject( children[ i ], camera, shadowCamera );
  265. }
  266. }
  267. };