ShadowMapPlugin.js 12 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.ShadowMapPlugin = function ( ) {
  5. var _gl,
  6. _renderer,
  7. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin,
  8. _frustum = new THREE.Frustum(),
  9. _projScreenMatrix = new THREE.Matrix4(),
  10. _min = new THREE.Vector3(),
  11. _max = new THREE.Vector3();
  12. this.init = function ( renderer ) {
  13. _gl = renderer.context;
  14. _renderer = renderer;
  15. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  16. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  17. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  18. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  19. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20. _depthMaterial._shadowPass = true;
  21. _depthMaterialMorph._shadowPass = true;
  22. _depthMaterialSkin._shadowPass = true;
  23. };
  24. this.render = function ( scene, camera ) {
  25. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  26. this.update( scene, camera );
  27. };
  28. this.update = function ( scene, camera ) {
  29. var i, il, j, jl, n,
  30. shadowMap, shadowMatrix, shadowCamera,
  31. program, buffer, material,
  32. webglObject, object, light,
  33. renderList,
  34. lights = [],
  35. k = 0,
  36. fog = null;
  37. // set GL state for depth map
  38. _gl.clearColor( 1, 1, 1, 1 );
  39. _gl.disable( _gl.BLEND );
  40. _gl.enable( _gl.CULL_FACE );
  41. if ( _renderer.shadowMapCullFrontFaces ) {
  42. _gl.cullFace( _gl.FRONT );
  43. } else {
  44. _gl.cullFace( _gl.BACK );
  45. }
  46. _renderer.setDepthTest( true );
  47. // preprocess lights
  48. // - skip lights that are not casting shadows
  49. // - create virtual lights for cascaded shadow maps
  50. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  51. light = scene.__lights[ i ];
  52. if ( ! light.castShadow ) continue;
  53. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  54. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  55. var virtualLight;
  56. if ( ! light.shadowCascadeArray[ n ] ) {
  57. virtualLight = createVirtualLight( light, n );
  58. virtualLight.originalCamera = camera;
  59. var gyro = new THREE.Gyroscope();
  60. gyro.position = light.shadowCascadeOffset;
  61. gyro.add( virtualLight );
  62. gyro.add( virtualLight.target );
  63. camera.add( gyro );
  64. light.shadowCascadeArray[ n ] = virtualLight;
  65. console.log( "Created virtualLight", virtualLight );
  66. } else {
  67. virtualLight = light.shadowCascadeArray[ n ];
  68. }
  69. updateVirtualLight( light, n );
  70. lights[ k ] = virtualLight;
  71. k ++;
  72. }
  73. } else {
  74. lights[ k ] = light;
  75. k ++;
  76. }
  77. }
  78. // render depth map
  79. for ( i = 0, il = lights.length; i < il; i ++ ) {
  80. light = lights[ i ];
  81. if ( ! light.shadowMap ) {
  82. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  83. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  84. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  85. light.shadowMatrix = new THREE.Matrix4();
  86. }
  87. if ( ! light.shadowCamera ) {
  88. if ( light instanceof THREE.SpotLight ) {
  89. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  90. } else if ( light instanceof THREE.DirectionalLight ) {
  91. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  92. } else {
  93. console.error( "Unsupported light type for shadow" );
  94. continue;
  95. }
  96. scene.add( light.shadowCamera );
  97. if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
  98. }
  99. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  100. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  101. light.shadowCamera.add( light.cameraHelper );
  102. }
  103. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  104. updateShadowCamera( camera, light );
  105. }
  106. shadowMap = light.shadowMap;
  107. shadowMatrix = light.shadowMatrix;
  108. shadowCamera = light.shadowCamera;
  109. shadowCamera.position.copy( light.matrixWorld.getPosition() );
  110. shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
  111. shadowCamera.updateMatrixWorld();
  112. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  113. if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible;
  114. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  115. // compute shadow matrix
  116. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  117. 0.0, 0.5, 0.0, 0.5,
  118. 0.0, 0.0, 0.5, 0.5,
  119. 0.0, 0.0, 0.0, 1.0 );
  120. shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
  121. shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
  122. // update camera matrices and frustum
  123. if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
  124. if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
  125. shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
  126. shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
  127. _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  128. _frustum.setFromMatrix( _projScreenMatrix );
  129. // render shadow map
  130. _renderer.setRenderTarget( shadowMap );
  131. _renderer.clear();
  132. // set object matrices & frustum culling
  133. renderList = scene.__webglObjects;
  134. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  135. webglObject = renderList[ j ];
  136. object = webglObject.object;
  137. webglObject.render = false;
  138. if ( object.visible && object.castShadow ) {
  139. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  140. object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
  141. webglObject.render = true;
  142. }
  143. }
  144. }
  145. // render regular objects
  146. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  147. webglObject = renderList[ j ];
  148. if ( webglObject.render ) {
  149. object = webglObject.object;
  150. buffer = webglObject.buffer;
  151. // culling is overriden globally for all objects
  152. // while rendering depth map
  153. if ( object.customDepthMaterial ) {
  154. material = object.customDepthMaterial;
  155. } else if ( object.geometry.morphTargets.length ) {
  156. material = _depthMaterialMorph;
  157. } else if ( object instanceof THREE.SkinnedMesh ) {
  158. material = _depthMaterialSkin;
  159. } else {
  160. material = _depthMaterial;
  161. }
  162. if ( buffer instanceof THREE.BufferGeometry ) {
  163. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  164. } else {
  165. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  166. }
  167. }
  168. }
  169. // set matrices and render immediate objects
  170. renderList = scene.__webglObjectsImmediate;
  171. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  172. webglObject = renderList[ j ];
  173. object = webglObject.object;
  174. if ( object.visible && object.castShadow ) {
  175. object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
  176. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  177. }
  178. }
  179. }
  180. // restore GL state
  181. var clearColor = _renderer.getClearColor(),
  182. clearAlpha = _renderer.getClearAlpha();
  183. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  184. _gl.enable( _gl.BLEND );
  185. if ( _renderer.shadowMapCullFrontFaces ) {
  186. _gl.cullFace( _gl.BACK );
  187. }
  188. };
  189. function createVirtualLight( light, cascade ) {
  190. var virtualLight = new THREE.DirectionalLight();
  191. virtualLight.isVirtual = true;
  192. virtualLight.onlyShadow = true;
  193. virtualLight.castShadow = true;
  194. virtualLight.shadowCameraNear = light.shadowCameraNear;
  195. virtualLight.shadowCameraFar = light.shadowCameraFar;
  196. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  197. virtualLight.shadowCameraRight = light.shadowCameraRight;
  198. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  199. virtualLight.shadowCameraTop = light.shadowCameraTop;
  200. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  201. virtualLight.shadowDarkness = light.shadowDarkness;
  202. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  203. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  204. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  205. virtualLight.pointsWorld = [];
  206. virtualLight.pointsFrustum = [];
  207. var pointsWorld = virtualLight.pointsWorld,
  208. pointsFrustum = virtualLight.pointsFrustum;
  209. for ( var i = 0; i < 8; i ++ ) {
  210. pointsWorld[ i ] = new THREE.Vector3();
  211. pointsFrustum[ i ] = new THREE.Vector3();
  212. }
  213. var nearZ = light.shadowCascadeNearZ[ cascade ];
  214. var farZ = light.shadowCascadeFarZ[ cascade ];
  215. pointsFrustum[ 0 ].set( -1, -1, nearZ );
  216. pointsFrustum[ 1 ].set( 1, -1, nearZ );
  217. pointsFrustum[ 2 ].set( -1, 1, nearZ );
  218. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  219. pointsFrustum[ 4 ].set( -1, -1, farZ );
  220. pointsFrustum[ 5 ].set( 1, -1, farZ );
  221. pointsFrustum[ 6 ].set( -1, 1, farZ );
  222. pointsFrustum[ 7 ].set( 1, 1, farZ );
  223. return virtualLight;
  224. }
  225. // Synchronize virtual light with the original light
  226. function updateVirtualLight( light, cascade ) {
  227. var virtualLight = light.shadowCascadeArray[ cascade ];
  228. virtualLight.position.copy( light.position );
  229. virtualLight.target.position.copy( light.target.position );
  230. virtualLight.lookAt( virtualLight.target );
  231. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  232. virtualLight.shadowDarkness = light.shadowDarkness;
  233. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  234. var nearZ = light.shadowCascadeNearZ[ cascade ];
  235. var farZ = light.shadowCascadeFarZ[ cascade ];
  236. var pointsFrustum = virtualLight.pointsFrustum;
  237. pointsFrustum[ 0 ].z = nearZ;
  238. pointsFrustum[ 1 ].z = nearZ;
  239. pointsFrustum[ 2 ].z = nearZ;
  240. pointsFrustum[ 3 ].z = nearZ;
  241. pointsFrustum[ 4 ].z = farZ;
  242. pointsFrustum[ 5 ].z = farZ;
  243. pointsFrustum[ 6 ].z = farZ;
  244. pointsFrustum[ 7 ].z = farZ;
  245. }
  246. // Fit shadow camera's ortho frustum to camera frustum
  247. function updateShadowCamera( camera, light ) {
  248. var shadowCamera = light.shadowCamera,
  249. pointsFrustum = light.pointsFrustum,
  250. pointsWorld = light.pointsWorld;
  251. _min.set( Infinity, Infinity, Infinity );
  252. _max.set( -Infinity, -Infinity, -Infinity );
  253. for ( var i = 0; i < 8; i ++ ) {
  254. var p = pointsWorld[ i ];
  255. p.copy( pointsFrustum[ i ] );
  256. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  257. shadowCamera.matrixWorldInverse.multiplyVector3( p );
  258. if ( p.x < _min.x ) _min.x = p.x;
  259. if ( p.x > _max.x ) _max.x = p.x;
  260. if ( p.y < _min.y ) _min.y = p.y;
  261. if ( p.y > _max.y ) _max.y = p.y;
  262. if ( p.z < _min.z ) _min.z = p.z;
  263. if ( p.z > _max.z ) _max.z = p.z;
  264. }
  265. shadowCamera.left = _min.x;
  266. shadowCamera.right = _max.x;
  267. shadowCamera.top = _max.y;
  268. shadowCamera.bottom = _min.y;
  269. // can't really fit near/far
  270. //shadowCamera.near = _min.z;
  271. //shadowCamera.far = _max.z;
  272. shadowCamera.updateProjectionMatrix();
  273. }
  274. };
  275. THREE.ShadowMapPlugin.__projector = new THREE.Projector();