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. _min = new THREE.Vector3(),
  11. _max = new THREE.Vector3(),
  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. var cubeDirections = [
  21. new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
  22. new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
  23. ];
  24. var cubeUps = [
  25. new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
  26. new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
  27. ];
  28. var cube2DViewPorts = [
  29. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
  30. new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
  31. ];
  32. var _vector4 = new THREE.Vector4();
  33. // init
  34. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  35. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  36. var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
  37. var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
  38. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  39. var useMorphing = ( i & _MorphingFlag ) !== 0;
  40. var useSkinning = ( i & _SkinningFlag ) !== 0;
  41. var depthMaterial = new THREE.ShaderMaterial( {
  42. uniforms: depthUniforms,
  43. vertexShader: depthShader.vertexShader,
  44. fragmentShader: depthShader.fragmentShader,
  45. morphTargets: useMorphing,
  46. skinning: useSkinning
  47. } );
  48. depthMaterial._shadowPass = true;
  49. _depthMaterials[ i ] = depthMaterial;
  50. var distanceMaterial = new THREE.ShaderMaterial( {
  51. uniforms: distanceUniforms,
  52. vertexShader: distanceShader.vertexShader,
  53. fragmentShader: distanceShader.fragmentShader,
  54. morphTargets: useMorphing,
  55. skinning: useSkinning
  56. } );
  57. distanceMaterial._shadowPass = true;
  58. _distanceMaterials[ i ] = distanceMaterial;
  59. }
  60. //
  61. var scope = this;
  62. this.enabled = false;
  63. this.autoUpdate = true;
  64. this.needsUpdate = false;
  65. this.type = THREE.PCFShadowMap;
  66. this.cullFace = THREE.CullFaceFront;
  67. this.render = function ( scene, camera ) {
  68. var faceCount, isPointLight;
  69. if ( scope.enabled === false ) return;
  70. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  71. // Set GL state for depth map.
  72. _gl.clearColor( 1, 1, 1, 1 );
  73. _state.disable( _gl.BLEND );
  74. _state.enable( _gl.CULL_FACE );
  75. _gl.frontFace( _gl.CCW );
  76. _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK );
  77. _state.setDepthTest( true );
  78. // save the existing viewport so it can be restored later
  79. _renderer.getViewport( _vector4 );
  80. // render depth map
  81. var shadows = _lights.shadows;
  82. for ( var i = 0, il = shadows.length; i < il; i ++ ) {
  83. var light = shadows[ i ][ 0 ];
  84. var shadow = light.shadow;
  85. var shadowCamera = shadow.camera;
  86. var shadowMapSize = shadow.mapSize;
  87. if ( light instanceof THREE.PointLight ) {
  88. faceCount = 6;
  89. isPointLight = true;
  90. var vpWidth = shadowMapSize.x / 4.0;
  91. var vpHeight = shadowMapSize.y / 2.0;
  92. // These viewports map a cube-map onto a 2D texture with the
  93. // following orientation:
  94. //
  95. // xzXZ
  96. // y Y
  97. //
  98. // X - Positive x direction
  99. // x - Negative x direction
  100. // Y - Positive y direction
  101. // y - Negative y direction
  102. // Z - Positive z direction
  103. // z - Negative z direction
  104. // positive X
  105. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  106. // negative X
  107. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  108. // positive Z
  109. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  110. // negative Z
  111. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  112. // positive Y
  113. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  114. // negative Y
  115. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  116. } else {
  117. faceCount = 1;
  118. isPointLight = false;
  119. }
  120. if ( shadow.map === null ) {
  121. var shadowFilter = THREE.LinearFilter;
  122. if ( scope.type === THREE.PCFSoftShadowMap ) {
  123. shadowFilter = THREE.NearestFilter;
  124. }
  125. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  126. shadow.map = new THREE.WebGLRenderTarget( shadowMapSize.x, shadowMapSize.y, pars );
  127. shadow.matrix = new THREE.Matrix4();
  128. //
  129. if ( light instanceof THREE.SpotLight ) {
  130. shadowCamera.aspect = shadowMapSize.x / shadowMapSize.y;
  131. }
  132. shadowCamera.updateProjectionMatrix();
  133. }
  134. var shadowMap = shadow.map;
  135. var shadowMatrix = shadow.matrix;
  136. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  137. shadowCamera.position.copy( _lightPositionWorld );
  138. _renderer.setRenderTarget( shadowMap );
  139. _renderer.clear();
  140. // render shadow map for each cube face (if omni-directional) or
  141. // run a single pass if not
  142. for ( var face = 0; face < faceCount; face ++ ) {
  143. if ( isPointLight ) {
  144. _lookTarget.copy( shadowCamera.position );
  145. _lookTarget.add( cubeDirections[ face ] );
  146. shadowCamera.up.copy( cubeUps[ face ] );
  147. shadowCamera.lookAt( _lookTarget );
  148. var vpDimensions = cube2DViewPorts[ face ];
  149. _renderer.setViewport( vpDimensions.x, vpDimensions.y, vpDimensions.z, vpDimensions.w );
  150. } else {
  151. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  152. shadowCamera.lookAt( _lookTarget );
  153. }
  154. shadowCamera.updateMatrixWorld();
  155. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  156. // compute shadow matrix
  157. shadowMatrix.set(
  158. 0.5, 0.0, 0.0, 0.5,
  159. 0.0, 0.5, 0.0, 0.5,
  160. 0.0, 0.0, 0.5, 0.5,
  161. 0.0, 0.0, 0.0, 1.0
  162. );
  163. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  164. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  165. // update camera matrices and frustum
  166. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  167. _frustum.setFromMatrix( _projScreenMatrix );
  168. // set object matrices & frustum culling
  169. _renderList.length = 0;
  170. projectObject( scene, camera, shadowCamera );
  171. // render shadow map
  172. // render regular objects
  173. for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
  174. var object = _renderList[ j ];
  175. var geometry = _objects.update( object );
  176. var material = object.material;
  177. if ( material instanceof THREE.MeshFaceMaterial ) {
  178. var groups = geometry.groups;
  179. var materials = material.materials;
  180. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  181. var group = groups[ k ];
  182. var groupMaterial = materials[ group.materialIndex ];
  183. if ( groupMaterial.visible === true ) {
  184. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
  185. _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, group );
  186. }
  187. }
  188. } else {
  189. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
  190. _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
  191. }
  192. }
  193. }
  194. // We must call _renderer.resetGLState() at the end of each iteration of
  195. // the light loop in order to force material updates for each light.
  196. _renderer.resetGLState();
  197. }
  198. _renderer.setViewport( _vector4.x, _vector4.y, _vector4.z, _vector4.w );
  199. // Restore GL state.
  200. var clearColor = _renderer.getClearColor(),
  201. clearAlpha = _renderer.getClearAlpha();
  202. _renderer.setClearColor( clearColor, clearAlpha );
  203. _state.enable( _gl.BLEND );
  204. if ( scope.cullFace === THREE.CullFaceFront ) {
  205. _gl.cullFace( _gl.BACK );
  206. }
  207. _renderer.resetGLState();
  208. scope.needsUpdate = false;
  209. };
  210. function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
  211. var geometry = object.geometry;
  212. var newMaterial = null;
  213. var materialVariants = _depthMaterials;
  214. var customMaterial = object.customDepthMaterial;
  215. if ( isPointLight ) {
  216. materialVariants = _distanceMaterials;
  217. customMaterial = object.customDistanceMaterial;
  218. }
  219. if ( ! customMaterial ) {
  220. var useMorphing = geometry.morphTargets !== undefined &&
  221. geometry.morphTargets.length > 0 && material.morphTargets;
  222. var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
  223. var variantIndex = 0;
  224. if ( useMorphing ) variantIndex |= _MorphingFlag;
  225. if ( useSkinning ) variantIndex |= _SkinningFlag;
  226. newMaterial = materialVariants[ variantIndex ];
  227. } else {
  228. newMaterial = customMaterial;
  229. }
  230. newMaterial.visible = material.visible;
  231. newMaterial.wireframe = material.wireframe;
  232. newMaterial.wireframeLinewidth = material.wireframeLinewidth;
  233. if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) {
  234. newMaterial.uniforms.lightPos.value.copy( lightPositionWorld );
  235. }
  236. return newMaterial;
  237. }
  238. function projectObject( object, camera, shadowCamera ) {
  239. if ( object.visible === false ) return;
  240. if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) {
  241. if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  242. var material = object.material;
  243. if ( material.visible === true ) {
  244. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  245. _renderList.push( object );
  246. }
  247. }
  248. }
  249. var children = object.children;
  250. for ( var i = 0, l = children.length; i < l; i ++ ) {
  251. projectObject( children[ i ], camera, shadowCamera );
  252. }
  253. }
  254. };