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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
- var _gl = _renderer.context,
- _state = _renderer.state,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3(),
- _lookTarget = new THREE.Vector3(),
- _lightPositionWorld = new THREE.Vector3(),
- _renderList = [],
- _MorphingFlag = 1,
- _SkinningFlag = 2,
- _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
- _depthMaterials = new Array( _NumberOfMaterialVariants ),
- _distanceMaterials = new Array( _NumberOfMaterialVariants );
- var cubeDirections = [
- new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
- new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
- ];
- var cubeUps = [
- new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
- new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
- ];
- var cube2DViewPorts = [
- new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
- new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
- ];
- var _vector4 = new THREE.Vector4();
- // init
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
- var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
- for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
- var useMorphing = ( i & _MorphingFlag ) !== 0;
- var useSkinning = ( i & _SkinningFlag ) !== 0;
- var depthMaterial = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: useMorphing,
- skinning: useSkinning
- } );
- depthMaterial._shadowPass = true;
- _depthMaterials[ i ] = depthMaterial;
- var distanceMaterial = new THREE.ShaderMaterial( {
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader,
- morphTargets: useMorphing,
- skinning: useSkinning
- } );
- distanceMaterial._shadowPass = true;
- _distanceMaterials[ i ] = distanceMaterial;
- }
- //
- var scope = this;
- this.enabled = false;
- this.autoUpdate = true;
- this.needsUpdate = false;
- this.type = THREE.PCFShadowMap;
- this.cullFace = THREE.CullFaceFront;
- this.render = function ( scene, camera ) {
- var faceCount, isPointLight;
- if ( scope.enabled === false ) return;
- if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
- // Set GL state for depth map.
- _gl.clearColor( 1, 1, 1, 1 );
- _state.disable( _gl.BLEND );
- _state.enable( _gl.CULL_FACE );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK );
- _state.setDepthTest( true );
- // save the existing viewport so it can be restored later
- _renderer.getViewport( _vector4 );
- // render depth map
- var shadows = _lights.shadows;
- for ( var i = 0, il = shadows.length; i < il; i ++ ) {
- var light = shadows[ i ][ 0 ];
- var shadow = light.shadow;
- var shadowCamera = shadow.camera;
- var shadowMapSize = shadow.mapSize;
- if ( light instanceof THREE.PointLight ) {
- faceCount = 6;
- isPointLight = true;
- var vpWidth = shadowMapSize.x / 4.0;
- var vpHeight = shadowMapSize.y / 2.0;
- // These viewports map a cube-map onto a 2D texture with the
- // following orientation:
- //
- // xzXZ
- // y Y
- //
- // X - Positive x direction
- // x - Negative x direction
- // Y - Positive y direction
- // y - Negative y direction
- // Z - Positive z direction
- // z - Negative z direction
- // positive X
- cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
- // negative X
- cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
- // positive Z
- cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
- // negative Z
- cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
- // positive Y
- cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
- // negative Y
- cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
- } else {
- faceCount = 1;
- isPointLight = false;
- }
- if ( shadow.map === null ) {
- var shadowFilter = THREE.LinearFilter;
- if ( scope.type === THREE.PCFSoftShadowMap ) {
- shadowFilter = THREE.NearestFilter;
- }
- var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
- shadow.map = new THREE.WebGLRenderTarget( shadowMapSize.x, shadowMapSize.y, pars );
- shadow.matrix = new THREE.Matrix4();
- //
- if ( light instanceof THREE.SpotLight ) {
- shadowCamera.aspect = shadowMapSize.x / shadowMapSize.y;
- }
- shadowCamera.updateProjectionMatrix();
- }
- var shadowMap = shadow.map;
- var shadowMatrix = shadow.matrix;
- _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
- shadowCamera.position.copy( _lightPositionWorld );
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
- // render shadow map for each cube face (if omni-directional) or
- // run a single pass if not
- for ( var face = 0; face < faceCount; face ++ ) {
- if ( isPointLight ) {
- _lookTarget.copy( shadowCamera.position );
- _lookTarget.add( cubeDirections[ face ] );
- shadowCamera.up.copy( cubeUps[ face ] );
- shadowCamera.lookAt( _lookTarget );
- var vpDimensions = cube2DViewPorts[ face ];
- _renderer.setViewport( vpDimensions.x, vpDimensions.y, vpDimensions.z, vpDimensions.w );
- } else {
- _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _lookTarget );
- }
- shadowCamera.updateMatrixWorld();
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- // compute shadow matrix
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
- shadowMatrix.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
- // update camera matrices and frustum
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // set object matrices & frustum culling
- _renderList.length = 0;
- projectObject( scene, camera, shadowCamera );
- // render shadow map
- // render regular objects
- for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
- var object = _renderList[ j ];
- var geometry = _objects.update( object );
- var material = object.material;
- if ( material instanceof THREE.MeshFaceMaterial ) {
- var groups = geometry.groups;
- var materials = material.materials;
- for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
- var group = groups[ k ];
- var groupMaterial = materials[ group.materialIndex ];
- if ( groupMaterial.visible === true ) {
- var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
- _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, group );
- }
- }
- } else {
- var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
- _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
- }
- }
- }
- // We must call _renderer.resetGLState() at the end of each iteration of
- // the light loop in order to force material updates for each light.
- _renderer.resetGLState();
- }
- _renderer.setViewport( _vector4.x, _vector4.y, _vector4.z, _vector4.w );
- // Restore GL state.
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _renderer.setClearColor( clearColor, clearAlpha );
- _state.enable( _gl.BLEND );
- if ( scope.cullFace === THREE.CullFaceFront ) {
- _gl.cullFace( _gl.BACK );
- }
- _renderer.resetGLState();
- scope.needsUpdate = false;
- };
- function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
- var geometry = object.geometry;
- var newMaterial = null;
- var materialVariants = _depthMaterials;
- var customMaterial = object.customDepthMaterial;
- if ( isPointLight ) {
- materialVariants = _distanceMaterials;
- customMaterial = object.customDistanceMaterial;
- }
- if ( ! customMaterial ) {
- var useMorphing = geometry.morphTargets !== undefined &&
- geometry.morphTargets.length > 0 && material.morphTargets;
- var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
- var variantIndex = 0;
- if ( useMorphing ) variantIndex |= _MorphingFlag;
- if ( useSkinning ) variantIndex |= _SkinningFlag;
- newMaterial = materialVariants[ variantIndex ];
- } else {
- newMaterial = customMaterial;
- }
- newMaterial.visible = material.visible;
- newMaterial.wireframe = material.wireframe;
- newMaterial.wireframeLinewidth = material.wireframeLinewidth;
- if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) {
- newMaterial.uniforms.lightPos.value.copy( lightPositionWorld );
- }
- return newMaterial;
- }
- function projectObject( object, camera, shadowCamera ) {
- if ( object.visible === false ) return;
- if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) {
- if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
- var material = object.material;
- if ( material.visible === true ) {
- object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- _renderList.push( object );
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera, shadowCamera );
- }
- }
- };
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