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