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