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