ShadowMapPlugin.js 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448
  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();
  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. // update camera matrices and frustum
  116. if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
  117. if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );
  118. shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
  119. shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );
  120. _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  121. _frustum.setFromMatrix( _projScreenMatrix );
  122. // render shadow map
  123. _renderer.setRenderTarget( shadowMap );
  124. _renderer.clear();
  125. // set object matrices & frustum culling
  126. renderList = scene.__webglObjects;
  127. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  128. webglObject = renderList[ j ];
  129. object = webglObject.object;
  130. webglObject.render = false;
  131. if ( object.visible && object.castShadow ) {
  132. if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
  133. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  134. object._modelViewMatrix.multiplyToArray( shadowCamera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  135. webglObject.render = true;
  136. }
  137. }
  138. }
  139. // render regular objects
  140. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  141. webglObject = renderList[ j ];
  142. if ( webglObject.render ) {
  143. object = webglObject.object;
  144. buffer = webglObject.buffer;
  145. _renderer.setObjectFaces( object );
  146. if ( object.customDepthMaterial ) {
  147. material = object.customDepthMaterial;
  148. } else if ( object.geometry.morphTargets.length ) {
  149. material = _depthMaterialMorph;
  150. } else {
  151. material = _depthMaterial;
  152. }
  153. if ( buffer instanceof THREE.BufferGeometry ) {
  154. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  155. } else {
  156. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  157. }
  158. }
  159. }
  160. // set matrices and render immediate objects
  161. renderList = scene.__webglObjectsImmediate;
  162. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  163. webglObject = renderList[ j ];
  164. object = webglObject.object;
  165. if ( object.visible && object.castShadow ) {
  166. if( object.matrixAutoUpdate ) {
  167. object.matrixWorld.flattenToArray( object._objectMatrixArray );
  168. }
  169. object._modelViewMatrix.multiplyToArray( shadowCamera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray );
  170. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  171. }
  172. }
  173. }
  174. // restore GL state
  175. var clearColor = _renderer.getClearColor(),
  176. clearAlpha = _renderer.getClearAlpha();
  177. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  178. _gl.enable( _gl.BLEND );
  179. if ( _renderer.shadowMapCullFrontFaces ) _gl.cullFace( _gl.BACK );
  180. };
  181. function createVirtualLight( light, cascade ) {
  182. var virtualLight = new THREE.DirectionalLight();
  183. virtualLight.isVirtual = true;
  184. virtualLight.onlyShadow = true;
  185. virtualLight.castShadow = true;
  186. virtualLight.shadowCameraNear = light.shadowCameraNear;
  187. virtualLight.shadowCameraFar = light.shadowCameraFar;
  188. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  189. virtualLight.shadowCameraRight = light.shadowCameraRight;
  190. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  191. virtualLight.shadowCameraTop = light.shadowCameraTop;
  192. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  193. virtualLight.shadowDarkness = light.shadowDarkness;
  194. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  195. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  196. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  197. virtualLight.pointsWorld = [];
  198. virtualLight.pointsFrustum = [];
  199. var pointsWorld = virtualLight.pointsWorld,
  200. pointsFrustum = virtualLight.pointsFrustum;
  201. for ( var i = 0; i < 8; i ++ ) {
  202. pointsWorld[ i ] = new THREE.Vector3();
  203. pointsFrustum[ i ] = new THREE.Vector3();
  204. }
  205. var nearZ = light.shadowCascadeNearZ[ cascade ];
  206. var farZ = light.shadowCascadeFarZ[ cascade ];
  207. pointsFrustum[ 0 ].set( -1, -1, nearZ );
  208. pointsFrustum[ 1 ].set( 1, -1, nearZ );
  209. pointsFrustum[ 2 ].set( -1, 1, nearZ );
  210. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  211. pointsFrustum[ 4 ].set( -1, -1, farZ );
  212. pointsFrustum[ 5 ].set( 1, -1, farZ );
  213. pointsFrustum[ 6 ].set( -1, 1, farZ );
  214. pointsFrustum[ 7 ].set( 1, 1, farZ );
  215. return virtualLight;
  216. }
  217. // Synchronize virtual light with the original light
  218. function updateVirtualLight( light, cascade ) {
  219. var virtualLight = light.shadowCascadeArray[ cascade ];
  220. virtualLight.position.copy( light.position );
  221. virtualLight.target.position.copy( light.target.position );
  222. virtualLight.lookAt( virtualLight.target );
  223. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  224. virtualLight.shadowDarkness = light.shadowDarkness;
  225. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  226. var nearZ = light.shadowCascadeNearZ[ cascade ];
  227. var farZ = light.shadowCascadeFarZ[ cascade ];
  228. var pointsFrustum = virtualLight.pointsFrustum;
  229. pointsFrustum[ 0 ].z = nearZ;
  230. pointsFrustum[ 1 ].z = nearZ;
  231. pointsFrustum[ 2 ].z = nearZ;
  232. pointsFrustum[ 3 ].z = nearZ;
  233. pointsFrustum[ 4 ].z = farZ;
  234. pointsFrustum[ 5 ].z = farZ;
  235. pointsFrustum[ 6 ].z = farZ;
  236. pointsFrustum[ 7 ].z = farZ;
  237. }
  238. // Fit shadow camera's ortho frustum to camera frustum
  239. function updateShadowCamera( camera, light ) {
  240. var shadowCamera = light.shadowCamera,
  241. pointsFrustum = light.pointsFrustum,
  242. pointsWorld = light.pointsWorld;
  243. _min.set( Infinity, Infinity, Infinity );
  244. _max.set( -Infinity, -Infinity, -Infinity );
  245. for ( var i = 0; i < 8; i ++ ) {
  246. var p = pointsWorld[ i ];
  247. p.copy( pointsFrustum[ i ] );
  248. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  249. shadowCamera.matrixWorldInverse.multiplyVector3( p );
  250. if ( p.x < _min.x ) _min.x = p.x;
  251. if ( p.x > _max.x ) _max.x = p.x;
  252. if ( p.y < _min.y ) _min.y = p.y;
  253. if ( p.y > _max.y ) _max.y = p.y;
  254. if ( p.z < _min.z ) _min.z = p.z;
  255. if ( p.z > _max.z ) _max.z = p.z;
  256. }
  257. shadowCamera.left = _min.x;
  258. shadowCamera.right = _max.x;
  259. shadowCamera.top = _max.y;
  260. shadowCamera.bottom = _min.y;
  261. // can't really fit near/far
  262. //shadowCamera.near = _min.z;
  263. //shadowCamera.far = _max.z;
  264. shadowCamera.updateProjectionMatrix();
  265. }
  266. };
  267. THREE.ShadowMapPlugin.__projector = new THREE.Projector();