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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(),
- _lightPosition = new THREE.Vector3(),
- _renderList = [];
- var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
- _distanceMaterial, _distanceMaterialMorph, _distanceMaterialSkin, _distanceMaterialMorphSkin;
- var cubeDirections = [new THREE.Vector3(1,0,0), new THREE.Vector3(-1,0,0), 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 cubeUps = [new THREE.Vector3(0,-1,0), new THREE.Vector3(0,-1,0), 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 _vector4 = new THREE.Vector4();
- // init
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- _depthMaterial = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader
- } );
- _depthMaterialMorph = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true
- } );
- _depthMaterialSkin = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- skinning: true
- } );
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true,
- skinning: true
- } );
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
- var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
- var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
- _distanceMaterial = new THREE.ShaderMaterial( {
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader
- } );
- _distanceMaterialMorph = new THREE.ShaderMaterial( {
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader,
- morphTargets: true
- } );
- _distanceMaterialSkin = new THREE.ShaderMaterial( {
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader,
- skinning: true
- } );
- _distanceMaterialMorphSkin = new THREE.ShaderMaterial( {
- uniforms: distanceUniforms,
- vertexShader: distanceShader.vertexShader,
- fragmentShader: distanceShader.fragmentShader,
- morphTargets: true,
- skinning: true
- } );
- _distanceMaterial._shadowPass = true;
- _distanceMaterialMorph._shadowPass = true;
- _distanceMaterialSkin._shadowPass = true;
- _distanceMaterialMorphSkin._shadowPass = true;
- //
- var scope = this;
- this.enabled = false;
- this.autoUpdate = true;
- this.needsUpdate = false;
- this.type = THREE.PCFShadowMap;
- this.cullFace = THREE.CullFaceFront;
- this.render = function ( scene ) {
- var faceCount, isCube;
- 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 );
- if ( scope.cullFace === THREE.CullFaceFront ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.BACK );
- }
- _state.setDepthTest( true );
- // render depth map
- for ( var i = 0, il = _lights.length; i < il; i ++ ) {
- var light = _lights[ i ];
- if ( light instanceof THREE.PointLight ) {
- faceCount = 6;
- isCube = true;
- } else {
- faceCount = 1;
- isCube = false;
- }
- if ( ! light.castShadow ) continue;
- if ( ! light.shadowMap ) {
- var shadowFilter = THREE.LinearFilter;
- if ( scope.type === THREE.PCFSoftShadowMap ) {
- shadowFilter = THREE.NearestFilter;
- }
- var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
- if ( isCube ) {
- light.shadowMap = new THREE.WebGLRenderTargetCube( light.shadowMapWidth, light.shadowMapWidth, pars );
- light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapWidth );
- } else {
- light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
- light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
- }
- light.shadowMatrix = new THREE.Matrix4();
- }
- if ( ! light.shadowCamera ) {
- if ( light instanceof THREE.SpotLight ) {
- light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
- } else if ( light instanceof THREE.DirectionalLight ) {
- light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
- } else {
- light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
- }
- scene.add( light.shadowCamera );
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- }
- if ( light.shadowCameraVisible && ! light.cameraHelper ) {
- light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
- scene.add( light.cameraHelper );
- }
- var shadowMap = light.shadowMap;
- var shadowMatrix = light.shadowMatrix;
- var shadowCamera = light.shadowCamera;
- _lightPosition.setFromMatrixPosition( light.matrixWorld );
- shadowCamera.position.copy( _lightPosition);
- // 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( isCube ){
- _lookTarget.copy( shadowCamera.position );
- _lookTarget.add( cubeDirections[face] );
- shadowCamera.up.copy( cubeUps[face] );
- shadowCamera.lookAt( _lookTarget );
- } else {
- _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _lookTarget );
- }
- shadowCamera.updateMatrixWorld();
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
- if ( light.shadowCameraVisible ) light.cameraHelper.update();
- // 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 );
- // render shadow map
- if( isCube ){
- shadowMap.activeCubeFace = face;
- }
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
- // set object matrices & frustum culling
- _renderList.length = 0;
- projectObject( scene, shadowCamera );
- // 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, isCube, _lightPosition );
- _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial , object, group );
- }
- }
- } else {
- var depthMaterial = getDepthMaterial( object, material, isCube, _lightPosition);
- _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
- }
- }
- }
- }
- // 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, isCube, lightPosition) {
- var geometry = object.geometry;
- var useMorphing = geometry.morphTargets !== undefined && geometry.morphTargets.length > 0 && material.morphTargets;
- var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
- var newMaterial;
- var depthMaterial = _depthMaterial;
- var depthMaterialMorph = _depthMaterialMorph;
- var depthMaterialSkin = _depthMaterialSkin;
- var depthMaterialMorphSkin = _depthMaterialMorphSkin;
- if ( isCube ){
- depthMaterial = _distanceMaterial;
- depthMaterialMorph = _distanceMaterialMorph;
- depthMaterialSkin = _distanceMaterialSkin;
- depthMaterialMorphSkin = _distanceMaterialMorphSkin;
- }
- if ( object.customDepthMaterial || object.customDistanceMaterial ) {
- if ( isCube ){
- newMaterial = object.customDistanceMaterial;
- } else {
- newMaterial = object.customDepthMaterial;
- }
- } else if ( useSkinning ) {
- newMaterial = useMorphing ? depthMaterialMorphSkin : depthMaterialSkin;
- } else if ( useMorphing ) {
- newMaterial = depthMaterialMorph;
- } else {
- newMaterial = depthMaterial;
- }
- newMaterial.visible = material.visible;
- newMaterial.wireframe = material.wireframe;
- newMaterial.wireframeLinewidth = material.wireframeLinewidth;
- if ( isCube ){
- if( newMaterial.uniforms.lightPos ){
- newMaterial.uniforms.lightPos.value.copy( lightPosition );
- }
- }
- return newMaterial;
- }
- function projectObject( object, camera ) {
- if ( object.visible === false ) return;
- if ( 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( camera.matrixWorldInverse, object.matrixWorld );
- _renderList.push( object );
- }
- }
- }
- var children = object.children;
- for ( var i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ], camera );
- }
- }
- };
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