WebGLShadowMap.js 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441
  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
  6. var _gl = _renderer.context,
  7. _state = _renderer.state,
  8. _frustum = new THREE.Frustum(),
  9. _projScreenMatrix = new THREE.Matrix4(),
  10. _min = new THREE.Vector3(),
  11. _max = new THREE.Vector3(),
  12. _lookTarget = new THREE.Vector3(),
  13. _lightPosition = new THREE.Vector3(),
  14. _renderList = [];
  15. var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  16. _distanceMaterial, _distanceMaterialMorph, _distanceMaterialSkin, _distanceMaterialMorphSkin;
  17. var cubeDirections = [new THREE.Vector3(1,0,0), new THREE.Vector3(-1,0,0), new THREE.Vector3(0,1,0),
  18. new THREE.Vector3(0,-1,0), new THREE.Vector3(0,0,1), new THREE.Vector3(0,0,-1)];
  19. var cubeUps = [new THREE.Vector3(0,-1,0), new THREE.Vector3(0,-1,0), new THREE.Vector3(0,0,1),
  20. new THREE.Vector3(0,0,-1), new THREE.Vector3(0,-1,0), new THREE.Vector3(0,-1,0)];
  21. var _vector4 = new THREE.Vector4();
  22. // init
  23. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  24. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  25. _depthMaterial = new THREE.ShaderMaterial( {
  26. uniforms: depthUniforms,
  27. vertexShader: depthShader.vertexShader,
  28. fragmentShader: depthShader.fragmentShader
  29. } );
  30. _depthMaterialMorph = new THREE.ShaderMaterial( {
  31. uniforms: depthUniforms,
  32. vertexShader: depthShader.vertexShader,
  33. fragmentShader: depthShader.fragmentShader,
  34. morphTargets: true
  35. } );
  36. _depthMaterialSkin = new THREE.ShaderMaterial( {
  37. uniforms: depthUniforms,
  38. vertexShader: depthShader.vertexShader,
  39. fragmentShader: depthShader.fragmentShader,
  40. skinning: true
  41. } );
  42. _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
  43. uniforms: depthUniforms,
  44. vertexShader: depthShader.vertexShader,
  45. fragmentShader: depthShader.fragmentShader,
  46. morphTargets: true,
  47. skinning: true
  48. } );
  49. _depthMaterial._shadowPass = true;
  50. _depthMaterialMorph._shadowPass = true;
  51. _depthMaterialSkin._shadowPass = true;
  52. _depthMaterialMorphSkin._shadowPass = true;
  53. var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
  54. var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
  55. _distanceMaterial = new THREE.ShaderMaterial( {
  56. uniforms: distanceUniforms,
  57. vertexShader: distanceShader.vertexShader,
  58. fragmentShader: distanceShader.fragmentShader
  59. } );
  60. _distanceMaterialMorph = new THREE.ShaderMaterial( {
  61. uniforms: distanceUniforms,
  62. vertexShader: distanceShader.vertexShader,
  63. fragmentShader: distanceShader.fragmentShader,
  64. morphTargets: true
  65. } );
  66. _distanceMaterialSkin = new THREE.ShaderMaterial( {
  67. uniforms: distanceUniforms,
  68. vertexShader: distanceShader.vertexShader,
  69. fragmentShader: distanceShader.fragmentShader,
  70. skinning: true
  71. } );
  72. _distanceMaterialMorphSkin = new THREE.ShaderMaterial( {
  73. uniforms: distanceUniforms,
  74. vertexShader: distanceShader.vertexShader,
  75. fragmentShader: distanceShader.fragmentShader,
  76. morphTargets: true,
  77. skinning: true
  78. } );
  79. _distanceMaterial._shadowPass = true;
  80. _distanceMaterialMorph._shadowPass = true;
  81. _distanceMaterialSkin._shadowPass = true;
  82. _distanceMaterialMorphSkin._shadowPass = true;
  83. //
  84. var scope = this;
  85. this.enabled = false;
  86. this.autoUpdate = true;
  87. this.needsUpdate = false;
  88. this.type = THREE.PCFShadowMap;
  89. this.cullFace = THREE.CullFaceFront;
  90. this.render = function ( scene ) {
  91. var faceCount, isCube;
  92. if ( scope.enabled === false ) return;
  93. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  94. // set GL state for depth map
  95. _gl.clearColor( 1, 1, 1, 1 );
  96. _state.disable( _gl.BLEND );
  97. _state.enable( _gl.CULL_FACE );
  98. _gl.frontFace( _gl.CCW );
  99. if ( scope.cullFace === THREE.CullFaceFront ) {
  100. _gl.cullFace( _gl.FRONT );
  101. } else {
  102. _gl.cullFace( _gl.BACK );
  103. }
  104. _state.setDepthTest( true );
  105. // render depth map
  106. for ( var i = 0, il = _lights.length; i < il; i ++ ) {
  107. var light = _lights[ i ];
  108. if ( light instanceof THREE.PointLight ) {
  109. faceCount = 6;
  110. isCube = true;
  111. } else {
  112. faceCount = 1;
  113. isCube = false;
  114. }
  115. if ( ! light.castShadow ) continue;
  116. if ( ! light.shadowMap ) {
  117. var shadowFilter = THREE.LinearFilter;
  118. if ( scope.type === THREE.PCFSoftShadowMap ) {
  119. shadowFilter = THREE.NearestFilter;
  120. }
  121. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  122. if ( isCube ) {
  123. light.shadowMap = new THREE.WebGLRenderTargetCube( light.shadowMapWidth, light.shadowMapWidth, pars );
  124. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapWidth );
  125. } else {
  126. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  127. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  128. }
  129. light.shadowMatrix = new THREE.Matrix4();
  130. }
  131. if ( ! light.shadowCamera ) {
  132. if ( light instanceof THREE.SpotLight ) {
  133. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  134. } else if ( light instanceof THREE.DirectionalLight ) {
  135. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  136. } else {
  137. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  138. }
  139. scene.add( light.shadowCamera );
  140. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  141. }
  142. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  143. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  144. scene.add( light.cameraHelper );
  145. }
  146. var shadowMap = light.shadowMap;
  147. var shadowMatrix = light.shadowMatrix;
  148. var shadowCamera = light.shadowCamera;
  149. _lightPosition.setFromMatrixPosition( light.matrixWorld );
  150. shadowCamera.position.copy( _lightPosition);
  151. // render shadow map for each cube face (if omni-directional) or
  152. // run a single pass if not
  153. for ( var face = 0; face < faceCount; face++ ){
  154. if( isCube ){
  155. _lookTarget.copy( shadowCamera.position );
  156. _lookTarget.add( cubeDirections[face] );
  157. shadowCamera.up.copy( cubeUps[face] );
  158. shadowCamera.lookAt( _lookTarget );
  159. } else {
  160. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  161. shadowCamera.lookAt( _lookTarget );
  162. }
  163. shadowCamera.updateMatrixWorld();
  164. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  165. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  166. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  167. // compute shadow matrix
  168. shadowMatrix.set(
  169. 0.5, 0.0, 0.0, 0.5,
  170. 0.0, 0.5, 0.0, 0.5,
  171. 0.0, 0.0, 0.5, 0.5,
  172. 0.0, 0.0, 0.0, 1.0
  173. );
  174. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  175. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  176. // update camera matrices and frustum
  177. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  178. _frustum.setFromMatrix( _projScreenMatrix );
  179. // render shadow map
  180. if( isCube ){
  181. shadowMap.activeCubeFace = face;
  182. }
  183. _renderer.setRenderTarget( shadowMap );
  184. _renderer.clear();
  185. // set object matrices & frustum culling
  186. _renderList.length = 0;
  187. projectObject( scene, shadowCamera );
  188. // render regular objects
  189. for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
  190. var object = _renderList[ j ];
  191. var geometry = _objects.update( object );
  192. var material = object.material;
  193. if ( material instanceof THREE.MeshFaceMaterial ) {
  194. var groups = geometry.groups;
  195. var materials = material.materials;
  196. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  197. var group = groups[ k ];
  198. var groupMaterial = materials[ group.materialIndex ];
  199. if ( groupMaterial.visible === true ) {
  200. var depthMaterial = getDepthMaterial( object, groupMaterial, isCube, _lightPosition );
  201. _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial , object, group );
  202. }
  203. }
  204. } else {
  205. var depthMaterial = getDepthMaterial( object, material, isCube, _lightPosition);
  206. _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
  207. }
  208. }
  209. }
  210. }
  211. // restore GL state
  212. var clearColor = _renderer.getClearColor(),
  213. clearAlpha = _renderer.getClearAlpha();
  214. _renderer.setClearColor( clearColor, clearAlpha );
  215. _state.enable( _gl.BLEND );
  216. if ( scope.cullFace === THREE.CullFaceFront ) {
  217. _gl.cullFace( _gl.BACK );
  218. }
  219. _renderer.resetGLState();
  220. scope.needsUpdate = false;
  221. };
  222. function getDepthMaterial( object, material, isCube, lightPosition) {
  223. var geometry = object.geometry;
  224. var useMorphing = geometry.morphTargets !== undefined && geometry.morphTargets.length > 0 && material.morphTargets;
  225. var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
  226. var newMaterial;
  227. var depthMaterial = _depthMaterial;
  228. var depthMaterialMorph = _depthMaterialMorph;
  229. var depthMaterialSkin = _depthMaterialSkin;
  230. var depthMaterialMorphSkin = _depthMaterialMorphSkin;
  231. if ( isCube ){
  232. depthMaterial = _distanceMaterial;
  233. depthMaterialMorph = _distanceMaterialMorph;
  234. depthMaterialSkin = _distanceMaterialSkin;
  235. depthMaterialMorphSkin = _distanceMaterialMorphSkin;
  236. }
  237. if ( object.customDepthMaterial || object.customDistanceMaterial ) {
  238. if ( isCube ){
  239. newMaterial = object.customDistanceMaterial;
  240. } else {
  241. newMaterial = object.customDepthMaterial;
  242. }
  243. } else if ( useSkinning ) {
  244. newMaterial = useMorphing ? depthMaterialMorphSkin : depthMaterialSkin;
  245. } else if ( useMorphing ) {
  246. newMaterial = depthMaterialMorph;
  247. } else {
  248. newMaterial = depthMaterial;
  249. }
  250. newMaterial.visible = material.visible;
  251. newMaterial.wireframe = material.wireframe;
  252. newMaterial.wireframeLinewidth = material.wireframeLinewidth;
  253. if ( isCube ){
  254. if( newMaterial.uniforms.lightPos ){
  255. newMaterial.uniforms.lightPos.value.copy( lightPosition );
  256. }
  257. }
  258. return newMaterial;
  259. }
  260. function projectObject( object, camera ) {
  261. if ( object.visible === false ) return;
  262. if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  263. if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  264. var material = object.material;
  265. if ( material.visible === true ) {
  266. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  267. _renderList.push( object );
  268. }
  269. }
  270. }
  271. var children = object.children;
  272. for ( var i = 0, l = children.length; i < l; i ++ ) {
  273. projectObject( children[ i ], camera );
  274. }
  275. }
  276. };