WebGLShadowMap.js 13 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.WebGLShadowMap = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
  6. var _gl = _renderer.context,
  7. _frustum = new THREE.Frustum(),
  8. _projScreenMatrix = new THREE.Matrix4(),
  9. _min = new THREE.Vector3(),
  10. _max = new THREE.Vector3(),
  11. _matrixPosition = new THREE.Vector3(),
  12. _renderList = [];
  13. // init
  14. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  15. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  16. var _depthMaterial = new THREE.ShaderMaterial( {
  17. uniforms: depthUniforms,
  18. vertexShader: depthShader.vertexShader,
  19. fragmentShader: depthShader.fragmentShader
  20. } );
  21. var _depthMaterialMorph = new THREE.ShaderMaterial( {
  22. uniforms: depthUniforms,
  23. vertexShader: depthShader.vertexShader,
  24. fragmentShader: depthShader.fragmentShader,
  25. morphTargets: true
  26. } );
  27. var _depthMaterialSkin = new THREE.ShaderMaterial( {
  28. uniforms: depthUniforms,
  29. vertexShader: depthShader.vertexShader,
  30. fragmentShader: depthShader.fragmentShader,
  31. skinning: true
  32. } );
  33. var _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
  34. uniforms: depthUniforms,
  35. vertexShader: depthShader.vertexShader,
  36. fragmentShader: depthShader.fragmentShader,
  37. morphTargets: true,
  38. skinning: true
  39. } );
  40. _depthMaterial._shadowPass = true;
  41. _depthMaterialMorph._shadowPass = true;
  42. _depthMaterialSkin._shadowPass = true;
  43. _depthMaterialMorphSkin._shadowPass = true;
  44. //
  45. var scope = this;
  46. this.enabled = false;
  47. this.type = THREE.PCFShadowMap;
  48. this.cullFace = THREE.CullFaceFront;
  49. this.debug = false;
  50. this.cascade = false;
  51. this.render = function ( scene, camera ) {
  52. if ( scope.enabled === false ) return;
  53. var i, il, j, jl, n,
  54. shadowMap, shadowMatrix, shadowCamera,
  55. buffer, material,
  56. webglObject, object, light,
  57. lights = [],
  58. k = 0,
  59. fog = null;
  60. // set GL state for depth map
  61. _gl.clearColor( 1, 1, 1, 1 );
  62. _gl.disable( _gl.BLEND );
  63. _gl.enable( _gl.CULL_FACE );
  64. _gl.frontFace( _gl.CCW );
  65. if ( scope.cullFace === THREE.CullFaceFront ) {
  66. _gl.cullFace( _gl.FRONT );
  67. } else {
  68. _gl.cullFace( _gl.BACK );
  69. }
  70. _renderer.state.setDepthTest( true );
  71. // preprocess lights
  72. // - skip lights that are not casting shadows
  73. // - create virtual lights for cascaded shadow maps
  74. for ( i = 0, il = _lights.length; i < il; i ++ ) {
  75. light = _lights[ i ];
  76. if ( ! light.castShadow ) continue;
  77. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  78. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  79. var virtualLight;
  80. if ( ! light.shadowCascadeArray[ n ] ) {
  81. virtualLight = createVirtualLight( light, n );
  82. virtualLight.originalCamera = camera;
  83. var gyro = new THREE.Gyroscope();
  84. gyro.position.copy( light.shadowCascadeOffset );
  85. gyro.add( virtualLight );
  86. gyro.add( virtualLight.target );
  87. camera.add( gyro );
  88. light.shadowCascadeArray[ n ] = virtualLight;
  89. //THREE.log( "Created virtualLight", virtualLight );
  90. } else {
  91. virtualLight = light.shadowCascadeArray[ n ];
  92. }
  93. updateVirtualLight( light, n );
  94. lights[ k ] = virtualLight;
  95. k ++;
  96. }
  97. } else {
  98. lights[ k ] = light;
  99. k ++;
  100. }
  101. }
  102. // render depth map
  103. for ( i = 0, il = lights.length; i < il; i ++ ) {
  104. light = lights[ i ];
  105. if ( ! light.shadowMap ) {
  106. var shadowFilter = THREE.LinearFilter;
  107. if ( scope.type === THREE.PCFSoftShadowMap ) {
  108. shadowFilter = THREE.NearestFilter;
  109. }
  110. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  111. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  112. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  113. light.shadowMatrix = new THREE.Matrix4();
  114. }
  115. if ( ! light.shadowCamera ) {
  116. if ( light instanceof THREE.SpotLight ) {
  117. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  118. } else if ( light instanceof THREE.DirectionalLight ) {
  119. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  120. } else {
  121. THREE.error( "THREE.ShadowMapPlugin: Unsupported light type for shadow", light );
  122. continue;
  123. }
  124. scene.add( light.shadowCamera );
  125. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  126. }
  127. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  128. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  129. scene.add( light.cameraHelper );
  130. }
  131. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  132. updateShadowCamera( camera, light );
  133. }
  134. shadowMap = light.shadowMap;
  135. shadowMatrix = light.shadowMatrix;
  136. shadowCamera = light.shadowCamera;
  137. //
  138. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  139. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  140. shadowCamera.lookAt( _matrixPosition );
  141. shadowCamera.updateMatrixWorld();
  142. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  143. //
  144. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  145. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  146. // compute shadow matrix
  147. shadowMatrix.set(
  148. 0.5, 0.0, 0.0, 0.5,
  149. 0.0, 0.5, 0.0, 0.5,
  150. 0.0, 0.0, 0.5, 0.5,
  151. 0.0, 0.0, 0.0, 1.0
  152. );
  153. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  154. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  155. // update camera matrices and frustum
  156. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  157. _frustum.setFromMatrix( _projScreenMatrix );
  158. // render shadow map
  159. _renderer.setRenderTarget( shadowMap );
  160. _renderer.clear();
  161. // set object matrices & frustum culling
  162. _renderList.length = 0;
  163. projectObject( scene, scene, shadowCamera );
  164. // render regular objects
  165. var objectMaterial, useMorphing, useSkinning;
  166. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  167. webglObject = _renderList[ j ];
  168. object = webglObject.object;
  169. buffer = webglObject.buffer;
  170. // culling is overriden globally for all objects
  171. // while rendering depth map
  172. // need to deal with MeshFaceMaterial somehow
  173. // in that case just use the first of material.materials for now
  174. // (proper solution would require to break objects by materials
  175. // similarly to regular rendering and then set corresponding
  176. // depth materials per each chunk instead of just once per object)
  177. objectMaterial = getObjectMaterial( object );
  178. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  179. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  180. if ( object.customDepthMaterial ) {
  181. material = object.customDepthMaterial;
  182. } else if ( useSkinning ) {
  183. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  184. } else if ( useMorphing ) {
  185. material = _depthMaterialMorph;
  186. } else {
  187. material = _depthMaterial;
  188. }
  189. _renderer.setMaterialFaces( objectMaterial );
  190. if ( buffer instanceof THREE.BufferGeometry ) {
  191. _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
  192. } else {
  193. _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
  194. }
  195. }
  196. // set matrices and render immediate objects
  197. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  198. webglObject = _webglObjectsImmediate[ j ];
  199. object = webglObject.object;
  200. if ( object.visible && object.castShadow ) {
  201. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  202. _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
  203. }
  204. }
  205. }
  206. // restore GL state
  207. var clearColor = _renderer.getClearColor(),
  208. clearAlpha = _renderer.getClearAlpha();
  209. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  210. _gl.enable( _gl.BLEND );
  211. if ( scope.cullFace === THREE.CullFaceFront ) {
  212. _gl.cullFace( _gl.BACK );
  213. }
  214. _renderer.resetGLState();
  215. };
  216. function projectObject( scene, object, shadowCamera ) {
  217. if ( object.visible ) {
  218. var webglObjects = _webglObjects[ object.id ];
  219. if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  220. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  221. var webglObject = webglObjects[ i ];
  222. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  223. _renderList.push( webglObject );
  224. }
  225. }
  226. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  227. projectObject( scene, object.children[ i ], shadowCamera );
  228. }
  229. }
  230. }
  231. function createVirtualLight( light, cascade ) {
  232. var virtualLight = new THREE.DirectionalLight();
  233. virtualLight.isVirtual = true;
  234. virtualLight.onlyShadow = true;
  235. virtualLight.castShadow = true;
  236. virtualLight.shadowCameraNear = light.shadowCameraNear;
  237. virtualLight.shadowCameraFar = light.shadowCameraFar;
  238. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  239. virtualLight.shadowCameraRight = light.shadowCameraRight;
  240. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  241. virtualLight.shadowCameraTop = light.shadowCameraTop;
  242. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  243. virtualLight.shadowDarkness = light.shadowDarkness;
  244. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  245. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  246. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  247. virtualLight.pointsWorld = [];
  248. virtualLight.pointsFrustum = [];
  249. var pointsWorld = virtualLight.pointsWorld,
  250. pointsFrustum = virtualLight.pointsFrustum;
  251. for ( var i = 0; i < 8; i ++ ) {
  252. pointsWorld[ i ] = new THREE.Vector3();
  253. pointsFrustum[ i ] = new THREE.Vector3();
  254. }
  255. var nearZ = light.shadowCascadeNearZ[ cascade ];
  256. var farZ = light.shadowCascadeFarZ[ cascade ];
  257. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  258. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  259. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  260. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  261. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  262. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  263. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  264. pointsFrustum[ 7 ].set( 1, 1, farZ );
  265. return virtualLight;
  266. }
  267. // Synchronize virtual light with the original light
  268. function updateVirtualLight( light, cascade ) {
  269. var virtualLight = light.shadowCascadeArray[ cascade ];
  270. virtualLight.position.copy( light.position );
  271. virtualLight.target.position.copy( light.target.position );
  272. virtualLight.lookAt( virtualLight.target );
  273. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  274. virtualLight.shadowDarkness = light.shadowDarkness;
  275. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  276. var nearZ = light.shadowCascadeNearZ[ cascade ];
  277. var farZ = light.shadowCascadeFarZ[ cascade ];
  278. var pointsFrustum = virtualLight.pointsFrustum;
  279. pointsFrustum[ 0 ].z = nearZ;
  280. pointsFrustum[ 1 ].z = nearZ;
  281. pointsFrustum[ 2 ].z = nearZ;
  282. pointsFrustum[ 3 ].z = nearZ;
  283. pointsFrustum[ 4 ].z = farZ;
  284. pointsFrustum[ 5 ].z = farZ;
  285. pointsFrustum[ 6 ].z = farZ;
  286. pointsFrustum[ 7 ].z = farZ;
  287. }
  288. // Fit shadow camera's ortho frustum to camera frustum
  289. function updateShadowCamera( camera, light ) {
  290. var shadowCamera = light.shadowCamera,
  291. pointsFrustum = light.pointsFrustum,
  292. pointsWorld = light.pointsWorld;
  293. _min.set( Infinity, Infinity, Infinity );
  294. _max.set( - Infinity, - Infinity, - Infinity );
  295. for ( var i = 0; i < 8; i ++ ) {
  296. var p = pointsWorld[ i ];
  297. p.copy( pointsFrustum[ i ] );
  298. p.unproject( camera );
  299. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  300. if ( p.x < _min.x ) _min.x = p.x;
  301. if ( p.x > _max.x ) _max.x = p.x;
  302. if ( p.y < _min.y ) _min.y = p.y;
  303. if ( p.y > _max.y ) _max.y = p.y;
  304. if ( p.z < _min.z ) _min.z = p.z;
  305. if ( p.z > _max.z ) _max.z = p.z;
  306. }
  307. shadowCamera.left = _min.x;
  308. shadowCamera.right = _max.x;
  309. shadowCamera.top = _max.y;
  310. shadowCamera.bottom = _min.y;
  311. // can't really fit near/far
  312. //shadowCamera.near = _min.z;
  313. //shadowCamera.far = _max.z;
  314. shadowCamera.updateProjectionMatrix();
  315. }
  316. // For the moment just ignore objects that have multiple materials with different animation methods
  317. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  318. function getObjectMaterial( object ) {
  319. return object.material instanceof THREE.MeshFaceMaterial
  320. ? object.material.materials[ 0 ]
  321. : object.material;
  322. };
  323. };