/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, RGBADepthPacking } from '../../constants'; import { WebGLRenderTarget } from '../WebGLRenderTarget'; import { ShaderMaterial } from '../../materials/ShaderMaterial'; import { UniformsUtils } from '../shaders/UniformsUtils'; import { ShaderLib } from '../shaders/ShaderLib'; import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial'; import { Vector4 } from '../../math/Vector4'; import { Vector3 } from '../../math/Vector3'; import { Vector2 } from '../../math/Vector2'; import { Matrix4 } from '../../math/Matrix4'; import { Frustum } from '../../math/Frustum'; function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { var _gl = _renderer.context, _state = _renderer.state, _frustum = new Frustum(), _projScreenMatrix = new Matrix4(), _lightShadows = _lights.shadows, _shadowMapSize = new Vector2(), _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), _lookTarget = new Vector3(), _lightPositionWorld = new Vector3(), _MorphingFlag = 1, _NumberOfMaterialVariants = ( _MorphingFlag ) + 1, _depthMaterials = new Array( _NumberOfMaterialVariants ), _distanceMaterials = new Array( _NumberOfMaterialVariants ), _materialCache = {}; var cubeDirections = [ new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) ]; var cubeUps = [ new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) ]; var cube2DViewPorts = [ new Vector4(), new Vector4(), new Vector4(), new Vector4(), new Vector4(), new Vector4() ]; // init var depthMaterialTemplate = new MeshDepthMaterial(); depthMaterialTemplate.depthPacking = RGBADepthPacking; depthMaterialTemplate.clipping = true; var distanceShader = ShaderLib[ "distanceRGBA" ]; var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms ); for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { var useMorphing = ( i & _MorphingFlag ) !== 0; var depthMaterial = depthMaterialTemplate.clone(); depthMaterial.morphTargets = useMorphing; _depthMaterials[ i ] = depthMaterial; var distanceMaterial = new ShaderMaterial( { defines: { 'USE_SHADOWMAP': '' }, uniforms: distanceUniforms, vertexShader: distanceShader.vertexShader, fragmentShader: distanceShader.fragmentShader, morphTargets: useMorphing, clipping: true } ); _distanceMaterials[ i ] = distanceMaterial; } // var scope = this; this.enabled = false; this.autoUpdate = true; this.needsUpdate = false; this.type = PCFShadowMap; this.renderReverseSided = true; this.renderSingleSided = true; this.render = function ( scene, camera ) { if ( scope.enabled === false ) return; if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; if ( _lightShadows.length === 0 ) return; // Set GL state for depth map. _state.buffers.color.setClear( 1, 1, 1, 1 ); _state.disable( _gl.BLEND ); _state.setDepthTest( true ); _state.setScissorTest( false ); // render depth map var faceCount, isPointLight; for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { var light = _lightShadows[ i ]; var shadow = light.shadow; if ( shadow === undefined ) { console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); continue; } var shadowCamera = shadow.camera; _shadowMapSize.copy( shadow.mapSize ); _shadowMapSize.min( _maxShadowMapSize ); if ( light && light.isPointLight ) { faceCount = 6; isPointLight = true; var vpWidth = _shadowMapSize.x; var vpHeight = _shadowMapSize.y; // These viewports map a cube-map onto a 2D texture with the // following orientation: // // xzXZ // y Y // // X - Positive x direction // x - Negative x direction // Y - Positive y direction // y - Negative y direction // Z - Positive z direction // z - Negative z direction // positive X cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); // negative X cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); // positive Z cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); // negative Z cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); // positive Y cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); // negative Y cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); _shadowMapSize.x *= 4.0; _shadowMapSize.y *= 2.0; } else { faceCount = 1; isPointLight = false; } if ( shadow.map === null ) { var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); shadow.map.texture.name = light.name + ".shadowMap"; shadowCamera.updateProjectionMatrix(); } if ( shadow.isSpotLightShadow ) { shadow.update( light ); } // TODO (abelnation / sam-g-steel): is this needed? if ( shadow && shadow.isRectAreaLightShadow ) { shadow.update( light ); } var shadowMap = shadow.map; var shadowMatrix = shadow.matrix; _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); shadowCamera.position.copy( _lightPositionWorld ); _renderer.setRenderTarget( shadowMap ); _renderer.clear(); // 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 ( isPointLight ) { _lookTarget.copy( shadowCamera.position ); _lookTarget.add( cubeDirections[ face ] ); shadowCamera.up.copy( cubeUps[ face ] ); shadowCamera.lookAt( _lookTarget ); var vpDimensions = cube2DViewPorts[ face ]; _state.viewport( vpDimensions ); } else { _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); shadowCamera.lookAt( _lookTarget ); } shadowCamera.updateMatrixWorld(); shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); // 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 ); // set object matrices & frustum culling renderObject( scene, camera, shadowCamera, isPointLight ); } } // Restore GL state. var clearColor = _renderer.getClearColor(); var clearAlpha = _renderer.getClearAlpha(); _renderer.setClearColor( clearColor, clearAlpha ); scope.needsUpdate = false; }; function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { var geometry = object.geometry; var result = null; var materialVariants = _depthMaterials; var customMaterial = object.customDepthMaterial; if ( isPointLight ) { materialVariants = _distanceMaterials; customMaterial = object.customDistanceMaterial; } if ( ! customMaterial ) { var useMorphing = false; if ( material.morphTargets ) { if ( geometry && geometry.isBufferGeometry ) { useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; } else if ( geometry && geometry.isGeometry ) { useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; } } var variantIndex = 0; if ( useMorphing ) variantIndex |= _MorphingFlag; result = materialVariants[ variantIndex ]; } else { result = customMaterial; } if ( _renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 ) { // in this case we need a unique material instance reflecting the // appropriate state var keyA = result.uuid, keyB = material.uuid; var materialsForVariant = _materialCache[ keyA ]; if ( materialsForVariant === undefined ) { materialsForVariant = {}; _materialCache[ keyA ] = materialsForVariant; } var cachedMaterial = materialsForVariant[ keyB ]; if ( cachedMaterial === undefined ) { cachedMaterial = result.clone(); materialsForVariant[ keyB ] = cachedMaterial; } result = cachedMaterial; } result.visible = material.visible; result.wireframe = material.wireframe; var side = material.side; if ( scope.renderSingleSided && side == DoubleSide ) { side = FrontSide; } if ( scope.renderReverseSided ) { if ( side === FrontSide ) side = BackSide; else if ( side === BackSide ) side = FrontSide; } result.side = side; result.clipShadows = material.clipShadows; result.clippingPlanes = material.clippingPlanes; result.wireframeLinewidth = material.wireframeLinewidth; result.linewidth = material.linewidth; if ( isPointLight && result.uniforms.lightPos !== undefined ) { result.uniforms.lightPos.value.copy( lightPositionWorld ); } return result; } function renderObject( object, camera, shadowCamera, isPointLight ) { if ( object.visible === false ) return; var visible = ( object.layers.mask & camera.layers.mask ) !== 0; if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); var geometry = _objects.update( object ); var material = object.material; if ( Array.isArray( material ) ) { var groups = geometry.groups; for ( var k = 0, kl = groups.length; k < kl; k ++ ) { var group = groups[ k ]; var groupMaterial = material[ group.materialIndex ]; if ( groupMaterial && groupMaterial.visible === true ) { var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); } } } else if ( material.visible === true ) { var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); } } } var children = object.children; for ( var i = 0, l = children.length; i < l; i ++ ) { renderObject( children[ i ], camera, shadowCamera ); } } } export { WebGLShadowMap };