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ktongue/docker_container / simsite /frontend /node_modules /three /src /renderers /webgl /WebGLShadowMap.js
| import { FrontSide, BackSide, DoubleSide, NearestFilter, PCFShadowMap, VSMShadowMap, RGBADepthPacking, NoBlending } from '../../constants.js'; | |
| import { WebGLRenderTarget } from '../WebGLRenderTarget.js'; | |
| import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js'; | |
| import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js'; | |
| import { ShaderMaterial } from '../../materials/ShaderMaterial.js'; | |
| import { BufferAttribute } from '../../core/BufferAttribute.js'; | |
| import { BufferGeometry } from '../../core/BufferGeometry.js'; | |
| import { Mesh } from '../../objects/Mesh.js'; | |
| import { Vector4 } from '../../math/Vector4.js'; | |
| import { Vector2 } from '../../math/Vector2.js'; | |
| import { Frustum } from '../../math/Frustum.js'; | |
| import * as vsm from '../shaders/ShaderLib/vsm.glsl.js'; | |
| function WebGLShadowMap( _renderer, _objects, _capabilities ) { | |
| let _frustum = new Frustum(); | |
| const _shadowMapSize = new Vector2(), | |
| _viewportSize = new Vector2(), | |
| _viewport = new Vector4(), | |
| _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), | |
| _distanceMaterial = new MeshDistanceMaterial(), | |
| _materialCache = {}, | |
| _maxTextureSize = _capabilities.maxTextureSize; | |
| const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; | |
| const shadowMaterialVertical = new ShaderMaterial( { | |
| defines: { | |
| VSM_SAMPLES: 8 | |
| }, | |
| uniforms: { | |
| shadow_pass: { value: null }, | |
| resolution: { value: new Vector2() }, | |
| radius: { value: 4.0 } | |
| }, | |
| vertexShader: vsm.vertex, | |
| fragmentShader: vsm.fragment | |
| } ); | |
| const shadowMaterialHorizontal = shadowMaterialVertical.clone(); | |
| shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; | |
| const fullScreenTri = new BufferGeometry(); | |
| fullScreenTri.setAttribute( | |
| 'position', | |
| new BufferAttribute( | |
| new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), | |
| 3 | |
| ) | |
| ); | |
| const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); | |
| const scope = this; | |
| this.enabled = false; | |
| this.autoUpdate = true; | |
| this.needsUpdate = false; | |
| this.type = PCFShadowMap; | |
| let _previousType = this.type; | |
| this.render = function ( lights, scene, camera ) { | |
| if ( scope.enabled === false ) return; | |
| if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; | |
| if ( lights.length === 0 ) return; | |
| const currentRenderTarget = _renderer.getRenderTarget(); | |
| const activeCubeFace = _renderer.getActiveCubeFace(); | |
| const activeMipmapLevel = _renderer.getActiveMipmapLevel(); | |
| const _state = _renderer.state; | |
| // Set GL state for depth map. | |
| _state.setBlending( NoBlending ); | |
| _state.buffers.color.setClear( 1, 1, 1, 1 ); | |
| _state.buffers.depth.setTest( true ); | |
| _state.setScissorTest( false ); | |
| // check for shadow map type changes | |
| const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap ); | |
| const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap ); | |
| // render depth map | |
| for ( let i = 0, il = lights.length; i < il; i ++ ) { | |
| const light = lights[ i ]; | |
| const shadow = light.shadow; | |
| if ( shadow === undefined ) { | |
| console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); | |
| continue; | |
| } | |
| if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; | |
| _shadowMapSize.copy( shadow.mapSize ); | |
| const shadowFrameExtents = shadow.getFrameExtents(); | |
| _shadowMapSize.multiply( shadowFrameExtents ); | |
| _viewportSize.copy( shadow.mapSize ); | |
| if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { | |
| if ( _shadowMapSize.x > _maxTextureSize ) { | |
| _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); | |
| _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; | |
| shadow.mapSize.x = _viewportSize.x; | |
| } | |
| if ( _shadowMapSize.y > _maxTextureSize ) { | |
| _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); | |
| _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; | |
| shadow.mapSize.y = _viewportSize.y; | |
| } | |
| } | |
| if ( shadow.map === null || toVSM === true || fromVSM === true ) { | |
| const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; | |
| if ( shadow.map !== null ) { | |
| shadow.map.dispose(); | |
| } | |
| shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); | |
| shadow.map.texture.name = light.name + '.shadowMap'; | |
| shadow.camera.updateProjectionMatrix(); | |
| } | |
| _renderer.setRenderTarget( shadow.map ); | |
| _renderer.clear(); | |
| const viewportCount = shadow.getViewportCount(); | |
| for ( let vp = 0; vp < viewportCount; vp ++ ) { | |
| const viewport = shadow.getViewport( vp ); | |
| _viewport.set( | |
| _viewportSize.x * viewport.x, | |
| _viewportSize.y * viewport.y, | |
| _viewportSize.x * viewport.z, | |
| _viewportSize.y * viewport.w | |
| ); | |
| _state.viewport( _viewport ); | |
| shadow.updateMatrices( light, vp ); | |
| _frustum = shadow.getFrustum(); | |
| renderObject( scene, camera, shadow.camera, light, this.type ); | |
| } | |
| // do blur pass for VSM | |
| if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { | |
| VSMPass( shadow, camera ); | |
| } | |
| shadow.needsUpdate = false; | |
| } | |
| _previousType = this.type; | |
| scope.needsUpdate = false; | |
| _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); | |
| }; | |
| function VSMPass( shadow, camera ) { | |
| const geometry = _objects.update( fullScreenMesh ); | |
| if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { | |
| shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; | |
| shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; | |
| shadowMaterialVertical.needsUpdate = true; | |
| shadowMaterialHorizontal.needsUpdate = true; | |
| } | |
| if ( shadow.mapPass === null ) { | |
| shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); | |
| } | |
| // vertical pass | |
| shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; | |
| shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; | |
| shadowMaterialVertical.uniforms.radius.value = shadow.radius; | |
| _renderer.setRenderTarget( shadow.mapPass ); | |
| _renderer.clear(); | |
| _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); | |
| // horizontal pass | |
| shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; | |
| shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; | |
| shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; | |
| _renderer.setRenderTarget( shadow.map ); | |
| _renderer.clear(); | |
| _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); | |
| } | |
| function getDepthMaterial( object, material, light, type ) { | |
| let result = null; | |
| const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; | |
| if ( customMaterial !== undefined ) { | |
| result = customMaterial; | |
| } else { | |
| result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; | |
| if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || | |
| ( material.displacementMap && material.displacementScale !== 0 ) || | |
| ( material.alphaMap && material.alphaTest > 0 ) || | |
| ( material.map && material.alphaTest > 0 ) ) { | |
| // in this case we need a unique material instance reflecting the | |
| // appropriate state | |
| const keyA = result.uuid, keyB = material.uuid; | |
| let materialsForVariant = _materialCache[ keyA ]; | |
| if ( materialsForVariant === undefined ) { | |
| materialsForVariant = {}; | |
| _materialCache[ keyA ] = materialsForVariant; | |
| } | |
| let cachedMaterial = materialsForVariant[ keyB ]; | |
| if ( cachedMaterial === undefined ) { | |
| cachedMaterial = result.clone(); | |
| materialsForVariant[ keyB ] = cachedMaterial; | |
| material.addEventListener( 'dispose', onMaterialDispose ); | |
| } | |
| result = cachedMaterial; | |
| } | |
| } | |
| result.visible = material.visible; | |
| result.wireframe = material.wireframe; | |
| if ( type === VSMShadowMap ) { | |
| result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; | |
| } else { | |
| result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; | |
| } | |
| result.alphaMap = material.alphaMap; | |
| result.alphaTest = material.alphaTest; | |
| result.map = material.map; | |
| result.clipShadows = material.clipShadows; | |
| result.clippingPlanes = material.clippingPlanes; | |
| result.clipIntersection = material.clipIntersection; | |
| result.displacementMap = material.displacementMap; | |
| result.displacementScale = material.displacementScale; | |
| result.displacementBias = material.displacementBias; | |
| result.wireframeLinewidth = material.wireframeLinewidth; | |
| result.linewidth = material.linewidth; | |
| if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { | |
| const materialProperties = _renderer.properties.get( result ); | |
| materialProperties.light = light; | |
| } | |
| return result; | |
| } | |
| function renderObject( object, camera, shadowCamera, light, type ) { | |
| if ( object.visible === false ) return; | |
| const visible = object.layers.test( camera.layers ); | |
| if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { | |
| if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { | |
| object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); | |
| const geometry = _objects.update( object ); | |
| const material = object.material; | |
| if ( Array.isArray( material ) ) { | |
| const groups = geometry.groups; | |
| for ( let k = 0, kl = groups.length; k < kl; k ++ ) { | |
| const group = groups[ k ]; | |
| const groupMaterial = material[ group.materialIndex ]; | |
| if ( groupMaterial && groupMaterial.visible ) { | |
| const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); | |
| object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); | |
| _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); | |
| object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); | |
| } | |
| } | |
| } else if ( material.visible ) { | |
| const depthMaterial = getDepthMaterial( object, material, light, type ); | |
| object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); | |
| _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); | |
| object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); | |
| } | |
| } | |
| } | |
| const children = object.children; | |
| for ( let i = 0, l = children.length; i < l; i ++ ) { | |
| renderObject( children[ i ], camera, shadowCamera, light, type ); | |
| } | |
| } | |
| function onMaterialDispose( event ) { | |
| const material = event.target; | |
| material.removeEventListener( 'dispose', onMaterialDispose ); | |
| // make sure to remove the unique distance/depth materials used for shadow map rendering | |
| for ( const id in _materialCache ) { | |
| const cache = _materialCache[ id ]; | |
| const uuid = event.target.uuid; | |
| if ( uuid in cache ) { | |
| const shadowMaterial = cache[ uuid ]; | |
| shadowMaterial.dispose(); | |
| delete cache[ uuid ]; | |
| } | |
| } | |
| } | |
| } | |
| export { WebGLShadowMap }; | |
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