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import {
DoubleSide,
LinearFilter,
Mesh,
MeshBasicMaterial,
OrthographicCamera,
PlaneGeometry,
Scene,
ShaderMaterial,
Texture,
UniformsUtils
} from 'three';
import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js';
/**
* This is a helper for visualising a given light's shadow map.
* It works for shadow casting lights: DirectionalLight and SpotLight.
* It renders out the shadow map and displays it on a HUD.
*
* Example usage:
* 1) Import ShadowMapViewer into your app.
*
* 2) Create a shadow casting light and name it optionally:
* let light = new DirectionalLight( 0xffffff, 1 );
* light.castShadow = true;
* light.name = 'Sun';
*
* 3) Create a shadow map viewer for that light and set its size and position optionally:
* let shadowMapViewer = new ShadowMapViewer( light );
* shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256
* shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner)
*
* 4) Render the shadow map viewer in your render loop:
* shadowMapViewer.render( renderer );
*
* 5) Optionally: Update the shadow map viewer on window resize:
* shadowMapViewer.updateForWindowResize();
*
* 6) If you set the position or size members directly, you need to call shadowMapViewer.update();
*/
class ShadowMapViewer {
constructor( light ) {
//- Internals
const scope = this;
const doRenderLabel = ( light.name !== undefined && light.name !== '' );
let userAutoClearSetting;
//Holds the initial position and dimension of the HUD
const frame = {
x: 10,
y: 10,
width: 256,
height: 256
};
const camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
camera.position.set( 0, 0, 2 );
const scene = new Scene();
//HUD for shadow map
const shader = UnpackDepthRGBAShader;
const uniforms = UniformsUtils.clone( shader.uniforms );
const material = new ShaderMaterial( {
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
const plane = new PlaneGeometry( frame.width, frame.height );
const mesh = new Mesh( plane, material );
scene.add( mesh );
//Label for light's name
let labelCanvas, labelMesh;
if ( doRenderLabel ) {
labelCanvas = document.createElement( 'canvas' );
const context = labelCanvas.getContext( '2d' );
context.font = 'Bold 20px Arial';
const labelWidth = context.measureText( light.name ).width;
labelCanvas.width = labelWidth;
labelCanvas.height = 25; //25 to account for g, p, etc.
context.font = 'Bold 20px Arial';
context.fillStyle = 'rgba( 255, 0, 0, 1 )';
context.fillText( light.name, 0, 20 );
const labelTexture = new Texture( labelCanvas );
labelTexture.magFilter = LinearFilter;
labelTexture.minFilter = LinearFilter;
labelTexture.needsUpdate = true;
const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide } );
labelMaterial.transparent = true;
const labelPlane = new PlaneGeometry( labelCanvas.width, labelCanvas.height );
labelMesh = new Mesh( labelPlane, labelMaterial );
scene.add( labelMesh );
}
function resetPosition() {
scope.position.set( scope.position.x, scope.position.y );
}
//- API
// Set to false to disable displaying this shadow map
this.enabled = true;
// Set the size of the displayed shadow map on the HUD
this.size = {
width: frame.width,
height: frame.height,
set: function ( width, height ) {
this.width = width;
this.height = height;
mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 );
//Reset the position as it is off when we scale stuff
resetPosition();
}
};
// Set the position of the displayed shadow map on the HUD
this.position = {
x: frame.x,
y: frame.y,
set: function ( x, y ) {
this.x = x;
this.y = y;
const width = scope.size.width;
const height = scope.size.height;
mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
}
};
this.render = function ( renderer ) {
if ( this.enabled ) {
//Because a light's .shadowMap is only initialised after the first render pass
//we have to make sure the correct map is sent into the shader, otherwise we
//always end up with the scene's first added shadow casting light's shadowMap
//in the shader
//See: https://github.com/mrdoob/three.js/issues/5932
uniforms.tDiffuse.value = light.shadow.map.texture;
userAutoClearSetting = renderer.autoClear;
renderer.autoClear = false; // To allow render overlay
renderer.clearDepth();
renderer.render( scene, camera );
renderer.autoClear = userAutoClearSetting; //Restore user's setting
}
};
this.updateForWindowResize = function () {
if ( this.enabled ) {
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
camera.updateProjectionMatrix();
this.update();
}
};
this.update = function () {
this.position.set( this.position.x, this.position.y );
this.size.set( this.size.width, this.size.height );
};
//Force an update to set position/size
this.update();
}
}
export { ShadowMapViewer };