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							- import {
 
- 	DoubleSide,
 
- 	LinearFilter,
 
- 	Mesh,
 
- 	MeshBasicMaterial,
 
- 	OrthographicCamera,
 
- 	PlaneGeometry,
 
- 	Scene,
 
- 	ShaderMaterial,
 
- 	Texture,
 
- 	UniformsUtils
 
- } from '../../../build/three.module.js';
 
- 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 };
 
 
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