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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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