| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 | ( function () {	/** * 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 THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );			camera.position.set( 0, 0, 2 );			const scene = new THREE.Scene(); //HUD for shadow map			const shader = THREE.UnpackDepthRGBAShader;			const uniforms = THREE.UniformsUtils.clone( shader.uniforms );			const material = new THREE.ShaderMaterial( {				uniforms: uniforms,				vertexShader: shader.vertexShader,				fragmentShader: shader.fragmentShader			} );			const plane = new THREE.PlaneGeometry( frame.width, frame.height );			const mesh = new THREE.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 THREE.Texture( labelCanvas );				labelTexture.magFilter = THREE.LinearFilter;				labelTexture.minFilter = THREE.LinearFilter;				labelTexture.needsUpdate = true;				const labelMaterial = new THREE.MeshBasicMaterial( {					map: labelTexture,					side: THREE.DoubleSide				} );				labelMaterial.transparent = true;				const labelPlane = new THREE.PlaneGeometry( labelCanvas.width, labelCanvas.height );				labelMesh = new THREE.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();		}	}	THREE.ShadowMapViewer = ShadowMapViewer;} )();
 |