| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210 | 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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