211 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			211 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |