first commit
This commit is contained in:
		
							
								
								
									
										210
									
								
								public/sdk/three/jsm/utils/ShadowMapViewer.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										210
									
								
								public/sdk/three/jsm/utils/ShadowMapViewer.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,210 @@ | ||||
| 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 }; | ||||
		Reference in New Issue
	
	Block a user