最新代码
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