211 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			211 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	DoubleSide,
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	LinearFilter,
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	Mesh,
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	MeshBasicMaterial,
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	OrthographicCamera,
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	PlaneGeometry,
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	Scene,
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	ShaderMaterial,
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	Texture,
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	UniformsUtils
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} from 'three';
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import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js';
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/**
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 * This is a helper for visualising a given light's shadow map.
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 * It works for shadow casting lights: DirectionalLight and SpotLight.
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 * It renders out the shadow map and displays it on a HUD.
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 *
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 * Example usage:
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 *	1) Import ShadowMapViewer into your app.
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 *
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 *	2) Create a shadow casting light and name it optionally:
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 *		let light = new DirectionalLight( 0xffffff, 1 );
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 *		light.castShadow = true;
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 *		light.name = 'Sun';
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 *
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 *	3) Create a shadow map viewer for that light and set its size and position optionally:
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 *		let shadowMapViewer = new ShadowMapViewer( light );
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 *		shadowMapViewer.size.set( 128, 128 );	//width, height  default: 256, 256
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 *		shadowMapViewer.position.set( 10, 10 );	//x, y in pixel	 default: 0, 0 (top left corner)
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 *
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 *	4) Render the shadow map viewer in your render loop:
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 *		shadowMapViewer.render( renderer );
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 *
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 *	5) Optionally: Update the shadow map viewer on window resize:
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 *		shadowMapViewer.updateForWindowResize();
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 *
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 *	6) If you set the position or size members directly, you need to call shadowMapViewer.update();
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 */
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class ShadowMapViewer {
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	constructor( light ) {
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		//- Internals
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		const scope = this;
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		const doRenderLabel = ( light.name !== undefined && light.name !== '' );
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		let userAutoClearSetting;
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		//Holds the initial position and dimension of the HUD
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		const frame = {
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			x: 10,
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			y: 10,
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			width: 256,
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			height: 256
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		};
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		const camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
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		camera.position.set( 0, 0, 2 );
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		const scene = new Scene();
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		//HUD for shadow map
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		const shader = UnpackDepthRGBAShader;
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		const uniforms = UniformsUtils.clone( shader.uniforms );
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		const material = new ShaderMaterial( {
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			uniforms: uniforms,
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			vertexShader: shader.vertexShader,
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			fragmentShader: shader.fragmentShader
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		} );
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		const plane = new PlaneGeometry( frame.width, frame.height );
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		const mesh = new Mesh( plane, material );
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		scene.add( mesh );
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		//Label for light's name
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		let labelCanvas, labelMesh;
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		if ( doRenderLabel ) {
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			labelCanvas = document.createElement( 'canvas' );
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			const context = labelCanvas.getContext( '2d' );
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			context.font = 'Bold 20px Arial';
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			const labelWidth = context.measureText( light.name ).width;
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			labelCanvas.width = labelWidth;
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			labelCanvas.height = 25;	//25 to account for g, p, etc.
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			context.font = 'Bold 20px Arial';
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			context.fillStyle = 'rgba( 255, 0, 0, 1 )';
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			context.fillText( light.name, 0, 20 );
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			const labelTexture = new Texture( labelCanvas );
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			labelTexture.magFilter = LinearFilter;
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			labelTexture.minFilter = LinearFilter;
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			labelTexture.needsUpdate = true;
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			const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide } );
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			labelMaterial.transparent = true;
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			const labelPlane = new PlaneGeometry( labelCanvas.width, labelCanvas.height );
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			labelMesh = new Mesh( labelPlane, labelMaterial );
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			scene.add( labelMesh );
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		}
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		function resetPosition() {
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			scope.position.set( scope.position.x, scope.position.y );
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		}
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		//- API
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		// Set to false to disable displaying this shadow map
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		this.enabled = true;
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		// Set the size of the displayed shadow map on the HUD
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		this.size = {
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			width: frame.width,
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			height: frame.height,
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			set: function ( width, height ) {
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				this.width = width;
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				this.height = height;
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				mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 );
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				//Reset the position as it is off when we scale stuff
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				resetPosition();
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			}
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		};
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		// Set the position of the displayed shadow map on the HUD
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		this.position = {
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			x: frame.x,
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			y: frame.y,
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			set: function ( x, y ) {
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				this.x = x;
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				this.y = y;
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				const width = scope.size.width;
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				const height = scope.size.height;
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				mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
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				if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
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			}
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		};
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		this.render = function ( renderer ) {
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			if ( this.enabled ) {
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				//Because a light's .shadowMap is only initialised after the first render pass
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				//we have to make sure the correct map is sent into the shader, otherwise we
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				//always end up with the scene's first added shadow casting light's shadowMap
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				//in the shader
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				//See: https://github.com/mrdoob/three.js/issues/5932
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				uniforms.tDiffuse.value = light.shadow.map.texture;
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				userAutoClearSetting = renderer.autoClear;
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				renderer.autoClear = false; // To allow render overlay
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				renderer.clearDepth();
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				renderer.render( scene, camera );
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				renderer.autoClear = userAutoClearSetting;	//Restore user's setting
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			}
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		};
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		this.updateForWindowResize = function () {
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			if ( this.enabled ) {
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				 camera.left = window.innerWidth / - 2;
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				 camera.right = window.innerWidth / 2;
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				 camera.top = window.innerHeight / 2;
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				 camera.bottom = window.innerHeight / - 2;
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				 camera.updateProjectionMatrix();
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				 this.update();
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			}
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		};
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		this.update = function () {
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			this.position.set( this.position.x, this.position.y );
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			this.size.set( this.size.width, this.size.height );
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		};
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		//Force an update to set position/size
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		this.update();
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	}
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}
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export { ShadowMapViewer };
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