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ShadowMapViewer: Add WebGPU version. (#29331)

* ShadowMapViewer: Add WebGPU version.

* E2E: Update screenshot.
Michael Herzog vor 1 Jahr
Ursprung
Commit
4204d75d23

+ 201 - 0
examples/jsm/utils/ShadowMapViewerGPU.js

@@ -0,0 +1,201 @@
+import {
+	DoubleSide,
+	CanvasTexture,
+	Mesh,
+	MeshBasicMaterial,
+	NodeMaterial,
+	OrthographicCamera,
+	PlaneGeometry,
+	Scene,
+	Texture
+} from 'three';
+import { texture } from 'three/tsl';
+
+/**
+ * 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 currentAutoClear;
+
+		//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 material = new NodeMaterial();
+
+		const shadowMapUniform = texture( new Texture() );
+		material.fragmentNode = shadowMapUniform;
+
+		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 CanvasTexture( labelCanvas );
+
+			const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide, 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
+				shadowMapUniform.value = light.shadow.map.texture;
+
+				currentAutoClear = renderer.autoClear;
+				renderer.autoClear = false; // To allow render overlay
+				renderer.clearDepth();
+				renderer.render( scene, camera );
+				renderer.autoClear = currentAutoClear;
+
+			}
+
+		};
+
+		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 };

BIN
examples/screenshots/webgpu_backdrop_water.jpg


+ 1 - 0
src/nodes/lighting/AnalyticLightNode.js

@@ -346,6 +346,7 @@ class AnalyticLightNode extends LightingNode {
 			const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
 			const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
 
 
 			this.shadowMap = shadowMap;
 			this.shadowMap = shadowMap;
+			this.light.shadow.map = shadowMap;
 
 
 			this.shadowNode = shadowNode;
 			this.shadowNode = shadowNode;
 			this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );
 			this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );

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