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@@ -1,207 +1,10 @@
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import LightingNode from './LightingNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { uniform } from '../core/UniformNode.js';
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-import { float, vec2, vec3, vec4, If, int, Fn } from '../tsl/TSLBase.js';
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-import { reference } from '../accessors/ReferenceNode.js';
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-import { texture } from '../accessors/TextureNode.js';
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-import { positionWorld } from '../accessors/Position.js';
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-import { normalWorld } from '../accessors/Normal.js';
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-import { mix, fract, step, max, clamp, sqrt } from '../math/MathNode.js';
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-import { add, sub } from '../math/OperatorNode.js';
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import { Color } from '../../math/Color.js';
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-import { DepthTexture } from '../../textures/DepthTexture.js';
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-import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
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-import QuadMesh from '../../renderers/common/QuadMesh.js';
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-import { Loop } from '../utils/LoopNode.js';
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-import { screenCoordinate } from '../display/ScreenNode.js';
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-import { HalfFloatType, LessCompare, RGFormat, VSMShadowMap, WebGPUCoordinateSystem } from '../../constants.js';
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import { renderGroup } from '../core/UniformGroupNode.js';
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-import { perspectiveDepthToLogarithmicDepth } from '../display/ViewportDepthNode.js';
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import { hash } from '../core/NodeUtils.js';
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-
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-const BasicShadowMap = Fn( ( { depthTexture, shadowCoord } ) => {
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-
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- return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
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-
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-} );
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-
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-const PCFShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
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-
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- const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
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-
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- const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
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- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
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-
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- const texelSize = vec2( 1 ).div( mapSize );
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- const dx0 = texelSize.x.negate().mul( radius );
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- const dy0 = texelSize.y.negate().mul( radius );
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- const dx1 = texelSize.x.mul( radius );
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- const dy1 = texelSize.y.mul( radius );
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- const dx2 = dx0.div( 2 );
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- const dy2 = dy0.div( 2 );
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- const dx3 = dx1.div( 2 );
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- const dy3 = dy1.div( 2 );
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-
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- return add(
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- depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy, shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
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- depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
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- ).mul( 1 / 17 );
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-
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-} );
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-
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-const PCFSoftShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
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-
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- const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
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-
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- const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
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-
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- const texelSize = vec2( 1 ).div( mapSize );
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- const dx = texelSize.x;
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- const dy = texelSize.y;
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-
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- const uv = shadowCoord.xy;
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- const f = fract( uv.mul( mapSize ).add( 0.5 ) );
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- uv.subAssign( f.mul( texelSize ) );
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-
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- return add(
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- depthCompare( uv, shadowCoord.z ),
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- depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
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- depthCompare( uv.add( texelSize ), shadowCoord.z ),
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- mix(
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- depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
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- f.x
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- ),
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- mix(
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- depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
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- f.x
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- ),
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- mix(
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- depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
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- f.y
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- ),
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- mix(
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- depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
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- f.y
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- ),
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- mix(
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- mix(
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- depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
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- f.x
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- ),
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- mix(
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- depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
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- depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
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- f.x
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- ),
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- f.y
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- )
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- ).mul( 1 / 9 );
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-
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-} );
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-
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-// VSM
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-
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-const VSMShadowMapNode = Fn( ( { depthTexture, shadowCoord } ) => {
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-
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- const occlusion = float( 1 ).toVar();
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-
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- const distribution = texture( depthTexture ).uv( shadowCoord.xy ).rg;
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-
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- const hardShadow = step( shadowCoord.z, distribution.x );
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-
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- If( hardShadow.notEqual( float( 1.0 ) ), () => {
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-
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- const distance = shadowCoord.z.sub( distribution.x );
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- const variance = max( 0, distribution.y.mul( distribution.y ) );
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- let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
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- softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
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- occlusion.assign( clamp( max( hardShadow, softnessProbability ) ) );
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-
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- } );
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-
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- return occlusion;
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-
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-} );
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-
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-const VSMPassVertical = Fn( ( { samples, radius, size, shadowPass } ) => {
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-
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- const mean = float( 0 ).toVar();
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- const squaredMean = float( 0 ).toVar();
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-
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- const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
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- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
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-
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- Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
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-
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- const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
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-
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- const depth = shadowPass.uv( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
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- mean.addAssign( depth );
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- squaredMean.addAssign( depth.mul( depth ) );
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-
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- } );
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-
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- mean.divAssign( samples );
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- squaredMean.divAssign( samples );
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-
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- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
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- return vec2( mean, std_dev );
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-
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-} );
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-
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-const VSMPassHorizontal = Fn( ( { samples, radius, size, shadowPass } ) => {
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-
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- const mean = float( 0 ).toVar();
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- const squaredMean = float( 0 ).toVar();
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-
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- const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
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- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
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-
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- Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
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-
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- const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
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-
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- const distribution = shadowPass.uv( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
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- mean.addAssign( distribution.x );
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- squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
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-
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- } );
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-
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- mean.divAssign( samples );
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- squaredMean.divAssign( samples );
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-
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- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
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- return vec2( mean, std_dev );
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-
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-} );
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-
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-const _shadowFilterLib = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, VSMShadowMapNode ];
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-
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-//
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-
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-let _overrideMaterial = null;
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-const _quadMesh = /*@__PURE__*/ new QuadMesh();
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+import { shadow } from './ShadowNode.js';
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class AnalyticLightNode extends LightingNode {
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@@ -224,16 +27,9 @@ class AnalyticLightNode extends LightingNode {
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this.baseColorNode = null;
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- this.shadowMap = null;
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this.shadowNode = null;
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this.shadowColorNode = null;
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- this.vsmShadowMapVertical = null;
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- this.vsmShadowMapHorizontal = null;
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-
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- this.vsmMaterialVertical = null;
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- this.vsmMaterialHorizontal = null;
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-
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this.isAnalyticLightNode = true;
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}
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@@ -252,7 +48,7 @@ class AnalyticLightNode extends LightingNode {
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setupShadow( builder ) {
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- const { object, renderer } = builder;
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+ const { renderer } = builder;
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if ( renderer.shadowMap.enabled === false ) return;
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@@ -260,121 +56,11 @@ class AnalyticLightNode extends LightingNode {
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if ( shadowColorNode === null ) {
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- if ( _overrideMaterial === null ) {
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-
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- _overrideMaterial = new NodeMaterial();
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- _overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
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- _overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
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- _overrideMaterial.name = 'ShadowMaterial';
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-
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- }
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-
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- const shadowMapType = renderer.shadowMap.type;
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- const shadow = this.light.shadow;
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-
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- const depthTexture = new DepthTexture();
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- depthTexture.compareFunction = LessCompare;
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-
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- const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
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- shadowMap.depthTexture = depthTexture;
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-
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- shadow.camera.updateProjectionMatrix();
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-
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- // VSM
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-
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- if ( shadowMapType === VSMShadowMap ) {
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-
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- depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
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-
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- this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
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- this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
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-
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- const shadowPassVertical = texture( depthTexture );
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- const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
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-
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- const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
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- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
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- const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
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-
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- let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
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- material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
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- material.name = 'VSMVertical';
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-
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- material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
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- material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
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- material.name = 'VSMHorizontal';
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-
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- }
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-
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- //
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-
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- const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
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- const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
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- const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
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-
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- const position = object.material.shadowPositionNode || positionWorld;
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-
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- let shadowCoord = uniform( shadow.matrix ).setGroup( renderGroup ).mul( position.add( normalWorld.mul( normalBias ) ) );
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-
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- let coordZ;
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-
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- if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
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-
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- shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
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-
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- coordZ = shadowCoord.z;
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-
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- if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
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-
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- coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
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-
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- }
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-
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- } else {
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-
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- const w = shadowCoord.w;
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- shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
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-
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- // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
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- // updated to use the shadow camera. So, we have to declare our own "local" ones here.
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- // TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
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- const cameraNearLocal = uniform( 'float' ).onRenderUpdate( () => shadow.camera.near );
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- const cameraFarLocal = uniform( 'float' ).onRenderUpdate( () => shadow.camera.far );
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-
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- coordZ = perspectiveDepthToLogarithmicDepth( w, cameraNearLocal, cameraFarLocal );
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-
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- }
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-
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- shadowCoord = vec3(
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- shadowCoord.x,
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- shadowCoord.y.oneMinus(), // follow webgpu standards
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- coordZ.add( bias )
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- );
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-
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- const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
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- .and( shadowCoord.x.lessThanEqual( 1 ) )
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- .and( shadowCoord.y.greaterThanEqual( 0 ) )
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- .and( shadowCoord.y.lessThanEqual( 1 ) )
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- .and( shadowCoord.z.lessThanEqual( 1 ) );
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-
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- //
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-
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- const filterFn = shadow.filterNode || _shadowFilterLib[ renderer.shadowMap.type ] || null;
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-
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- if ( filterFn === null ) {
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-
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- throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
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-
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- }
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-
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- const shadowColor = texture( shadowMap.texture, shadowCoord );
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- const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
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-
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- this.shadowMap = shadowMap;
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- this.light.shadow.map = shadowMap;
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+ const shadowNode = shadow( this.light );
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this.shadowNode = shadowNode;
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- this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );
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+
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+ this.shadowColorNode = shadowColorNode = this.colorNode.mul( shadowNode );
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this.baseColorNode = this.colorNode;
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@@ -384,8 +70,6 @@ class AnalyticLightNode extends LightingNode {
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this.colorNode = shadowColorNode;
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- this.updateBeforeType = NodeUpdateType.RENDER;
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-
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}
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setup( builder ) {
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@@ -402,129 +86,7 @@ class AnalyticLightNode extends LightingNode {
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} else if ( this.shadowNode !== null ) {
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- this.disposeShadow();
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-
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- }
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-
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- }
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-
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- updateShadow( frame ) {
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-
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- const { shadowMap, light } = this;
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- const { renderer, scene, camera } = frame;
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-
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- const shadowType = renderer.shadowMap.type;
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-
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- const depthVersion = shadowMap.depthTexture.version;
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- this._depthVersionCached = depthVersion;
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-
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- const currentOverrideMaterial = scene.overrideMaterial;
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-
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- scene.overrideMaterial = _overrideMaterial;
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-
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- shadowMap.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
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-
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- light.shadow.updateMatrices( light );
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- light.shadow.camera.layers.mask = camera.layers.mask;
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-
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- const currentRenderTarget = renderer.getRenderTarget();
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- const currentRenderObjectFunction = renderer.getRenderObjectFunction();
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-
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- renderer.setRenderObjectFunction( ( object, ...params ) => {
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-
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- if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
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-
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- renderer.renderObject( object, ...params );
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-
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- }
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-
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- } );
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-
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- renderer.setRenderTarget( shadowMap );
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- renderer.render( scene, light.shadow.camera );
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-
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- renderer.setRenderObjectFunction( currentRenderObjectFunction );
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-
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- // vsm blur pass
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-
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- if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
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-
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- this.vsmPass( frame, light );
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-
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- }
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-
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- renderer.setRenderTarget( currentRenderTarget );
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-
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- scene.overrideMaterial = currentOverrideMaterial;
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-
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- }
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-
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- vsmPass( frame, light ) {
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-
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- const { renderer } = frame;
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-
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- this.vsmShadowMapVertical.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
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- this.vsmShadowMapHorizontal.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
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-
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- renderer.setRenderTarget( this.vsmShadowMapVertical );
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- _quadMesh.material = this.vsmMaterialVertical;
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- _quadMesh.render( renderer );
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-
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- renderer.setRenderTarget( this.vsmShadowMapHorizontal );
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- _quadMesh.material = this.vsmMaterialHorizontal;
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- _quadMesh.render( renderer );
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-
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- }
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-
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- disposeShadow() {
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-
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- this.shadowMap.dispose();
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- this.shadowMap = null;
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-
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- if ( this.vsmShadowMapVertical !== null ) {
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-
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- this.vsmShadowMapVertical.dispose();
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- this.vsmShadowMapVertical = null;
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-
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- this.vsmMaterialVertical.dispose();
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- this.vsmMaterialVertical = null;
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-
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- }
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-
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- if ( this.vsmShadowMapHorizontal !== null ) {
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-
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- this.vsmShadowMapHorizontal.dispose();
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- this.vsmShadowMapHorizontal = null;
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-
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- this.vsmMaterialHorizontal.dispose();
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- this.vsmMaterialHorizontal = null;
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-
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- }
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-
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- this.shadowNode = null;
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- this.shadowColorNode = null;
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-
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- this.baseColorNode = null;
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-
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- this.updateBeforeType = NodeUpdateType.NONE;
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-
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- }
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-
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- updateBefore( frame ) {
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-
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- const shadow = this.light.shadow;
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-
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- const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
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-
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- if ( needsUpdate ) {
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-
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- this.updateShadow( frame );
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-
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- if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
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-
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- shadow.needsUpdate = false;
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-
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- }
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+ this.shadowNode.dispose();
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}
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