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- import ShadowBaseNode, { shadowWorldPosition } from './ShadowBaseNode.js';
- import { float, vec2, vec3, vec4, If, int, Fn, nodeObject } from '../tsl/TSLBase.js';
- import { reference } from '../accessors/ReferenceNode.js';
- import { texture } from '../accessors/TextureNode.js';
- import { positionWorld } from '../accessors/Position.js';
- import { transformedNormalWorld } from '../accessors/Normal.js';
- import { mix, fract, step, max, clamp, sqrt } from '../math/MathNode.js';
- import { add, sub } from '../math/OperatorNode.js';
- import { DepthTexture } from '../../textures/DepthTexture.js';
- import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
- import QuadMesh from '../../renderers/common/QuadMesh.js';
- import { Loop } from '../utils/LoopNode.js';
- import { screenCoordinate } from '../display/ScreenNode.js';
- import { HalfFloatType, LessCompare, RGFormat, VSMShadowMap, WebGPUCoordinateSystem } from '../../constants.js';
- import { renderGroup } from '../core/UniformGroupNode.js';
- import { viewZToLogarithmicDepth } from '../display/ViewportDepthNode.js';
- import { objectPosition } from '../accessors/Object3DNode.js';
- import { lightShadowMatrix } from '../accessors/Lights.js';
- const shadowMaterialLib = /*@__PURE__*/ new WeakMap();
- const linearDistance = /*@__PURE__*/ Fn( ( [ position, cameraNear, cameraFar ] ) => {
- let dist = positionWorld.sub( position ).length();
- dist = dist.sub( cameraNear ).div( cameraFar.sub( cameraNear ) );
- dist = dist.saturate(); // clamp to [ 0, 1 ]
- return dist;
- } );
- const linearShadowDistance = ( light ) => {
- const camera = light.shadow.camera;
- const nearDistance = reference( 'near', 'float', camera ).setGroup( renderGroup );
- const farDistance = reference( 'far', 'float', camera ).setGroup( renderGroup );
- const referencePosition = objectPosition( light );
- return linearDistance( referencePosition, nearDistance, farDistance );
- };
- const getShadowMaterial = ( light ) => {
- let material = shadowMaterialLib.get( light );
- if ( material === undefined ) {
- const depthNode = light.isPointLight ? linearShadowDistance( light ) : null;
- material = new NodeMaterial();
- material.colorNode = vec4( 0, 0, 0, 1 );
- material.depthNode = depthNode;
- material.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.colorNode unintentionally when using material.shadowNode
- material.name = 'ShadowMaterial';
- shadowMaterialLib.set( light, material );
- }
- return material;
- };
- /** @module ShadowNode **/
- /**
- * A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
- * with a binary `[0,1]` result.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @return {Node<float>} The filtering result.
- */
- export const BasicShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord } ) => {
- return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
- } );
- /**
- * A shadow filtering function performing PCF filtering.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The filtering result.
- */
- export const PCFShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow } ) => {
- const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
- const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
- const texelSize = vec2( 1 ).div( mapSize );
- const dx0 = texelSize.x.negate().mul( radius );
- const dy0 = texelSize.y.negate().mul( radius );
- const dx1 = texelSize.x.mul( radius );
- const dy1 = texelSize.y.mul( radius );
- const dx2 = dx0.div( 2 );
- const dy2 = dy0.div( 2 );
- const dx3 = dx1.div( 2 );
- const dy3 = dy1.div( 2 );
- return add(
- depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy, shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
- ).mul( 1 / 17 );
- } );
- /**
- * A shadow filtering function performing PCF soft filtering.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The filtering result.
- */
- export const PCFSoftShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow } ) => {
- const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
- const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
- const texelSize = vec2( 1 ).div( mapSize );
- const dx = texelSize.x;
- const dy = texelSize.y;
- const uv = shadowCoord.xy;
- const f = fract( uv.mul( mapSize ).add( 0.5 ) );
- uv.subAssign( f.mul( texelSize ) );
- return add(
- depthCompare( uv, shadowCoord.z ),
- depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
- depthCompare( uv.add( texelSize ), shadowCoord.z ),
- mix(
- depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
- f.x
- ),
- mix(
- depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
- f.x
- ),
- mix(
- depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
- f.y
- ),
- mix(
- depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
- f.y
- ),
- mix(
- mix(
- depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
- f.x
- ),
- mix(
- depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
- f.x
- ),
- f.y
- )
- ).mul( 1 / 9 );
- } );
- /**
- * A shadow filtering function performing VSM filtering.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @return {Node<float>} The filtering result.
- */
- export const VSMShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord } ) => {
- const occlusion = float( 1 ).toVar();
- const distribution = texture( depthTexture ).sample( shadowCoord.xy ).rg;
- const hardShadow = step( shadowCoord.z, distribution.x );
- If( hardShadow.notEqual( float( 1.0 ) ), () => {
- const distance = shadowCoord.z.sub( distribution.x );
- const variance = max( 0, distribution.y.mul( distribution.y ) );
- let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
- softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
- occlusion.assign( clamp( max( hardShadow, softnessProbability ) ) );
- } );
- return occlusion;
- } );
- /**
- * Represents the shader code for the first VSM render pass.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {Node<float>} inputs.samples - The number of samples
- * @param {Node<float>} inputs.radius - The radius.
- * @param {Node<float>} inputs.size - The size.
- * @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
- * @return {Node<vec2>} The VSM output.
- */
- const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
- const mean = float( 0 ).toVar();
- const squaredMean = float( 0 ).toVar();
- const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
- Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
- const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
- const depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
- mean.addAssign( depth );
- squaredMean.addAssign( depth.mul( depth ) );
- } );
- mean.divAssign( samples );
- squaredMean.divAssign( samples );
- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
- return vec2( mean, std_dev );
- } );
- /**
- * Represents the shader code for the second VSM render pass.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {Node<float>} inputs.samples - The number of samples
- * @param {Node<float>} inputs.radius - The radius.
- * @param {Node<float>} inputs.size - The size.
- * @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
- * @return {Node<vec2>} The VSM output.
- */
- const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
- const mean = float( 0 ).toVar();
- const squaredMean = float( 0 ).toVar();
- const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
- Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
- const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
- const distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
- mean.addAssign( distribution.x );
- squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
- } );
- mean.divAssign( samples );
- squaredMean.divAssign( samples );
- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
- return vec2( mean, std_dev );
- } );
- const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
- //
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- /**
- * Represents the default shadow implementation for lighting nodes.
- *
- * @augments ShadowBaseNode
- */
- class ShadowNode extends ShadowBaseNode {
- static get type() {
- return 'ShadowNode';
- }
- /**
- * Constructs a new shadow node.
- *
- * @param {Light} light - The shadow casting light.
- * @param {LightShadow?} [shadow=null] - An optional light shadow.
- */
- constructor( light, shadow = null ) {
- super( light );
- /**
- * The light shadow which defines the properties light's
- * shadow.
- *
- * @type {LightShadow?}
- * @default null
- */
- this.shadow = shadow || light.shadow;
- /**
- * A reference to the shadow map which is a render target.
- *
- * @type {RenderTarget?}
- * @default null
- */
- this.shadowMap = null;
- /**
- * Only relevant for VSM shadows. Render target for the
- * first VSM render pass.
- *
- * @type {RenderTarget?}
- * @default null
- */
- this.vsmShadowMapVertical = null;
- /**
- * Only relevant for VSM shadows. Render target for the
- * second VSM render pass.
- *
- * @type {RenderTarget?}
- * @default null
- */
- this.vsmShadowMapHorizontal = null;
- /**
- * Only relevant for VSM shadows. Node material which
- * is used to render the first VSM pass.
- *
- * @type {NodeMaterial?}
- * @default null
- */
- this.vsmMaterialVertical = null;
- /**
- * Only relevant for VSM shadows. Node material which
- * is used to render the second VSM pass.
- *
- * @type {NodeMaterial?}
- * @default null
- */
- this.vsmMaterialHorizontal = null;
- /**
- * A reference to the output node which defines the
- * final result of this shadow node.
- *
- * @type {Node?}
- * @private
- * @default null
- */
- this._node = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {Boolean}
- * @readonly
- * @default true
- */
- this.isShadowNode = true;
- }
- /**
- * Setups the shadow filtering.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Object} inputs - A configuration object that defines the shadow filtering.
- * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The result node of the shadow filtering.
- */
- setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow } ) {
- const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
- .and( shadowCoord.x.lessThanEqual( 1 ) )
- .and( shadowCoord.y.greaterThanEqual( 0 ) )
- .and( shadowCoord.y.lessThanEqual( 1 ) )
- .and( shadowCoord.z.lessThanEqual( 1 ) );
- const shadowNode = filterFn( { depthTexture, shadowCoord, shadow } );
- return frustumTest.select( shadowNode, float( 1 ) );
- }
- /**
- * Setups the shadow coordinates.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
- * @return {Node<vec3>} The shadow coordinates.
- */
- setupShadowCoord( builder, shadowPosition ) {
- const { shadow } = this;
- const { renderer } = builder;
- const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
- let shadowCoord = shadowPosition;
- let coordZ;
- if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
- shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
- coordZ = shadowCoord.z;
- if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
- coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
- }
- } else {
- const w = shadowCoord.w;
- shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
- // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
- // updated to use the shadow camera. So, we have to declare our own "local" ones here.
- // TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
- const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
- const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );
- coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );
- }
- shadowCoord = vec3(
- shadowCoord.x,
- shadowCoord.y.oneMinus(), // follow webgpu standards
- coordZ.add( bias )
- );
- return shadowCoord;
- }
- /**
- * Returns the shadow filtering function for the given shadow type.
- *
- * @param {Number} type - The shadow type.
- * @return {Function} The filtering function.
- */
- getShadowFilterFn( type ) {
- return _shadowFilterLib[ type ];
- }
- /**
- * Setups the shadow output node.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {Node<vec3>} The shadow output node.
- */
- setupShadow( builder ) {
- const { renderer } = builder;
- const { light, shadow } = this;
- const shadowMapType = renderer.shadowMap.type;
- const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
- depthTexture.compareFunction = LessCompare;
- const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
- shadowMap.depthTexture = depthTexture;
- shadow.camera.updateProjectionMatrix();
- // VSM
- if ( shadowMapType === VSMShadowMap ) {
- depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
- this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
- this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
- const shadowPassVertical = texture( depthTexture );
- const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
- const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
- const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
- let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
- material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
- material.name = 'VSMVertical';
- material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
- material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
- material.name = 'VSMHorizontal';
- }
- //
- const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
- const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
- const shadowPosition = lightShadowMatrix( light ).mul( shadowWorldPosition.add( transformedNormalWorld.mul( normalBias ) ) );
- const shadowCoord = this.setupShadowCoord( builder, shadowPosition );
- //
- const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;
- if ( filterFn === null ) {
- throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
- }
- const shadowDepthTexture = ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
- const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow } );
- const shadowColor = texture( shadowMap.texture, shadowCoord );
- const shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
- this.shadowMap = shadowMap;
- this.shadow.map = shadowMap;
- return shadowOutput;
- }
- /**
- * The implementation performs the setup of the output node. An output is only
- * produces if shadow mapping is globally enabled in the renderer.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {ShaderCallNodeInternal} The output node.
- */
- setup( builder ) {
- if ( builder.renderer.shadowMap.enabled === false ) return;
- return Fn( () => {
- let node = this._node;
- this.setupShadowPosition( builder );
- if ( node === null ) {
- this._node = node = this.setupShadow( builder );
- }
- if ( builder.material.shadowNode ) { // @deprecated, r171
- console.warn( 'THREE.NodeMaterial: ".shadowNode" is deprecated. Use ".castShadowNode" instead.' );
- }
- if ( builder.material.receivedShadowNode ) {
- node = builder.material.receivedShadowNode( node );
- }
- return node;
- } )();
- }
- /**
- * Renders the shadow. The logic of this function could be included
- * into {@link ShadowNode#updateShadow} however more specialized shadow
- * nodes might require a custom shadow map rendering. By having a
- * dedicated method, it's easier to overwrite the default beavior.
- *
- * @param {NodeFrme} frame - A reference to the current node frame.
- */
- renderShadow( frame ) {
- const { shadow, shadowMap, light } = this;
- const { renderer, scene } = frame;
- shadow.updateMatrices( light );
- shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height );
- renderer.render( scene, shadow.camera );
- }
- /**
- * Updates the shadow.
- *
- * @param {NodeFrme} frame - A reference to the current node frame.
- */
- updateShadow( frame ) {
- const { shadowMap, light, shadow } = this;
- const { renderer, scene, camera } = frame;
- const shadowType = renderer.shadowMap.type;
- const depthVersion = shadowMap.depthTexture.version;
- this._depthVersionCached = depthVersion;
- const currentOverrideMaterial = scene.overrideMaterial;
- scene.overrideMaterial = getShadowMaterial( light );
- shadow.camera.layers.mask = camera.layers.mask;
- const currentRenderTarget = renderer.getRenderTarget();
- const currentRenderObjectFunction = renderer.getRenderObjectFunction();
- const currentMRT = renderer.getMRT();
- renderer.setMRT( null );
- renderer.setRenderObjectFunction( ( object, scene, _camera, geometry, material, group, ...params ) => {
- if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
- object.onBeforeShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
- renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
- object.onAfterShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
- }
- } );
- renderer.setRenderTarget( shadowMap );
- this.renderShadow( frame );
- renderer.setRenderObjectFunction( currentRenderObjectFunction );
- // vsm blur pass
- if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
- this.vsmPass( renderer );
- }
- renderer.setRenderTarget( currentRenderTarget );
- renderer.setMRT( currentMRT );
- scene.overrideMaterial = currentOverrideMaterial;
- }
- /**
- * For VSM additional render passes are required.
- *
- * @param {Renderer} renderer - A reference to the current renderer.
- */
- vsmPass( renderer ) {
- const { shadow } = this;
- this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height );
- this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height );
- renderer.setRenderTarget( this.vsmShadowMapVertical );
- _quadMesh.material = this.vsmMaterialVertical;
- _quadMesh.render( renderer );
- renderer.setRenderTarget( this.vsmShadowMapHorizontal );
- _quadMesh.material = this.vsmMaterialHorizontal;
- _quadMesh.render( renderer );
- }
- /**
- * Frees the internal resources of this shadow node.
- */
- dispose() {
- this.shadowMap.dispose();
- this.shadowMap = null;
- if ( this.vsmShadowMapVertical !== null ) {
- this.vsmShadowMapVertical.dispose();
- this.vsmShadowMapVertical = null;
- this.vsmMaterialVertical.dispose();
- this.vsmMaterialVertical = null;
- }
- if ( this.vsmShadowMapHorizontal !== null ) {
- this.vsmShadowMapHorizontal.dispose();
- this.vsmShadowMapHorizontal = null;
- this.vsmMaterialHorizontal.dispose();
- this.vsmMaterialHorizontal = null;
- }
- super.dispose();
- }
- /**
- * The implementation performs the update of the shadow map if necessary.
- *
- * @param {NodeFrme} frame - A reference to the current node frame.
- */
- updateBefore( frame ) {
- const { shadow } = this;
- const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
- if ( needsUpdate ) {
- this.updateShadow( frame );
- if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
- shadow.needsUpdate = false;
- }
- }
- }
- }
- export default ShadowNode;
- /**
- * Factory method for creating an instance of `ShadowNode`.
- *
- * @method
- * @param {Light} light - The shadow casting light.
- * @param {LightShadow} shadow - The light shadow.
- * @return {ShadowNode} The created shadow node.
- */
- export const shadow = ( light, shadow ) => nodeObject( new ShadowNode( light, shadow ) );
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