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- import ShadowBaseNode, { shadowPositionWorld } from './ShadowBaseNode.js';
- import { float, vec2, vec3, int, Fn } from '../tsl/TSLBase.js';
- import { reference } from '../accessors/ReferenceNode.js';
- import { texture, textureLoad } from '../accessors/TextureNode.js';
- import { cubeTexture } from '../accessors/CubeTextureNode.js';
- import { normalWorld } from '../accessors/Normal.js';
- import { mix, sqrt } from '../math/MathNode.js';
- import { add } 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 { lightShadowMatrix } from '../accessors/Lights.js';
- import { resetRendererAndSceneState, restoreRendererAndSceneState } from '../../renderers/common/RendererUtils.js';
- import { getDataFromObject } from '../core/NodeUtils.js';
- import { getShadowMaterial, disposeShadowMaterial, BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter } from './ShadowFilterNode.js';
- import ChainMap from '../../renderers/common/ChainMap.js';
- import { textureSize } from '../accessors/TextureSizeNode.js';
- import { uv } from '../accessors/UV.js';
- //
- const _shadowRenderObjectLibrary = /*@__PURE__*/ new ChainMap();
- const _shadowRenderObjectKeys = [];
- /**
- * Creates a function to render shadow objects in a scene.
- *
- * @tsl
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {LightShadow} shadow - The light shadow object containing shadow properties.
- * @param {number} shadowType - The type of shadow map (e.g., BasicShadowMap).
- * @param {boolean} useVelocity - Whether to use velocity data for rendering.
- * @return {shadowRenderObjectFunction} A function that renders shadow objects.
- */
- export const getShadowRenderObjectFunction = ( renderer, shadow, shadowType, useVelocity ) => {
- _shadowRenderObjectKeys[ 0 ] = renderer;
- _shadowRenderObjectKeys[ 1 ] = shadow;
- let renderObjectFunction = _shadowRenderObjectLibrary.get( _shadowRenderObjectKeys );
- if ( renderObjectFunction === undefined || ( renderObjectFunction.shadowType !== shadowType || renderObjectFunction.useVelocity !== useVelocity ) ) {
- renderObjectFunction = ( object, scene, _camera, geometry, material, group, ...params ) => {
- if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
- if ( useVelocity ) {
- getDataFromObject( object ).useVelocity = true;
- }
- 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 );
- }
- };
- renderObjectFunction.shadowType = shadowType;
- renderObjectFunction.useVelocity = useVelocity;
- _shadowRenderObjectLibrary.set( _shadowRenderObjectKeys, renderObjectFunction );
- }
- _shadowRenderObjectKeys[ 0 ] = null;
- _shadowRenderObjectKeys[ 1 ] = null;
- return renderObjectFunction;
- };
- /**
- * Represents the shader code for the first VSM render pass.
- *
- * @private
- * @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, depthLayer } ) => {
- const mean = float( 0 ).toVar( 'meanVertical' );
- const squaredMean = float( 0 ).toVar( 'squareMeanVertical' );
- 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 ) );
- let depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) );
- if ( shadowPass.value.isArrayTexture ) {
- depth = depth.depth( depthLayer );
- }
- depth = depth.x;
- mean.addAssign( depth );
- squaredMean.addAssign( depth.mul( depth ) );
- } );
- mean.divAssign( samples );
- squaredMean.divAssign( samples );
- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ).max( 0 ) );
- return vec2( mean, std_dev );
- } );
- /**
- * Represents the shader code for the second VSM render pass.
- *
- * @private
- * @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, depthLayer } ) => {
- const mean = float( 0 ).toVar( 'meanHorizontal' );
- const squaredMean = float( 0 ).toVar( 'squareMeanHorizontal' );
- 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 ) );
- let distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
- if ( shadowPass.value.isArrayTexture ) {
- distribution = distribution.depth( depthLayer );
- }
- 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 ) ).max( 0 ) );
- return vec2( mean, std_dev );
- } );
- const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
- //
- let _rendererState;
- 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;
- /**
- * The current shadow map type of this shadow node.
- *
- * @type {?number}
- * @private
- * @default null
- */
- this._currentShadowType = null;
- /**
- * A Weak Map holding the current frame ID per camera. Used
- * to control the update of shadow maps.
- *
- * @type {WeakMap<Camera,number>}
- * @private
- */
- this._cameraFrameId = new WeakMap();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isShadowNode = true;
- /**
- * This index can be used when overriding setupRenderTarget with a RenderTarget Array to specify the depth layer.
- *
- * @type {number}
- * @readonly
- * @default true
- */
- this.depthLayer = 0;
- }
- /**
- * 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, depthLayer } ) {
- 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, depthLayer } );
- 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 ];
- }
- setupRenderTarget( shadow, builder ) {
- const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
- depthTexture.name = 'ShadowDepthTexture';
- depthTexture.compareFunction = LessCompare;
- const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
- shadowMap.texture.name = 'ShadowMap';
- shadowMap.texture.type = shadow.mapType;
- shadowMap.depthTexture = depthTexture;
- return { shadowMap, depthTexture };
- }
- /**
- * 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, camera } = builder;
- const { light, shadow } = this;
- const shadowMapType = renderer.shadowMap.type;
- const { depthTexture, shadowMap } = this.setupRenderTarget( shadow, builder );
- shadow.camera.coordinateSystem = camera.coordinateSystem;
- shadow.camera.updateProjectionMatrix();
- // VSM
- if ( shadowMapType === VSMShadowMap && shadow.isPointLightShadow !== true ) {
- depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
- if ( shadowMap.depth > 1 ) {
- if ( ! shadowMap._vsmShadowMapVertical ) {
- shadowMap._vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depth: shadowMap.depth, depthBuffer: false } );
- shadowMap._vsmShadowMapVertical.texture.name = 'VSMVertical';
- }
- this.vsmShadowMapVertical = shadowMap._vsmShadowMapVertical;
- if ( ! shadowMap._vsmShadowMapHorizontal ) {
- shadowMap._vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depth: shadowMap.depth, depthBuffer: false } );
- shadowMap._vsmShadowMapHorizontal.texture.name = 'VSMHorizontal';
- }
- this.vsmShadowMapHorizontal = shadowMap._vsmShadowMapHorizontal;
- } else {
- this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
- this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
- }
- let shadowPassVertical = texture( depthTexture );
- if ( depthTexture.isArrayTexture ) {
- shadowPassVertical = shadowPassVertical.depth( this.depthLayer );
- }
- let shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
- if ( depthTexture.isArrayTexture ) {
- shadowPassHorizontal = shadowPassHorizontal.depth( this.depthLayer );
- }
- 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, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
- material.name = 'VSMVertical';
- material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
- material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal, depthLayer: this.depthLayer } ).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( shadowPositionWorld.add( normalWorld.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 && shadow.isPointLightShadow !== true ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
- const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow, depthLayer: this.depthLayer } );
- let shadowColor;
- if ( shadowMap.texture.isCubeTexture ) {
- // For cube shadow maps (point lights), use cubeTexture with vec3 coordinates
- shadowColor = cubeTexture( shadowMap.texture, shadowCoord.xyz );
- } else {
- shadowColor = texture( shadowMap.texture, shadowCoord );
- if ( depthTexture.isArrayTexture ) {
- shadowColor = shadowColor.depth( this.depthLayer );
- }
- }
- const shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
- this.shadowMap = shadowMap;
- this.shadow.map = shadowMap;
- // Shadow Output + Inspector
- const inspectName = `${ this.light.type } Shadow [ ${ this.light.name || 'ID: ' + this.light.id } ]`;
- return shadowOutput.toInspector( `${ inspectName } / Color`, () => {
- if ( this.shadowMap.texture.isCubeTexture ) {
- return cubeTexture( this.shadowMap.texture );
- }
- return texture( this.shadowMap.texture );
- } ).toInspector( `${ inspectName } / Depth`, () => {
- // TODO: Use linear depth
- if ( this.shadowMap.texture.isCubeTexture ) {
- return cubeTexture( this.shadowMap.texture ).r.oneMinus();
- }
- return textureLoad( this.shadowMap.depthTexture, uv().mul( textureSize( texture( this.shadowMap.depthTexture ) ) ) ).r.oneMinus();
- } );
- }
- /**
- * 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( () => {
- const currentShadowType = builder.renderer.shadowMap.type;
- if ( this._currentShadowType !== currentShadowType ) {
- this._reset();
- this._node = null;
- }
- let node = this._node;
- this.setupShadowPosition( builder );
- if ( node === null ) {
- this._node = node = this.setupShadow( builder );
- this._currentShadowType = currentShadowType;
- }
- 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 behavior.
- *
- * @param {NodeFrame} 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, shadowMap.depth );
- const currentSceneName = scene.name;
- scene.name = `Shadow Map [ ${ light.name || 'ID: ' + light.id } ]`;
- renderer.render( scene, shadow.camera );
- scene.name = currentSceneName;
- }
- /**
- * Updates the shadow.
- *
- * @param {NodeFrame} 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 _shadowCameraLayer = shadow.camera.layers.mask;
- if ( ( shadow.camera.layers.mask & 0xFFFFFFFE ) === 0 ) {
- shadow.camera.layers.mask = camera.layers.mask;
- }
- const currentRenderObjectFunction = renderer.getRenderObjectFunction();
- const currentMRT = renderer.getMRT();
- const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;
- _rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );
- scene.overrideMaterial = getShadowMaterial( light );
- renderer.setRenderObjectFunction( getShadowRenderObjectFunction( renderer, shadow, shadowType, useVelocity ) );
- renderer.setClearColor( 0x000000, 0 );
- renderer.setRenderTarget( shadowMap );
- this.renderShadow( frame );
- renderer.setRenderObjectFunction( currentRenderObjectFunction );
- // vsm blur pass
- if ( shadowType === VSMShadowMap && shadow.isPointLightShadow !== true ) {
- this.vsmPass( renderer );
- }
- shadow.camera.layers.mask = _shadowCameraLayer;
- restoreRendererAndSceneState( renderer, scene, _rendererState );
- }
- /**
- * For VSM additional render passes are required.
- *
- * @param {Renderer} renderer - A reference to the current renderer.
- */
- vsmPass( renderer ) {
- const { shadow } = this;
- const depth = this.shadowMap.depth;
- this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
- this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
- 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._reset();
- super.dispose();
- }
- /**
- * Resets the resouce state of this shadow node.
- *
- * @private
- */
- _reset() {
- this._currentShadowType = null;
- disposeShadowMaterial( this.light );
- if ( this.shadowMap ) {
- 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;
- }
- }
- /**
- * The implementation performs the update of the shadow map if necessary.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- updateBefore( frame ) {
- const { shadow } = this;
- let needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
- if ( needsUpdate ) {
- if ( this._cameraFrameId[ frame.camera ] === frame.frameId ) {
- needsUpdate = false;
- }
- this._cameraFrameId[ frame.camera ] = frame.frameId;
- }
- if ( needsUpdate ) {
- this.updateShadow( frame );
- if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
- shadow.needsUpdate = false;
- }
- }
- }
- }
- export default ShadowNode;
- /**
- * Shadow Render Object Function.
- *
- * @function shadowRenderObjectFunction
- * @param {Object3D} object - The 3D object to render.
- * @param {Scene} scene - The scene containing the object.
- * @param {Camera} _camera - The camera used for rendering.
- * @param {BufferGeometry} geometry - The geometry of the object.
- * @param {Material} material - The material of the object.
- * @param {Group} group - The group the object belongs to.
- * @param {...any} params - Additional parameters for rendering.
- */
- /**
- * TSL function for creating an instance of `ShadowNode`.
- *
- * @tsl
- * @function
- * @param {Light} light - The shadow casting light.
- * @param {?LightShadow} [shadow] - The light shadow.
- * @return {ShadowNode} The created shadow node.
- */
- export const shadow = ( light, shadow ) => new ShadowNode( light, shadow );
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