1/** 2 * @author arya-s / https://github.com/arya-s 3 * 4 * This is a helper for visualising a given light's shadow map. 5 * It works for shadow casting lights: THREE.DirectionalLight and THREE.SpotLight. 6 * It renders out the shadow map and displays it on a HUD. 7 * 8 * Example usage: 9 * 1) Include <script src='examples/js/utils/ShadowMapViewer.js'><script> in your html file 10 * 11 * 2) Create a shadow casting light and name it optionally: 12 * var light = new THREE.DirectionalLight( 0xffffff, 1 ); 13 * light.castShadow = true; 14 * light.name = 'Sun'; 15 * 16 * 3) Create a shadow map viewer for that light and set its size and position optionally: 17 * var shadowMapViewer = new THREE.ShadowMapViewer( light ); 18 * shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256 19 * shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner) 20 * 21 * 4) Render the shadow map viewer in your render loop: 22 * shadowMapViewer.render( renderer ); 23 * 24 * 5) Optionally: Update the shadow map viewer on window resize: 25 * shadowMapViewer.updateForWindowResize(); 26 * 27 * 6) If you set the position or size members directly, you need to call shadowMapViewer.update(); 28 */ 29 30THREE.ShadowMapViewer = function ( light ) { 31 32 //- Internals 33 var scope = this; 34 var doRenderLabel = ( light.name !== undefined && light.name !== '' ); 35 var userAutoClearSetting; 36 37 //Holds the initial position and dimension of the HUD 38 var frame = { 39 x: 10, 40 y: 10, 41 width: 256, 42 height: 256 43 }; 44 45 var camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 ); 46 camera.position.set( 0, 0, 2 ); 47 var scene = new THREE.Scene(); 48 49 //HUD for shadow map 50 var shader = THREE.UnpackDepthRGBAShader; 51 52 var uniforms = new THREE.UniformsUtils.clone( shader.uniforms ); 53 var material = new THREE.ShaderMaterial( { 54 uniforms: uniforms, 55 vertexShader: shader.vertexShader, 56 fragmentShader: shader.fragmentShader 57 } ); 58 var plane = new THREE.PlaneBufferGeometry( frame.width, frame.height ); 59 var mesh = new THREE.Mesh( plane, material ); 60 61 scene.add( mesh ); 62 63 64 //Label for light's name 65 var labelCanvas, labelMesh; 66 67 if ( doRenderLabel ) { 68 69 labelCanvas = document.createElement( 'canvas' ); 70 71 var context = labelCanvas.getContext( '2d' ); 72 context.font = 'Bold 20px Arial'; 73 74 var labelWidth = context.measureText( light.name ).width; 75 labelCanvas.width = labelWidth; 76 labelCanvas.height = 25; //25 to account for g, p, etc. 77 78 context.font = 'Bold 20px Arial'; 79 context.fillStyle = 'rgba( 255, 0, 0, 1 )'; 80 context.fillText( light.name, 0, 20 ); 81 82 var labelTexture = new THREE.Texture( labelCanvas ); 83 labelTexture.magFilter = THREE.LinearFilter; 84 labelTexture.minFilter = THREE.LinearFilter; 85 labelTexture.needsUpdate = true; 86 87 var labelMaterial = new THREE.MeshBasicMaterial( { map: labelTexture, side: THREE.DoubleSide } ); 88 labelMaterial.transparent = true; 89 90 var labelPlane = new THREE.PlaneBufferGeometry( labelCanvas.width, labelCanvas.height ); 91 labelMesh = new THREE.Mesh( labelPlane, labelMaterial ); 92 93 scene.add( labelMesh ); 94 95 } 96 97 98 function resetPosition () { 99 100 scope.position.set( scope.position.x, scope.position.y ); 101 102 } 103 104 //- API 105 // Set to false to disable displaying this shadow map 106 this.enabled = true; 107 108 // Set the size of the displayed shadow map on the HUD 109 this.size = { 110 width: frame.width, 111 height: frame.height, 112 set: function ( width, height ) { 113 114 this.width = width; 115 this.height = height; 116 117 mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 ); 118 119 //Reset the position as it is off when we scale stuff 120 resetPosition(); 121 122 } 123 }; 124 125 // Set the position of the displayed shadow map on the HUD 126 this.position = { 127 x: frame.x, 128 y: frame.y, 129 set: function ( x, y ) { 130 131 this.x = x; 132 this.y = y; 133 134 var width = scope.size.width; 135 var height = scope.size.height; 136 137 mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 ); 138 139 if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 ); 140 141 } 142 }; 143 144 this.render = function ( renderer ) { 145 146 if ( this.enabled ) { 147 148 //Because a light's .shadowMap is only initialised after the first render pass 149 //we have to make sure the correct map is sent into the shader, otherwise we 150 //always end up with the scene's first added shadow casting light's shadowMap 151 //in the shader 152 //See: https://github.com/mrdoob/three.js/issues/5932 153 uniforms.tDiffuse.value = light.shadow.map.texture; 154 155 userAutoClearSetting = renderer.autoClear; 156 renderer.autoClear = false; // To allow render overlay 157 renderer.clearDepth(); 158 renderer.render( scene, camera ); 159 renderer.autoClear = userAutoClearSetting; //Restore user's setting 160 161 } 162 163 }; 164 165 this.updateForWindowResize = function () { 166 167 if ( this.enabled ) { 168 169 camera.left = window.innerWidth / - 2; 170 camera.right = window.innerWidth / 2; 171 camera.top = window.innerHeight / 2; 172 camera.bottom = window.innerHeight / - 2; 173 camera.updateProjectionMatrix(); 174 175 this.update(); 176 } 177 178 }; 179 180 this.update = function () { 181 182 this.position.set( this.position.x, this.position.y ); 183 this.size.set( this.size.width, this.size.height ); 184 185 }; 186 187 //Force an update to set position/size 188 this.update(); 189 190}; 191 192THREE.ShadowMapViewer.prototype.constructor = THREE.ShadowMapViewer;
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