@openhps/core
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Open Hybrid Positioning System - Core component
662 lines (621 loc) • 25.3 kB
JavaScript
import ShadowBaseNode, { shadowPositionWorld } 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';
import { resetRendererAndSceneState, restoreRendererAndSceneState } from '../../renderers/common/RendererUtils.js';
import { getDataFromObject } from '../core/NodeUtils.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.isShadowPassMaterial = true; // Use to avoid other overrideMaterial override material.colorNode unintentionally when using material.shadowNode
material.name = 'ShadowMaterial';
material.fog = false;
shadowMaterialLib.set(light, material);
}
return material;
};
/**
* 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];
//
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;
this._cameraFrameId = new WeakMap();
/**
* 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(shadowPositionWorld.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 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);
renderer.render(scene, shadow.camera);
}
/**
* 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;
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((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);
}
});
renderer.setRenderTarget(shadowMap);
this.renderShadow(frame);
renderer.setRenderObjectFunction(currentRenderObjectFunction);
// vsm blur pass
if (light.isPointLight !== true && shadowType === VSMShadowMap) {
this.vsmPass(renderer);
}
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;
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 {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;
/**
* 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) => nodeObject(new ShadowNode(light, shadow));