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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); import { math } from "../../core/math/math.js"; import { LIGHTTYPE_OMNI, LIGHTTYPE_SPOT } from "../constants.js"; import { ShadowMap } from "./shadow-map.js"; import { RenderPassShadowLocalNonClustered } from "./render-pass-shadow-local-non-clustered.js"; class ShadowRendererLocal { constructor(renderer, shadowRenderer) { // temporary list to collect lights to render shadows for __publicField(this, "shadowLights", []); /** @type {Renderer} */ __publicField(this, "renderer"); /** @type {ShadowRenderer} */ __publicField(this, "shadowRenderer"); /** @type {GraphicsDevice} */ __publicField(this, "device"); this.renderer = renderer; this.shadowRenderer = shadowRenderer; this.device = renderer.device; } // cull local shadow map cull(light, comp, casters = null) { const isClustered = this.renderer.scene.clusteredLightingEnabled; light.visibleThisFrame = true; if (!isClustered) { if (!light._shadowMap) { light._shadowMap = ShadowMap.create(this.device, light); } } const type = light._type; const faceCount = type === LIGHTTYPE_SPOT ? 1 : 6; for (let face = 0; face < faceCount; face++) { const lightRenderData = light.getRenderData(null, face); const shadowCam = lightRenderData.shadowCamera; shadowCam.nearClip = light.attenuationEnd / 1e3; shadowCam.farClip = light.attenuationEnd; const shadowCamNode = shadowCam._node; const lightNode = light._node; shadowCamNode.setPosition(lightNode.getPosition()); if (type === LIGHTTYPE_SPOT) { shadowCam.fov = light._outerConeAngle * 2; shadowCamNode.setRotation(lightNode.getRotation()); shadowCamNode.rotateLocal(-90, 0, 0); } else if (type === LIGHTTYPE_OMNI) { if (isClustered) { const tileSize = this.shadowRenderer.lightTextureAtlas.shadowAtlasResolution * light.atlasViewport.z / 3; const texelSize = 2 / tileSize; const filterSize = texelSize * this.shadowRenderer.lightTextureAtlas.shadowEdgePixels; shadowCam.fov = Math.atan(1 + filterSize) * math.RAD_TO_DEG * 2; } else { shadowCam.fov = 90; } } this.renderer.updateCameraFrustum(shadowCam); this.shadowRenderer.cullShadowCasters(comp, light, lightRenderData.visibleCasters, shadowCam, casters); } } prepareLights(shadowLights, lights) { let shadowCamera; for (let i = 0; i < lights.length; i++) { const light = lights[i]; if (this.shadowRenderer.needsShadowRendering(light) && light.atlasViewportAllocated) { shadowLights.push(light); for (let face = 0; face < light.numShadowFaces; face++) { shadowCamera = this.shadowRenderer.prepareFace(light, null, face); } } } return shadowCamera; } /** * Prepare render passes for rendering of shadows for local non-clustered lights. Each shadow face * is a separate render pass as it renders to a separate render target. * * @param {FrameGraph} frameGraph - The frame graph. * @param {Light[]} localLights - The list of local lights. */ buildNonClusteredRenderPasses(frameGraph, localLights) { for (let i = 0; i < localLights.length; i++) { const light = localLights[i]; if (this.shadowRenderer.needsShadowRendering(light)) { const applyVsm = light._type === LIGHTTYPE_SPOT; const faceCount = light.numShadowFaces; for (let face = 0; face < faceCount; face++) { const renderPass = new RenderPassShadowLocalNonClustered(this.device, this.shadowRenderer, light, face, applyVsm); frameGraph.addRenderPass(renderPass); } } } } } export { ShadowRendererLocal };