three
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JavaScript 3D library
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JavaScript
import Node from '../core/Node.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.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 { perspectiveDepthToLogarithmicDepth } from '../display/ViewportDepthNode.js';
const BasicShadowMap = Fn( ( { depthTexture, shadowCoord } ) => {
return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
} );
const PCFShadowMap = 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 );
} );
const PCFSoftShadowMap = 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 );
} );
// VSM
const VSMShadowMapNode = Fn( ( { depthTexture, shadowCoord } ) => {
const occlusion = float( 1 ).toVar();
const distribution = texture( depthTexture ).uv( 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;
} );
const VSMPassVertical = 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.uv( 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 );
} );
const VSMPassHorizontal = 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.uv( 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 = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, VSMShadowMapNode ];
//
let _overrideMaterial = null;
const _quadMesh = /*@__PURE__*/ new QuadMesh();
class ShadowNode extends Node {
static get type() {
return 'ShadowNode';
}
constructor( light, shadow = null ) {
super();
this.light = light;
this.shadow = shadow || light.shadow;
this.shadowMap = null;
this.vsmShadowMapVertical = null;
this.vsmShadowMapHorizontal = null;
this.vsmMaterialVertical = null;
this.vsmMaterialHorizontal = null;
this.updateBeforeType = NodeUpdateType.RENDER;
this._node = null;
this.isShadowNode = true;
}
setupShadow( builder ) {
const { object, renderer } = builder;
if ( _overrideMaterial === null ) {
_overrideMaterial = new NodeMaterial();
_overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
_overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
_overrideMaterial.name = 'ShadowMaterial';
}
const shadow = this.shadow;
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 bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
const position = object.material.shadowPositionNode || positionWorld;
let shadowCoord = uniform( shadow.matrix ).setGroup( renderGroup ).mul( position.add( transformedNormalWorld.mul( normalBias ) ) );
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 = uniform( 'float' ).onRenderUpdate( () => shadow.camera.near );
const cameraFarLocal = uniform( 'float' ).onRenderUpdate( () => shadow.camera.far );
coordZ = perspectiveDepthToLogarithmicDepth( w, cameraNearLocal, cameraFarLocal );
}
shadowCoord = vec3(
shadowCoord.x,
shadowCoord.y.oneMinus(), // follow webgpu standards
coordZ.add( bias )
);
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 filterFn = shadow.filterNode || _shadowFilterLib[ renderer.shadowMap.type ] || null;
if ( filterFn === null ) {
throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
}
const shadowColor = texture( shadowMap.texture, shadowCoord );
const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
this.shadowMap = shadowMap;
this.shadow.map = shadowMap;
return mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) );
}
setup( builder ) {
if ( builder.renderer.shadowMap.enabled === false ) return;
return this._node !== null ? this._node : ( this._node = this.setupShadow( builder ) );
}
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 = _overrideMaterial;
shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height );
shadow.updateMatrices( light );
shadow.camera.layers.mask = camera.layers.mask;
const currentRenderTarget = renderer.getRenderTarget();
const currentRenderObjectFunction = renderer.getRenderObjectFunction();
renderer.setRenderObjectFunction( ( object, ...params ) => {
if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
renderer.renderObject( object, ...params );
}
} );
renderer.setRenderTarget( shadowMap );
renderer.render( scene, shadow.camera );
renderer.setRenderObjectFunction( currentRenderObjectFunction );
// vsm blur pass
if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
this.vsmPass( renderer );
}
renderer.setRenderTarget( currentRenderTarget );
scene.overrideMaterial = currentOverrideMaterial;
}
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 );
}
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;
}
this.updateBeforeType = NodeUpdateType.NONE;
}
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;
export const shadow = ( light, shadow ) => nodeObject( new ShadowNode( light, shadow ) );