three
Version:
JavaScript 3D library
225 lines (168 loc) • 5.61 kB
JavaScript
import {
DoubleSide,
CanvasTexture,
Mesh,
MeshBasicMaterial,
NodeMaterial,
OrthographicCamera,
PlaneGeometry,
Scene,
Texture
} from 'three';
import { texture } from 'three/tsl';
/**
* This is a helper for visualising a given light's shadow map.
* It works for shadow casting lights: DirectionalLight and SpotLight.
* It renders out the shadow map and displays it on a HUD.
*
* This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
* import the class from `ShadowMapViewer.js`.
*
* ```js
* const lightShadowMapViewer = new ShadowMapViewer( light );
* lightShadowMapViewer.position.x = 10;
* lightShadowMapViewer.position.y = SCREEN_HEIGHT - ( SHADOW_MAP_HEIGHT / 4 ) - 10;
* lightShadowMapViewer.size.width = SHADOW_MAP_WIDTH / 4;
* lightShadowMapViewer.size.height = SHADOW_MAP_HEIGHT / 4;
* lightShadowMapViewer.update();
* ```
*/
class ShadowMapViewer {
/**
* Constructs a new shadow map viewer.
*
* @param {Light} light - The shadow casting light.
*/
constructor( light ) {
//- Internals
const scope = this;
const doRenderLabel = ( light.name !== undefined && light.name !== '' );
let currentAutoClear;
//Holds the initial position and dimension of the HUD
const frame = {
x: 10,
y: 10,
width: 256,
height: 256
};
const camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
camera.position.set( 0, 0, 2 );
const scene = new Scene();
//HUD for shadow map
const material = new NodeMaterial();
const shadowMapUniform = texture( new Texture() );
material.fragmentNode = shadowMapUniform;
const plane = new PlaneGeometry( frame.width, frame.height );
const mesh = new Mesh( plane, material );
scene.add( mesh );
//Label for light's name
let labelCanvas, labelMesh;
if ( doRenderLabel ) {
labelCanvas = document.createElement( 'canvas' );
const context = labelCanvas.getContext( '2d' );
context.font = 'Bold 20px Arial';
const labelWidth = context.measureText( light.name ).width;
labelCanvas.width = labelWidth;
labelCanvas.height = 25; //25 to account for g, p, etc.
context.font = 'Bold 20px Arial';
context.fillStyle = 'rgba( 255, 0, 0, 1 )';
context.fillText( light.name, 0, 20 );
const labelTexture = new CanvasTexture( labelCanvas );
const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide, transparent: true } );
const labelPlane = new PlaneGeometry( labelCanvas.width, labelCanvas.height );
labelMesh = new Mesh( labelPlane, labelMaterial );
scene.add( labelMesh );
}
function resetPosition() {
scope.position.set( scope.position.x, scope.position.y );
}
/**
* Whether to display the shadow map viewer or not.
*
* @type {boolean}
* @default true
*/
this.enabled = true;
/**
* The size of the viewer. When changing this property, make sure
* to call {@link ShadowMapViewer#update}.
*
* @type {{width:number,height:number}}
* @default true
*/
this.size = {
width: frame.width,
height: frame.height,
set: function ( width, height ) {
this.width = width;
this.height = height;
mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 );
//Reset the position as it is off when we scale stuff
resetPosition();
}
};
/**
* The position of the viewer. When changing this property, make sure
* to call {@link ShadowMapViewer#update}.
*
* @type {{width:number,height:number}}
* @default true
*/
this.position = {
x: frame.x,
y: frame.y,
set: function ( x, y ) {
this.x = x;
this.y = y;
const width = scope.size.width;
const height = scope.size.height;
mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
}
};
/**
* Renders the viewer. This method must be called in the app's animation loop.
*
* @param {WebGPURenderer} renderer - The renderer.
*/
this.render = function ( renderer ) {
if ( this.enabled ) {
//Because a light's .shadowMap is only initialised after the first render pass
//we have to make sure the correct map is sent into the shader, otherwise we
//always end up with the scene's first added shadow casting light's shadowMap
//in the shader
//See: https://github.com/mrdoob/three.js/issues/5932
shadowMapUniform.value = light.shadow.map.texture;
currentAutoClear = renderer.autoClear;
renderer.autoClear = false; // To allow render overlay
renderer.clearDepth();
renderer.render( scene, camera );
renderer.autoClear = currentAutoClear;
}
};
/**
* Resizes the viewer. This method should be called whenever the app's
* window is resized.
*/
this.updateForWindowResize = function () {
if ( this.enabled ) {
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
camera.updateProjectionMatrix();
this.update();
}
};
/**
* Updates the viewer.
*/
this.update = function () {
this.position.set( this.position.x, this.position.y );
this.size.set( this.size.width, this.size.height );
};
//Force an update to set position/size
this.update();
}
}
export { ShadowMapViewer };