three
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JavaScript 3D library
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JavaScript
import { Group, NodeMaterial, Mesh, PlaneGeometry, DoubleSide, CameraHelper } from 'three/webgpu';
import { Fn, vec4, vec3, texture, uv, positionLocal, vec2, float, screenSize } from 'three/tsl';
/**
* Helper class to manage and display debug visuals for TileShadowNode.
*
* @augments Group
* @three_import import { TileShadowNodeHelper } from 'three/addons/tsl/shadows/TileShadowNodeHelper.js';
*/
class TileShadowNodeHelper extends Group {
/**
* @param {TileShadowNode} tileShadowNode The TileShadowNode instance to debug.
*/
constructor( tileShadowNode ) {
super();
if ( ! tileShadowNode ) {
throw new Error( 'TileShadowNode instance is required for TileShadowNodeHelper.' );
}
this.tileShadowNode = tileShadowNode;
this.config = tileShadowNode.config;
this.tiles = tileShadowNode.tiles;
this._debugMeshes = [];
this._shadowCamHelpers = [];
this.initialized = false;
}
/**
* Initializes the debug displays (planes and camera helpers).
* Should be called after TileShadowNode has initialized its lights and shadow nodes.
*/
init() {
if ( this.tileShadowNode._shadowNodes.length !== this.tiles.length ) {
console.error( 'Cannot initialize TileShadowNodeHelper: Shadow nodes not ready or mismatch count.' );
return;
}
const tilesX = this.config.tilesX;
const tilesY = this.config.tilesY;
// Clear previous helpers if any (e.g., during a re-init)
this.dispose();
// Create a display for each shadow map tile
for ( let i = 0; i < this.tiles.length; i ++ ) {
// Create display plane
const display = new Mesh( new PlaneGeometry( 1, 1 ), new NodeMaterial() );
display.renderOrder = 9999999; // Ensure they appear on top
display.material.transparent = true;
display.frustumCulled = false;
display.side = DoubleSide;
display.material.depthTest = false; // Disable depth testing
display.material.depthWrite = false; // Disable depth writing
const col = i % tilesX;
const row = Math.floor( i / tilesX );
// Vertex shader logic for positioning the debug quad
display.material.vertexNode = Fn( () => {
const aspectRatio = screenSize.x.div( screenSize.y );
const maxTiles = Math.max( tilesX, tilesY );
const displaySize = float( 0.8 / maxTiles ); // Size adapts to number of tiles
const margin = float( 0.01 );
const cornerOffset = float( 0.05 );
// Position tiles left-to-right, top-to-bottom
const xBase = float( - 1.0 ).add( cornerOffset ).add(
displaySize.div( 2 ).div( aspectRatio )
).add( float( col ).mul( displaySize.div( aspectRatio ).add( margin ) ) );
const yBase = float( 1.0 ).sub( cornerOffset ).sub(
displaySize.div( 2 )
).sub( float( row ).mul( displaySize.add( margin ) ) );
const scaledPos = vec2(
positionLocal.x.mul( displaySize.div( aspectRatio ) ),
positionLocal.y.mul( displaySize )
);
const finalPos = vec2(
scaledPos.x.add( xBase ),
scaledPos.y.add( yBase )
);
return vec4( finalPos.x, finalPos.y, 0.0, 1.0 );
} )();
display.material.outputNode = Fn( () => {
// Ensure shadowMap and depthTexture are available
if ( ! this.tileShadowNode.shadowMap || ! this.tileShadowNode.shadowMap.depthTexture ) {
return vec4( 1, 0, 1, 1 ); // Magenta error color
}
const sampledDepth = texture( this.tileShadowNode.shadowMap.depthTexture )
.sample( uv().flipY() )
.depth( float( i ) ) // Sample correct layer
.compare( 0.9 ); // Example comparison value
// Simple tint based on index for visual distinction
const r = float( 0.5 + ( i % 3 ) * 0.16 );
const g = float( 0.5 + ( i % 2 ) * 0.25 );
const b = float( 0.7 + ( i % 4 ) * 0.075 );
return vec4(
vec3( r, g, b )
.mul( sampledDepth )
.saturate()
.rgb,
1.0
);
} )();
this.add( display );
this._debugMeshes.push( display );
if ( this.tileShadowNode._shadowNodes[ i ] && this.tileShadowNode._shadowNodes[ i ].shadow ) {
const camHelper = new CameraHelper( this.tileShadowNode._shadowNodes[ i ].shadow.camera );
camHelper.fog = false;
this.add( camHelper );
this._shadowCamHelpers.push( camHelper );
} else {
console.warn( `TileShadowNodeHelper: Could not create CameraHelper for tile index ${i}. Shadow node or camera missing.` );
this._shadowCamHelpers.push( null );
}
}
this.initialized = true;
}
/**
* Updates the debug visuals (specifically camera helpers).
* Should be called within TileShadowNode's update method.
*/
update() {
if ( this.initialized === false ) {
this.init();
}
for ( const helper of this._shadowCamHelpers ) {
if ( helper ) {
helper.update(); // Update CameraHelper matrices
helper.updateMatrixWorld( true ); // Ensure world matrix is current
}
}
}
/**
* Removes all debug objects (planes and helpers) from the scene.
*/
dispose() {
if ( this.scene ) {
for ( const mesh of this._debugMeshes ) {
mesh.geometry.dispose();
mesh.material.dispose();
this.scene.remove( mesh );
}
for ( const helper of this._shadowCamHelpers ) {
if ( helper ) {
this.scene.remove( helper );
}
}
}
this._debugMeshes = [];
this._shadowCamHelpers = [];
}
}
export { TileShadowNodeHelper };