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three

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JavaScript 3D library

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import { float, vec2, vec4, If, Fn } from '../tsl/TSLBase.js'; import { reference } from '../accessors/ReferenceNode.js'; import { texture } from '../accessors/TextureNode.js'; import { mix, fract, step, max, clamp } from '../math/MathNode.js'; import { add, sub } from '../math/OperatorNode.js'; import { renderGroup } from '../core/UniformGroupNode.js'; import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; import { objectPosition } from '../accessors/Object3DNode.js'; import { positionWorld } from '../accessors/Position.js'; const shadowMaterialLib = /*@__PURE__*/ new WeakMap(); /** * 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, depthLayer } ) => { let basic = texture( depthTexture, shadowCoord.xy ).label( 't_basic' ); if ( depthTexture.isDepthArrayTexture ) { basic = basic.depth( depthLayer ); } return basic.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, depthLayer } ) => { const depthCompare = ( uv, compare ) => { let depth = texture( depthTexture, uv ); if ( depthTexture.isDepthArrayTexture ) { depth = depth.depth( depthLayer ); } return depth.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, depthLayer } ) => { const depthCompare = ( uv, compare ) => { let depth = texture( depthTexture, uv ); if ( depthTexture.isDepthArrayTexture ) { depth = depth.depth( depthLayer ); } return depth.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, depthLayer } ) => { const occlusion = float( 1 ).toVar(); let distribution = texture( depthTexture ).sample( shadowCoord.xy ); if ( depthTexture.isDepthArrayTexture || depthTexture.isDataArrayTexture ) { distribution = distribution.depth( depthLayer ); } distribution = distribution.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 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 ); }; /** * Retrieves or creates a shadow material for the given light source. * * This function checks if a shadow material already exists for the provided light. * If not, it creates a new `NodeMaterial` configured for shadow rendering and stores it * in the `shadowMaterialLib` for future use. * * @param {Light} light - The light source for which the shadow material is needed. * If the light is a point light, a depth node is calculated * using the linear shadow distance. * @returns {NodeMaterial} The shadow material associated with the given light. */ export 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; };