import { DoubleSide, LinearFilter, Mesh, MeshBasicMaterial, OrthographicCamera, PlaneGeometry, Scene, ShaderMaterial, Texture, UniformsUtils } from 'three'; import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js'; /** * 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. * * Example usage: * 1) Import ShadowMapViewer into your app. * * 2) Create a shadow casting light and name it optionally: * let light = new DirectionalLight( 0xffffff, 1 ); * light.castShadow = true; * light.name = 'Sun'; * * 3) Create a shadow map viewer for that light and set its size and position optionally: * let shadowMapViewer = new ShadowMapViewer( light ); * shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256 * shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner) * * 4) Render the shadow map viewer in your render loop: * shadowMapViewer.render( renderer ); * * 5) Optionally: Update the shadow map viewer on window resize: * shadowMapViewer.updateForWindowResize(); * * 6) If you set the position or size members directly, you need to call shadowMapViewer.update(); */ class ShadowMapViewer { constructor( light ) { //- Internals const scope = this; const doRenderLabel = ( light.name !== undefined && light.name !== '' ); let userAutoClearSetting; //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 shader = UnpackDepthRGBAShader; const uniforms = UniformsUtils.clone( shader.uniforms ); const material = new ShaderMaterial( { uniforms: uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); 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 Texture( labelCanvas ); labelTexture.magFilter = LinearFilter; labelTexture.minFilter = LinearFilter; labelTexture.needsUpdate = true; const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide } ); labelMaterial.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 ); } //- API // Set to false to disable displaying this shadow map this.enabled = true; // Set the size of the displayed shadow map on the HUD 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(); } }; // Set the position of the displayed shadow map on the HUD 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 ); } }; 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 uniforms.tDiffuse.value = light.shadow.map.texture; userAutoClearSetting = renderer.autoClear; renderer.autoClear = false; // To allow render overlay renderer.clearDepth(); renderer.render( scene, camera ); renderer.autoClear = userAutoClearSetting; //Restore user's setting } }; 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(); } }; 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 };