mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-05 14:13:24 +01:00
191 lines
5.3 KiB
JavaScript
Executable File
191 lines
5.3 KiB
JavaScript
Executable File
/**
|
|
* @author arya-s / https://github.com/arya-s
|
|
*
|
|
* This is a helper for visualising a given light's shadow map.
|
|
* It works for shadow casting lights: THREE.DirectionalLight and THREE.SpotLight.
|
|
* It renders out the shadow map and displays it on a HUD.
|
|
*
|
|
* Example usage:
|
|
* 1) Include <script src='examples/js/utils/ShadowMapViewer.js'><script> in your html file
|
|
*
|
|
* 2) Create a shadow casting light and name it optionally:
|
|
* var light = new THREE.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:
|
|
* var shadowMapViewer = new THREE.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();
|
|
*/
|
|
|
|
THREE.ShadowMapViewer = function ( light ) {
|
|
|
|
//- Internals
|
|
var scope = this;
|
|
var doRenderLabel = ( light.name !== undefined && light.name !== '' );
|
|
var userAutoClearSetting;
|
|
|
|
//Holds the initial position and dimension of the HUD
|
|
var frame = {
|
|
x: 10,
|
|
y: 10,
|
|
width: 256,
|
|
height: 256,
|
|
};
|
|
|
|
var camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
|
|
camera.position.set( 0, 0, 2 );
|
|
var scene = new THREE.Scene();
|
|
|
|
//HUD for shadow map
|
|
var shader = THREE.UnpackDepthRGBAShader;
|
|
|
|
var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
|
|
var material = new THREE.ShaderMaterial( {
|
|
uniforms: uniforms,
|
|
vertexShader: shader.vertexShader,
|
|
fragmentShader: shader.fragmentShader
|
|
} );
|
|
var plane = new THREE.PlaneBufferGeometry( frame.width, frame.height );
|
|
var mesh = new THREE.Mesh( plane, material );
|
|
|
|
scene.add( mesh );
|
|
|
|
|
|
//Label for light's name
|
|
var labelCanvas, labelMesh;
|
|
|
|
if ( doRenderLabel ) {
|
|
|
|
labelCanvas = document.createElement( 'canvas' );
|
|
|
|
var context = labelCanvas.getContext( '2d' );
|
|
context.font = 'Bold 20px Arial';
|
|
|
|
var 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 );
|
|
|
|
var labelTexture = new THREE.Texture( labelCanvas );
|
|
labelTexture.magFilter = THREE.LinearFilter;
|
|
labelTexture.minFilter = THREE.LinearFilter;
|
|
labelTexture.needsUpdate = true;
|
|
|
|
var labelMaterial = new THREE.MeshBasicMaterial( { map: labelTexture, side: THREE.DoubleSide } );
|
|
labelMaterial.transparent = true;
|
|
|
|
var labelPlane = new THREE.PlaneBufferGeometry( labelCanvas.width, labelCanvas.height );
|
|
labelMesh = new THREE.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;
|
|
|
|
var width = scope.size.width;
|
|
var 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.shadowMap;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
THREE.ShadowMapViewer.prototype.constructor = THREE.ShadowMapViewer;
|