MCP 3D Printer Server
by DMontgomery40
Verified
- node_modules
- three
- src
- nodes
- lighting
import ShadowBaseNode, { shadowPositionWorld } from './ShadowBaseNode.js';
import { float, vec2, vec3, vec4, If, int, Fn, nodeObject } from '../tsl/TSLBase.js';
import { reference } from '../accessors/ReferenceNode.js';
import { texture } from '../accessors/TextureNode.js';
import { positionWorld } from '../accessors/Position.js';
import { transformedNormalWorld } from '../accessors/Normal.js';
import { mix, fract, step, max, clamp, sqrt } from '../math/MathNode.js';
import { add, sub } from '../math/OperatorNode.js';
import { DepthTexture } from '../../textures/DepthTexture.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import { Loop } from '../utils/LoopNode.js';
import { screenCoordinate } from '../display/ScreenNode.js';
import { HalfFloatType, LessCompare, RGFormat, VSMShadowMap, WebGPUCoordinateSystem } from '../../constants.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { viewZToLogarithmicDepth } from '../display/ViewportDepthNode.js';
import { objectPosition } from '../accessors/Object3DNode.js';
import { lightShadowMatrix } from '../accessors/Lights.js';
import { resetRendererAndSceneState, restoreRendererAndSceneState } from '../../renderers/common/RendererUtils.js';
import { getDataFromObject } from '../core/NodeUtils.js';
/** @module ShadowNode **/
const shadowMaterialLib = /*@__PURE__*/ new WeakMap();
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 );
};
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;
};
/**
* 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 } ) => {
return texture( depthTexture, shadowCoord.xy ).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 } ) => {
const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).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 } ) => {
const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).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 } ) => {
const occlusion = float( 1 ).toVar();
const distribution = texture( depthTexture ).sample( shadowCoord.xy ).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;
} );
/**
* Represents the shader code for the first VSM render pass.
*
* @method
* @param {Object} inputs - The input parameter object.
* @param {Node<float>} inputs.samples - The number of samples
* @param {Node<float>} inputs.radius - The radius.
* @param {Node<float>} inputs.size - The size.
* @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
* @return {Node<vec2>} The VSM output.
*/
const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
const mean = float( 0 ).toVar();
const squaredMean = float( 0 ).toVar();
const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
const depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
mean.addAssign( depth );
squaredMean.addAssign( depth.mul( depth ) );
} );
mean.divAssign( samples );
squaredMean.divAssign( samples );
const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
return vec2( mean, std_dev );
} );
/**
* Represents the shader code for the second VSM render pass.
*
* @method
* @param {Object} inputs - The input parameter object.
* @param {Node<float>} inputs.samples - The number of samples
* @param {Node<float>} inputs.radius - The radius.
* @param {Node<float>} inputs.size - The size.
* @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
* @return {Node<vec2>} The VSM output.
*/
const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
const mean = float( 0 ).toVar();
const squaredMean = float( 0 ).toVar();
const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
const distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
mean.addAssign( distribution.x );
squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
} );
mean.divAssign( samples );
squaredMean.divAssign( samples );
const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
return vec2( mean, std_dev );
} );
const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
//
let _rendererState;
const _quadMesh = /*@__PURE__*/ new QuadMesh();
/**
* Represents the default shadow implementation for lighting nodes.
*
* @augments module:ShadowBaseNode~ShadowBaseNode
*/
class ShadowNode extends ShadowBaseNode {
static get type() {
return 'ShadowNode';
}
/**
* Constructs a new shadow node.
*
* @param {Light} light - The shadow casting light.
* @param {LightShadow?} [shadow=null] - An optional light shadow.
*/
constructor( light, shadow = null ) {
super( light );
/**
* The light shadow which defines the properties light's
* shadow.
*
* @type {LightShadow?}
* @default null
*/
this.shadow = shadow || light.shadow;
/**
* A reference to the shadow map which is a render target.
*
* @type {RenderTarget?}
* @default null
*/
this.shadowMap = null;
/**
* Only relevant for VSM shadows. Render target for the
* first VSM render pass.
*
* @type {RenderTarget?}
* @default null
*/
this.vsmShadowMapVertical = null;
/**
* Only relevant for VSM shadows. Render target for the
* second VSM render pass.
*
* @type {RenderTarget?}
* @default null
*/
this.vsmShadowMapHorizontal = null;
/**
* Only relevant for VSM shadows. Node material which
* is used to render the first VSM pass.
*
* @type {NodeMaterial?}
* @default null
*/
this.vsmMaterialVertical = null;
/**
* Only relevant for VSM shadows. Node material which
* is used to render the second VSM pass.
*
* @type {NodeMaterial?}
* @default null
*/
this.vsmMaterialHorizontal = null;
/**
* A reference to the output node which defines the
* final result of this shadow node.
*
* @type {Node?}
* @private
* @default null
*/
this._node = null;
/**
* This flag can be used for type testing.
*
* @type {Boolean}
* @readonly
* @default true
*/
this.isShadowNode = true;
}
/**
* Setups the shadow filtering.
*
* @param {NodeBuilder} builder - A reference to the current node builder.
* @param {Object} inputs - A configuration object that defines the shadow filtering.
* @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
* @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
* @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
* @param {LightShadow} inputs.shadow - The light shadow.
* @return {Node<float>} The result node of the shadow filtering.
*/
setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow } ) {
const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
.and( shadowCoord.x.lessThanEqual( 1 ) )
.and( shadowCoord.y.greaterThanEqual( 0 ) )
.and( shadowCoord.y.lessThanEqual( 1 ) )
.and( shadowCoord.z.lessThanEqual( 1 ) );
const shadowNode = filterFn( { depthTexture, shadowCoord, shadow } );
return frustumTest.select( shadowNode, float( 1 ) );
}
/**
* Setups the shadow coordinates.
*
* @param {NodeBuilder} builder - A reference to the current node builder.
* @param {Node<vec3>} shadowPosition - A node representing the shadow position.
* @return {Node<vec3>} The shadow coordinates.
*/
setupShadowCoord( builder, shadowPosition ) {
const { shadow } = this;
const { renderer } = builder;
const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
let shadowCoord = shadowPosition;
let coordZ;
if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
coordZ = shadowCoord.z;
if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
}
} else {
const w = shadowCoord.w;
shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
// The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
// updated to use the shadow camera. So, we have to declare our own "local" ones here.
// TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );
coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );
}
shadowCoord = vec3(
shadowCoord.x,
shadowCoord.y.oneMinus(), // follow webgpu standards
coordZ.add( bias )
);
return shadowCoord;
}
/**
* Returns the shadow filtering function for the given shadow type.
*
* @param {Number} type - The shadow type.
* @return {Function} The filtering function.
*/
getShadowFilterFn( type ) {
return _shadowFilterLib[ type ];
}
/**
* Setups the shadow output node.
*
* @param {NodeBuilder} builder - A reference to the current node builder.
* @return {Node<vec3>} The shadow output node.
*/
setupShadow( builder ) {
const { renderer } = builder;
const { light, shadow } = this;
const shadowMapType = renderer.shadowMap.type;
const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
depthTexture.compareFunction = LessCompare;
const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
shadowMap.depthTexture = depthTexture;
shadow.camera.updateProjectionMatrix();
// VSM
if ( shadowMapType === VSMShadowMap ) {
depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
const shadowPassVertical = texture( depthTexture );
const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
material.name = 'VSMVertical';
material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
material.name = 'VSMHorizontal';
}
//
const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
const shadowPosition = lightShadowMatrix( light ).mul( shadowPositionWorld.add( transformedNormalWorld.mul( normalBias ) ) );
const shadowCoord = this.setupShadowCoord( builder, shadowPosition );
//
const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;
if ( filterFn === null ) {
throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
}
const shadowDepthTexture = ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow } );
const shadowColor = texture( shadowMap.texture, shadowCoord );
const shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
this.shadowMap = shadowMap;
this.shadow.map = shadowMap;
return shadowOutput;
}
/**
* The implementation performs the setup of the output node. An output is only
* produces if shadow mapping is globally enabled in the renderer.
*
* @param {NodeBuilder} builder - A reference to the current node builder.
* @return {ShaderCallNodeInternal} The output node.
*/
setup( builder ) {
if ( builder.renderer.shadowMap.enabled === false ) return;
return Fn( () => {
let node = this._node;
this.setupShadowPosition( builder );
if ( node === null ) {
this._node = node = this.setupShadow( builder );
}
if ( builder.material.shadowNode ) { // @deprecated, r171
console.warn( 'THREE.NodeMaterial: ".shadowNode" is deprecated. Use ".castShadowNode" instead.' );
}
if ( builder.material.receivedShadowNode ) {
node = builder.material.receivedShadowNode( node );
}
return node;
} )();
}
/**
* Renders the shadow. The logic of this function could be included
* into {@link ShadowNode#updateShadow} however more specialized shadow
* nodes might require a custom shadow map rendering. By having a
* dedicated method, it's easier to overwrite the default behavior.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
renderShadow( frame ) {
const { shadow, shadowMap, light } = this;
const { renderer, scene } = frame;
shadow.updateMatrices( light );
shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height );
renderer.render( scene, shadow.camera );
}
/**
* Updates the shadow.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
updateShadow( frame ) {
const { shadowMap, light, shadow } = this;
const { renderer, scene, camera } = frame;
const shadowType = renderer.shadowMap.type;
const depthVersion = shadowMap.depthTexture.version;
this._depthVersionCached = depthVersion;
shadow.camera.layers.mask = camera.layers.mask;
const currentRenderObjectFunction = renderer.getRenderObjectFunction();
const currentMRT = renderer.getMRT();
const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;
_rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );
scene.overrideMaterial = getShadowMaterial( light );
renderer.setRenderObjectFunction( ( object, scene, _camera, geometry, material, group, ...params ) => {
if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
if ( useVelocity ) {
getDataFromObject( object ).useVelocity = true;
}
object.onBeforeShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
object.onAfterShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
}
} );
renderer.setRenderTarget( shadowMap );
this.renderShadow( frame );
renderer.setRenderObjectFunction( currentRenderObjectFunction );
// vsm blur pass
if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
this.vsmPass( renderer );
}
restoreRendererAndSceneState( renderer, scene, _rendererState );
}
/**
* For VSM additional render passes are required.
*
* @param {Renderer} renderer - A reference to the current renderer.
*/
vsmPass( renderer ) {
const { shadow } = this;
this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height );
this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height );
renderer.setRenderTarget( this.vsmShadowMapVertical );
_quadMesh.material = this.vsmMaterialVertical;
_quadMesh.render( renderer );
renderer.setRenderTarget( this.vsmShadowMapHorizontal );
_quadMesh.material = this.vsmMaterialHorizontal;
_quadMesh.render( renderer );
}
/**
* Frees the internal resources of this shadow node.
*/
dispose() {
this.shadowMap.dispose();
this.shadowMap = null;
if ( this.vsmShadowMapVertical !== null ) {
this.vsmShadowMapVertical.dispose();
this.vsmShadowMapVertical = null;
this.vsmMaterialVertical.dispose();
this.vsmMaterialVertical = null;
}
if ( this.vsmShadowMapHorizontal !== null ) {
this.vsmShadowMapHorizontal.dispose();
this.vsmShadowMapHorizontal = null;
this.vsmMaterialHorizontal.dispose();
this.vsmMaterialHorizontal = null;
}
super.dispose();
}
/**
* The implementation performs the update of the shadow map if necessary.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
updateBefore( frame ) {
const { shadow } = this;
const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
if ( needsUpdate ) {
this.updateShadow( frame );
if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
shadow.needsUpdate = false;
}
}
}
}
export default ShadowNode;
/**
* TSL function for creating an instance of `ShadowNode`.
*
* @function
* @param {Light} light - The shadow casting light.
* @param {LightShadow} shadow - The light shadow.
* @return {ShadowNode} The created shadow node.
*/
export const shadow = ( light, shadow ) => nodeObject( new ShadowNode( light, shadow ) );