Class: Mittsu::ShadowMapPlugin
- Inherits:
-
Object
- Object
- Mittsu::ShadowMapPlugin
- Defined in:
- lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb
Instance Method Summary collapse
- #create_virtual_light(light, cascade) ⇒ Object
-
#get_object_material(object) ⇒ Object
For the moment just ignore objects that have multiple materials with different animation methods Only the frst material will be taken into account for deciding which depth material to use for shadow maps.
-
#initialize(renderer, lights, opengl_objects, opengl_objects_immediate) ⇒ ShadowMapPlugin
constructor
A new instance of ShadowMapPlugin.
- #project_object(scene, object, shadow_camera) ⇒ Object
- #render(scene, camera) ⇒ Object
-
#update_shadow_camera(camera, light) ⇒ Object
fit shadow camera’s ortho frustum to camera frustum.
-
#update_virtual_light(light, cascade) ⇒ Object
synchronize virtual light with the original light.
Constructor Details
#initialize(renderer, lights, opengl_objects, opengl_objects_immediate) ⇒ ShadowMapPlugin
Returns a new instance of ShadowMapPlugin.
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 6 def initialize(renderer, lights, opengl_objects, opengl_objects_immediate) @renderer, @lights = renderer, lights @opengl_objects = opengl_objects @opengl_objects_immediate = opengl_objects_immediate @frustum = Frustum.new @proj_screen_matrix = Matrix4.new @min = Vector3.new @max = Vector3.new @matrix_position = Vector3.new @render_list = [] depth_shader = ShaderLib[:depth_rgba] depth_uniforms = UniformsUtils.clone(depth_shader.uniforms) @depth_material = ShaderMaterial.new( uniforms: depth_uniforms, vertex_shader: depth_shader.vertex_shader, fragment_shader: depth_shader.fragment_shader ) @depth_material_morph = ShaderMaterial.new( uniforms: depth_uniforms, vertex_shader: depth_shader.vertex_shader, fragment_shader: depth_shader.fragment_shader, morph_targets: true ) @depth_material_skin = ShaderMaterial.new( uniforms: depth_uniforms, vertex_shader: depth_shader.vertex_shader, fragment_shader: depth_shader.fragment_shader, skinning: true ) @depth_material_morph_skin = ShaderMaterial.new( uniforms: depth_uniforms, vertex_shader: depth_shader.vertex_shader, fragment_shader: depth_shader.fragment_shader, morph_targets: true, skinning: true ) @depth_material.shadow_pass = true @depth_material_morph.shadow_pass = true @depth_material_skin.shadow_pass = true @depth_material_morph_skin.shadow_pass = true end |
Instance Method Details
#create_virtual_light(light, cascade) ⇒ Object
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 288 def create_virtual_light(light, cascade) DirectionalLight.new.tap do |virtual_light| virtual_light.is_virtual = true virtual_light.only_shadow = true virtual_light.cast_shadow = true virtual_light.shadow_camera_near = light.shadow_camera_near virtual_light.shadow_camera_far = light.shadow_camera_far virtual_light.shadow_camera_left = light.shadow_camera_left virtual_light.shadow_camera_right = light.shadow_camera_right virtual_light.shadow_camera_bottom = light.shadow_camera_bottom virtual_light.shadow_camera_top = light.shadow_camera_top virtual_light.shadow_camera_visible = light.shadow_camera_visible virtual_light.shadow_darkness = light.shadow_darkness virtual_light.shadow_darkness = light.shadow_darkness virtual_light.shadow_bias = light.shadow_cascade_bias[cascade] virtual_light.shadow_map_width = light.shadow_cascade_width[cascade] virtual_light.shadow_map_height = light.shadow_cascade_height[cascade] points_world = virtual_light.points_world = [] points_frustum = virtual_light.points_frustum = [] 8.times do points_world << Vector3.new points_frustum << Vector3.new end near_z = light.shadow_cascade_near_z[cascade] far_z = light.shadow_cascade_far_z[cascade] points_frustum[0].set(-1.0, -1.0, near_z) points_frustum[1].set( 1.0, -1.0, near_z) points_frustum[2].set(-1.0, 1.0, near_z) points_frustum[3].set( 1.0, 1.0, near_z) points_frustum[4].set(-1.0, -1.0, far_z) points_frustum[5].set( 1.0, -1.0, far_z) points_frustum[6].set(-1.0, 1.0, far_z) points_frustum[7].set( 1.0, 1.0, far_z) end end |
#get_object_material(object) ⇒ Object
For the moment just ignore objects that have multiple materials with different animation methods Only the frst material will be taken into account for deciding which depth material to use for shadow maps
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 409 def get_object_material(object) if object.material.is_a?(MeshFaceMaterial) object.material.materials[0] else object.material end end |
#project_object(scene, object, shadow_camera) ⇒ Object
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 271 def project_object(scene, object, shadow_camera) if object.visible opengl_objects = @opengl_objects[object.id] if opengl_objects && object.cast_shadow && (object.frustum_culled == false || @frustum.intersects_object?(object) == true) opengl_objects.each do |opengl_object| object.model_view_matrix.multiply_matrices(shadow_camera.matrix_world_inverse, object.matrix_world) @render_list << opengl_object end end object.children.each do |child| project_object(scene, child, shadow_camera) end end end |
#render(scene, camera) ⇒ Object
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 58 def render(scene, camera) return unless @renderer.shadow_map_enabled lights = [] fog = nil # set GL state for depth map glClearColor(1.0, 1.0, 1.0, 1.0) glDisable(GL_BLEND) glEnable(GL_CULL_FACE) glFrontFace(GL_CCW) if @renderer.shadow_map_cull_face = CullFaceFront glCullFace(GL_FRONT) else glCullFace(GL_BACK) end @renderer.state.set_depth_test(true) # process lights # - skip lights that are not casting shadows # - create virtual lights for cascaded shadow maps @lights.select(&:cast_shadow).each do |light| if light.is_a?(DirectionalLight) && light.shadow_cascade light.shadow_cascade_count.times do |n| if !light.shadow_cascade_array[n] virtual_light = create_virtual_light(light, n) virtual_light.original_camera = camera gyro = Gyroscope.new gyro.position.copy(light.shadow_cascade_offset) gyro.add(virtual_light) gyro.add(virtual_light.target) camera.add(gyro) light.shadow_cascade_array[n] = virtual_light else virtual_light = light.shadow_cascade_array[n] end update_virtual_light(light, n) lights << virtual_light end else lights << light end end # render depth map lights.each do |light| if !light.shadow_map shadow_filter = LinearFilter if @renderer.shadow_map_type == PCFSoftShadowMap shadow_filter = NearestFilter end pars = { min_filter: shadow_filter, mag_filter: shadow_filter, format: RGBAFormat } light.shadow_map = OpenGLRenderTarget.new(light.shadow_map_width, light.shadow_map_height, pars) light.shadow_map.renderer = @renderer light.shadow_map_size = Vector2.new(light.shadow_map_width, light.shadow_map_height) light.shadow_matrix = Matrix4.new end if !light.shadow_camera case light when SpotLight light.shadow_camera = PerspectiveCamera.new(light.shadow_camera_fov, light.shadow_map_width / light.shadow_map_height, light.shadow_camera_near, light.shadow_camera_far) when DirectionalLight light.shadow_camera = OrthographicCamera.new(light.shadow_camera_left, light.shadow_camera_right, light.shadow_camera_top, light.shadow_camera_bottom, light.shadow_camera_near, light.shadow_camera_far) else puts "ERROR: Mittsu::ShadowMapPlugin: Unsupported light type for shadow #{light.inspect}" next end scene.add(light.shadow_camera) scene.update_matrix_world if scene.auto_update end if light.shadow_camera_visible && !light.camera_helper light.camera_helper = CameraHelper.new(light.shadow_camera) scene.add(light.camera_helper) end if light.virtual? && virtual_light.original_camera == camera update_shadow_camera(camera, light) end shadow_map = light.shadow_map shadow_matrix = light.shadow_matrix shadow_camera = light.shadow_camera # shadow_camera.position.set_from_matrix_position(light.matrix_world) @matrix_position.set_from_matrix_position(light.target.matrix_world) shadow_camera.look_at(@matrix_position) shadow_camera.update_matrix_world shadow_camera.matrix_world_inverse.inverse(shadow_camera.matrix_world) # light.camera_helper.visible = light.shadow_camera_visible if light.camera_helper light.camera_helper.update_points if light.shadow_camera_visible # compute shadow matrix shadow_matrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ) shadow_matrix.multiply(shadow_camera.projection_matrix) shadow_matrix.multiply(shadow_camera.matrix_world_inverse) # update camera matrices and frustum @proj_screen_matrix.multiply_matrices(shadow_camera.projection_matrix, shadow_camera.matrix_world_inverse) @frustum.set_from_matrix(@proj_screen_matrix) # render shadow map @renderer.set_render_target(shadow_map) @renderer.clear # set object matrices & frustum culling @render_list.clear project_object(scene, scene, shadow_camera) # render regular obejcts @render_list.each do |opengl_object| object = opengl_object[:object] buffer = opengl_object[:buffer] # culling is overridden globally for all objects # while rendering depth map # need to deal with MeshFaceMaterial somehow # in that case just use the first of material.materials for now # (proper solution would require to break objects by materials # similarly to regular rendering and then set corresponding # depth materials per each chunk instead of just once per object) object_material = get_object_material(object) # TODO: SkinnedMesh/morph_targets # use_morphing = !object.geometry.morph_targets.nil? && !object.geometry.morph_targets.empty? # use_skinning = object.is_a?(SkinnedMesh) && object_material.skinning # TODO: SkinnedMesh/morph_targets # if object.custom_depth_material # material = object.custom_depth_material # elsif use_skinning # material = use_morphing ? @depth_material_morph_skin : @depth_material_skin # elsif use_morphing # material = @deptth_material_morph # else material = @depth_material # end @renderer.set_material_faces(object_material) if buffer.is_a?(BufferGeometry) @renderer.render_buffer_direct(shadow_camera, @lights, fog, material, buffer, object) else @renderer.render_buffer(shadow_camera, @lights, fog, material, buffer, object) end end # set materices and rendr immeidate objects @opengl_objects_immediate.each do |opengl_object_immediate| opengl_object = opengl_object_immediate object = opengl_object[:object] if object.visible && object.cast_shadow object[:_model_view_matrix].multiply_matrices(shadow_camera.matrix_womatrix_world_inverse, object.matrix_world) @renderer.render_immediate_object(shadow_camera, @lights, fog, @depth_material, object) end end end # restore GL state clear_color = @renderer.get_clear_color clear_alpha = @renderer.get_clear_alpha glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_alpha) glEnable(GL_BLEND) if @renderer.shadow_map_cull_face == CullFaceFront glCullFace(GL_BACK) end @renderer.reset_gl_state end |
#update_shadow_camera(camera, light) ⇒ Object
fit shadow camera’s ortho frustum to camera frustum
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 368 def update_shadow_camera(camera, light) shadow_camera = light.shadow_camera points_frustum = light.pointa_frustum points_world = light.points_world @min.set(Float::INFINITY, Float::INFINITY, Float::INFINITY) @max.set(-Float::INFINITY, -Float::INFINITY, -Float::INFINITY) 8.times do |i| p = points_world[i] p.copy(points_frustum[i]) p.unproject(camera) p.apply_matrix4(shadow_camera.matrix_world_inverse) @min.x = p.x if (p.x < @min.x) @max.x = p.x if (p.x > @max.x) @min.y = p.y if (p.y < @min.y) @max.y = p.y if (p.y > @max.y) @min.z = p.z if (p.z < @min.z) @max.z = p.z if (p.z > @max.z) end shadow_camera.left = @min.x shadow_camera.right = @max.x shadow_camera.top = @max.y shadow_camera.bottom = @min.y # can't really fit near/far # shadow_camera.near = @min.x # shadow_camera.far = @max.z shadow_camera.update_projection_matrix end |
#update_virtual_light(light, cascade) ⇒ Object
synchronize virtual light with the original light
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# File 'lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb', line 338 def update_virtual_light(light, cascade) virtual_light = light.shadow_cascade_array[cascade] virtual_light.position.copy(light.position) virtual_light.target.position.copy(light.target.position) virtual_light.look_at(virtual_light.target) virtual_light.shadow_camera_visible = light.shadow_camera_visible virtual_light.shadow_darkness = light.shadow_darkness virtual_light.shadow_bias = light.shadow_cascade_bias[cascade] near_z = light.shadow_cascade_near_z[cascade] far_z = light.shadow_cascade_far_z[cascade] points_frustum = virtual_light.points_frustum points_frustum[0].z = near_z points_frustum[1].z = near_z points_frustum[2].z = near_z points_frustum[3].z = near_z points_frustum[4].z = far_z points_frustum[5].z = far_z points_frustum[6].z = far_z points_frustum[7].z = far_z end |