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- import BoundingRectangle from "../Core/BoundingRectangle.js";
- import BoundingSphere from "../Core/BoundingSphere.js";
- import BoxOutlineGeometry from "../Core/BoxOutlineGeometry.js";
- import Cartesian2 from "../Core/Cartesian2.js";
- import Cartesian3 from "../Core/Cartesian3.js";
- import Cartesian4 from "../Core/Cartesian4.js";
- import Cartographic from "../Core/Cartographic.js";
- import clone from "../Core/clone.js";
- import Color from "../Core/Color.js";
- import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
- import combine from "../Core/combine.js";
- import CullingVolume from "../Core/CullingVolume.js";
- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import destroyObject from "../Core/destroyObject.js";
- import DeveloperError from "../Core/DeveloperError.js";
- import FeatureDetection from "../Core/FeatureDetection.js";
- import GeometryInstance from "../Core/GeometryInstance.js";
- import Intersect from "../Core/Intersect.js";
- import CesiumMath from "../Core/Math.js";
- import Matrix4 from "../Core/Matrix4.js";
- import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
- import PerspectiveFrustum from "../Core/PerspectiveFrustum.js";
- import PixelFormat from "../Core/PixelFormat.js";
- import Quaternion from "../Core/Quaternion.js";
- import SphereOutlineGeometry from "../Core/SphereOutlineGeometry.js";
- import WebGLConstants from "../Core/WebGLConstants.js";
- import ClearCommand from "../Renderer/ClearCommand.js";
- import ContextLimits from "../Renderer/ContextLimits.js";
- import CubeMap from "../Renderer/CubeMap.js";
- import DrawCommand from "../Renderer/DrawCommand.js";
- import Framebuffer from "../Renderer/Framebuffer.js";
- import Pass from "../Renderer/Pass.js";
- import PassState from "../Renderer/PassState.js";
- import PixelDatatype from "../Renderer/PixelDatatype.js";
- import Renderbuffer from "../Renderer/Renderbuffer.js";
- import RenderbufferFormat from "../Renderer/RenderbufferFormat.js";
- import RenderState from "../Renderer/RenderState.js";
- import Sampler from "../Renderer/Sampler.js";
- import Texture from "../Renderer/Texture.js";
- import Camera from "./Camera.js";
- import CullFace from "./CullFace.js";
- import DebugCameraPrimitive from "./DebugCameraPrimitive.js";
- import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
- import Primitive from "./Primitive.js";
- import ShadowMapShader from "./ShadowMapShader.js";
- /**
- * Use {@link Viewer#shadowMap} to get the scene's shadow map. Do not construct this directly.
- *
- * <p>
- * The normalOffset bias pushes the shadows forward slightly, and may be disabled
- * for applications that require ultra precise shadows.
- * </p>
- *
- * @alias ShadowMap
- * @internalConstructor
- * @class
- *
- * @param {Object} options An object containing the following properties:
- * @param {Camera} options.lightCamera A camera representing the light source.
- * @param {Boolean} [options.enabled=true] Whether the shadow map is enabled.
- * @param {Boolean} [options.isPointLight=false] Whether the light source is a point light. Point light shadows do not use cascades.
- * @param {Number} [options.pointLightRadius=100.0] Radius of the point light.
- * @param {Boolean} [options.cascadesEnabled=true] Use multiple shadow maps to cover different partitions of the view frustum.
- * @param {Number} [options.numberOfCascades=4] The number of cascades to use for the shadow map. Supported values are one and four.
- * @param {Number} [options.maximumDistance=5000.0] The maximum distance used for generating cascaded shadows. Lower values improve shadow quality.
- * @param {Number} [options.size=2048] The width and height, in pixels, of each shadow map.
- * @param {Boolean} [options.softShadows=false] Whether percentage-closer-filtering is enabled for producing softer shadows.
- * @param {Number} [options.darkness=0.3] The shadow darkness.
- * @param {Boolean} [options.normalOffset=true] Whether a normal bias is applied to shadows.
- * @param {Boolean} [options.fadingEnabled=true] Whether shadows start to fade out once the light gets closer to the horizon.
- *
- * @exception {DeveloperError} Only one or four cascades are supported.
- *
- * @demo {@link https://sandcastle.cesium.com/index.html?src=Shadows.html|Cesium Sandcastle Shadows Demo}
- */
- function ShadowMap(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- // options.context is an undocumented option
- const context = options.context;
- //>>includeStart('debug', pragmas.debug);
- if (!defined(context)) {
- throw new DeveloperError("context is required.");
- }
- if (!defined(options.lightCamera)) {
- throw new DeveloperError("lightCamera is required.");
- }
- if (
- defined(options.numberOfCascades) &&
- options.numberOfCascades !== 1 &&
- options.numberOfCascades !== 4
- ) {
- throw new DeveloperError("Only one or four cascades are supported.");
- }
- //>>includeEnd('debug');
- this._enabled = defaultValue(options.enabled, true);
- this._softShadows = defaultValue(options.softShadows, false);
- this._normalOffset = defaultValue(options.normalOffset, true);
- this.dirty = true;
- /**
- * Specifies whether the shadow map originates from a light source. Shadow maps that are used for analytical
- * purposes should set this to false so as not to affect scene rendering.
- *
- * @private
- */
- this.fromLightSource = defaultValue(options.fromLightSource, true);
- /**
- * Determines the darkness of the shadows.
- *
- * @type {Number}
- * @default 0.3
- */
- this.darkness = defaultValue(options.darkness, 0.3);
- this._darkness = this.darkness;
- /**
- * Determines whether shadows start to fade out once the light gets closer to the horizon.
- *
- * @type {Boolean}
- * @default true
- */
- this.fadingEnabled = defaultValue(options.fadingEnabled, true);
- /**
- * Determines the maximum distance of the shadow map. Only applicable for cascaded shadows. Larger distances may result in lower quality shadows.
- *
- * @type {Number}
- * @default 5000.0
- */
- this.maximumDistance = defaultValue(options.maximumDistance, 5000.0);
- this._outOfView = false;
- this._outOfViewPrevious = false;
- this._needsUpdate = true;
- // In IE11 and Edge polygon offset is not functional.
- // TODO : Also disabled for instances of Firefox and Chrome running ANGLE that do not support depth textures.
- // Re-enable once https://github.com/CesiumGS/cesium/issues/4560 is resolved.
- let polygonOffsetSupported = true;
- if (
- FeatureDetection.isInternetExplorer() ||
- FeatureDetection.isEdge() ||
- ((FeatureDetection.isChrome() || FeatureDetection.isFirefox()) &&
- FeatureDetection.isWindows() &&
- !context.depthTexture)
- ) {
- polygonOffsetSupported = false;
- }
- this._polygonOffsetSupported = polygonOffsetSupported;
- this._terrainBias = {
- polygonOffset: polygonOffsetSupported,
- polygonOffsetFactor: 1.1,
- polygonOffsetUnits: 4.0,
- normalOffset: this._normalOffset,
- normalOffsetScale: 0.5,
- normalShading: true,
- normalShadingSmooth: 0.3,
- depthBias: 0.0001,
- };
- this._primitiveBias = {
- polygonOffset: polygonOffsetSupported,
- polygonOffsetFactor: 1.1,
- polygonOffsetUnits: 4.0,
- normalOffset: this._normalOffset,
- normalOffsetScale: 0.1,
- normalShading: true,
- normalShadingSmooth: 0.05,
- depthBias: 0.00002,
- };
- this._pointBias = {
- polygonOffset: false,
- polygonOffsetFactor: 1.1,
- polygonOffsetUnits: 4.0,
- normalOffset: this._normalOffset,
- normalOffsetScale: 0.0,
- normalShading: true,
- normalShadingSmooth: 0.1,
- depthBias: 0.0005,
- };
- // Framebuffer resources
- this._depthAttachment = undefined;
- this._colorAttachment = undefined;
- // Uniforms
- this._shadowMapMatrix = new Matrix4();
- this._shadowMapTexture = undefined;
- this._lightDirectionEC = new Cartesian3();
- this._lightPositionEC = new Cartesian4();
- this._distance = 0.0;
- this._lightCamera = options.lightCamera;
- this._shadowMapCamera = new ShadowMapCamera();
- this._shadowMapCullingVolume = undefined;
- this._sceneCamera = undefined;
- this._boundingSphere = new BoundingSphere();
- this._isPointLight = defaultValue(options.isPointLight, false);
- this._pointLightRadius = defaultValue(options.pointLightRadius, 100.0);
- this._cascadesEnabled = this._isPointLight
- ? false
- : defaultValue(options.cascadesEnabled, true);
- this._numberOfCascades = !this._cascadesEnabled
- ? 0
- : defaultValue(options.numberOfCascades, 4);
- this._fitNearFar = true;
- this._maximumCascadeDistances = [25.0, 150.0, 700.0, Number.MAX_VALUE];
- this._textureSize = new Cartesian2();
- this._isSpotLight = false;
- if (this._cascadesEnabled) {
- // Cascaded shadows are always orthographic. The frustum dimensions are calculated on the fly.
- this._shadowMapCamera.frustum = new OrthographicOffCenterFrustum();
- } else if (defined(this._lightCamera.frustum.fov)) {
- // If the light camera uses a perspective frustum, then the light source is a spot light
- this._isSpotLight = true;
- }
- // Uniforms
- this._cascadeSplits = [new Cartesian4(), new Cartesian4()];
- this._cascadeMatrices = [
- new Matrix4(),
- new Matrix4(),
- new Matrix4(),
- new Matrix4(),
- ];
- this._cascadeDistances = new Cartesian4();
- let numberOfPasses;
- if (this._isPointLight) {
- numberOfPasses = 6; // One shadow map for each direction
- } else if (!this._cascadesEnabled) {
- numberOfPasses = 1;
- } else {
- numberOfPasses = this._numberOfCascades;
- }
- this._passes = new Array(numberOfPasses);
- for (let i = 0; i < numberOfPasses; ++i) {
- this._passes[i] = new ShadowPass(context);
- }
- this.debugShow = false;
- this.debugFreezeFrame = false;
- this._debugFreezeFrame = false;
- this._debugCascadeColors = false;
- this._debugLightFrustum = undefined;
- this._debugCameraFrustum = undefined;
- this._debugCascadeFrustums = new Array(this._numberOfCascades);
- this._debugShadowViewCommand = undefined;
- this._usesDepthTexture = context.depthTexture;
- if (this._isPointLight) {
- this._usesDepthTexture = false;
- }
- // Create render states for shadow casters
- this._primitiveRenderState = undefined;
- this._terrainRenderState = undefined;
- this._pointRenderState = undefined;
- createRenderStates(this);
- // For clearing the shadow map texture every frame
- this._clearCommand = new ClearCommand({
- depth: 1.0,
- color: new Color(),
- });
- this._clearPassState = new PassState(context);
- this._size = defaultValue(options.size, 2048);
- this.size = this._size;
- }
- /**
- * Global maximum shadow distance used to prevent far off receivers from extending
- * the shadow far plane. This helps set a tighter near/far when viewing objects from space.
- *
- * @private
- */
- ShadowMap.MAXIMUM_DISTANCE = 20000.0;
- function ShadowPass(context) {
- this.camera = new ShadowMapCamera();
- this.passState = new PassState(context);
- this.framebuffer = undefined;
- this.textureOffsets = undefined;
- this.commandList = [];
- this.cullingVolume = undefined;
- }
- function createRenderState(colorMask, bias) {
- return RenderState.fromCache({
- cull: {
- enabled: true,
- face: CullFace.BACK,
- },
- depthTest: {
- enabled: true,
- },
- colorMask: {
- red: colorMask,
- green: colorMask,
- blue: colorMask,
- alpha: colorMask,
- },
- depthMask: true,
- polygonOffset: {
- enabled: bias.polygonOffset,
- factor: bias.polygonOffsetFactor,
- units: bias.polygonOffsetUnits,
- },
- });
- }
- function createRenderStates(shadowMap) {
- // Enable the color mask if the shadow map is backed by a color texture, e.g. when depth textures aren't supported
- const colorMask = !shadowMap._usesDepthTexture;
- shadowMap._primitiveRenderState = createRenderState(
- colorMask,
- shadowMap._primitiveBias
- );
- shadowMap._terrainRenderState = createRenderState(
- colorMask,
- shadowMap._terrainBias
- );
- shadowMap._pointRenderState = createRenderState(
- colorMask,
- shadowMap._pointBias
- );
- }
- /**
- * @private
- */
- ShadowMap.prototype.debugCreateRenderStates = function () {
- createRenderStates(this);
- };
- Object.defineProperties(ShadowMap.prototype, {
- /**
- * Determines if the shadow map will be shown.
- *
- * @memberof ShadowMap.prototype
- * @type {Boolean}
- * @default true
- */
- enabled: {
- get: function () {
- return this._enabled;
- },
- set: function (value) {
- this.dirty = this._enabled !== value;
- this._enabled = value;
- },
- },
- /**
- * Determines if a normal bias will be applied to shadows.
- *
- * @memberof ShadowMap.prototype
- * @type {Boolean}
- * @default true
- */
- normalOffset: {
- get: function () {
- return this._normalOffset;
- },
- set: function (value) {
- this.dirty = this._normalOffset !== value;
- this._normalOffset = value;
- this._terrainBias.normalOffset = value;
- this._primitiveBias.normalOffset = value;
- this._pointBias.normalOffset = value;
- },
- },
- /**
- * Determines if soft shadows are enabled. Uses pcf filtering which requires more texture reads and may hurt performance.
- *
- * @memberof ShadowMap.prototype
- * @type {Boolean}
- * @default false
- */
- softShadows: {
- get: function () {
- return this._softShadows;
- },
- set: function (value) {
- this.dirty = this._softShadows !== value;
- this._softShadows = value;
- },
- },
- /**
- * The width and height, in pixels, of each shadow map.
- *
- * @memberof ShadowMap.prototype
- * @type {Number}
- * @default 2048
- */
- size: {
- get: function () {
- return this._size;
- },
- set: function (value) {
- resize(this, value);
- },
- },
- /**
- * Whether the shadow map is out of view of the scene camera.
- *
- * @memberof ShadowMap.prototype
- * @type {Boolean}
- * @readonly
- * @private
- */
- outOfView: {
- get: function () {
- return this._outOfView;
- },
- },
- /**
- * The culling volume of the shadow frustum.
- *
- * @memberof ShadowMap.prototype
- * @type {CullingVolume}
- * @readonly
- * @private
- */
- shadowMapCullingVolume: {
- get: function () {
- return this._shadowMapCullingVolume;
- },
- },
- /**
- * The passes used for rendering shadows. Each face of a point light or each cascade for a cascaded shadow map is a separate pass.
- *
- * @memberof ShadowMap.prototype
- * @type {ShadowPass[]}
- * @readonly
- * @private
- */
- passes: {
- get: function () {
- return this._passes;
- },
- },
- /**
- * Whether the light source is a point light.
- *
- * @memberof ShadowMap.prototype
- * @type {Boolean}
- * @readonly
- * @private
- */
- isPointLight: {
- get: function () {
- return this._isPointLight;
- },
- },
- /**
- * Debug option for visualizing the cascades by color.
- *
- * @memberof ShadowMap.prototype
- * @type {Boolean}
- * @default false
- * @private
- */
- debugCascadeColors: {
- get: function () {
- return this._debugCascadeColors;
- },
- set: function (value) {
- this.dirty = this._debugCascadeColors !== value;
- this._debugCascadeColors = value;
- },
- },
- });
- function destroyFramebuffer(shadowMap) {
- const length = shadowMap._passes.length;
- for (let i = 0; i < length; ++i) {
- const pass = shadowMap._passes[i];
- const framebuffer = pass.framebuffer;
- if (defined(framebuffer) && !framebuffer.isDestroyed()) {
- framebuffer.destroy();
- }
- pass.framebuffer = undefined;
- }
- // Destroy the framebuffer attachments
- shadowMap._depthAttachment =
- shadowMap._depthAttachment && shadowMap._depthAttachment.destroy();
- shadowMap._colorAttachment =
- shadowMap._colorAttachment && shadowMap._colorAttachment.destroy();
- }
- function createFramebufferColor(shadowMap, context) {
- const depthRenderbuffer = new Renderbuffer({
- context: context,
- width: shadowMap._textureSize.x,
- height: shadowMap._textureSize.y,
- format: RenderbufferFormat.DEPTH_COMPONENT16,
- });
- const colorTexture = new Texture({
- context: context,
- width: shadowMap._textureSize.x,
- height: shadowMap._textureSize.y,
- pixelFormat: PixelFormat.RGBA,
- pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
- sampler: Sampler.NEAREST,
- });
- const framebuffer = new Framebuffer({
- context: context,
- depthRenderbuffer: depthRenderbuffer,
- colorTextures: [colorTexture],
- destroyAttachments: false,
- });
- const length = shadowMap._passes.length;
- for (let i = 0; i < length; ++i) {
- const pass = shadowMap._passes[i];
- pass.framebuffer = framebuffer;
- pass.passState.framebuffer = framebuffer;
- }
- shadowMap._shadowMapTexture = colorTexture;
- shadowMap._depthAttachment = depthRenderbuffer;
- shadowMap._colorAttachment = colorTexture;
- }
- function createFramebufferDepth(shadowMap, context) {
- const depthStencilTexture = new Texture({
- context: context,
- width: shadowMap._textureSize.x,
- height: shadowMap._textureSize.y,
- pixelFormat: PixelFormat.DEPTH_STENCIL,
- pixelDatatype: PixelDatatype.UNSIGNED_INT_24_8,
- sampler: Sampler.NEAREST,
- });
- const framebuffer = new Framebuffer({
- context: context,
- depthStencilTexture: depthStencilTexture,
- destroyAttachments: false,
- });
- const length = shadowMap._passes.length;
- for (let i = 0; i < length; ++i) {
- const pass = shadowMap._passes[i];
- pass.framebuffer = framebuffer;
- pass.passState.framebuffer = framebuffer;
- }
- shadowMap._shadowMapTexture = depthStencilTexture;
- shadowMap._depthAttachment = depthStencilTexture;
- }
- function createFramebufferCube(shadowMap, context) {
- const depthRenderbuffer = new Renderbuffer({
- context: context,
- width: shadowMap._textureSize.x,
- height: shadowMap._textureSize.y,
- format: RenderbufferFormat.DEPTH_COMPONENT16,
- });
- const cubeMap = new CubeMap({
- context: context,
- width: shadowMap._textureSize.x,
- height: shadowMap._textureSize.y,
- pixelFormat: PixelFormat.RGBA,
- pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
- sampler: Sampler.NEAREST,
- });
- const faces = [
- cubeMap.negativeX,
- cubeMap.negativeY,
- cubeMap.negativeZ,
- cubeMap.positiveX,
- cubeMap.positiveY,
- cubeMap.positiveZ,
- ];
- for (let i = 0; i < 6; ++i) {
- const framebuffer = new Framebuffer({
- context: context,
- depthRenderbuffer: depthRenderbuffer,
- colorTextures: [faces[i]],
- destroyAttachments: false,
- });
- const pass = shadowMap._passes[i];
- pass.framebuffer = framebuffer;
- pass.passState.framebuffer = framebuffer;
- }
- shadowMap._shadowMapTexture = cubeMap;
- shadowMap._depthAttachment = depthRenderbuffer;
- shadowMap._colorAttachment = cubeMap;
- }
- function createFramebuffer(shadowMap, context) {
- if (shadowMap._isPointLight) {
- createFramebufferCube(shadowMap, context);
- } else if (shadowMap._usesDepthTexture) {
- createFramebufferDepth(shadowMap, context);
- } else {
- createFramebufferColor(shadowMap, context);
- }
- }
- function checkFramebuffer(shadowMap, context) {
- // Attempt to make an FBO with only a depth texture. If it fails, fallback to a color texture.
- if (
- shadowMap._usesDepthTexture &&
- shadowMap._passes[0].framebuffer.status !==
- WebGLConstants.FRAMEBUFFER_COMPLETE
- ) {
- shadowMap._usesDepthTexture = false;
- createRenderStates(shadowMap);
- destroyFramebuffer(shadowMap);
- createFramebuffer(shadowMap, context);
- }
- }
- function updateFramebuffer(shadowMap, context) {
- if (
- !defined(shadowMap._passes[0].framebuffer) ||
- shadowMap._shadowMapTexture.width !== shadowMap._textureSize.x
- ) {
- destroyFramebuffer(shadowMap);
- createFramebuffer(shadowMap, context);
- checkFramebuffer(shadowMap, context);
- clearFramebuffer(shadowMap, context);
- }
- }
- function clearFramebuffer(shadowMap, context, shadowPass) {
- shadowPass = defaultValue(shadowPass, 0);
- if (shadowMap._isPointLight || shadowPass === 0) {
- shadowMap._clearCommand.framebuffer =
- shadowMap._passes[shadowPass].framebuffer;
- shadowMap._clearCommand.execute(context, shadowMap._clearPassState);
- }
- }
- function resize(shadowMap, size) {
- shadowMap._size = size;
- const passes = shadowMap._passes;
- const numberOfPasses = passes.length;
- const textureSize = shadowMap._textureSize;
- if (shadowMap._isPointLight) {
- size =
- ContextLimits.maximumCubeMapSize >= size
- ? size
- : ContextLimits.maximumCubeMapSize;
- textureSize.x = size;
- textureSize.y = size;
- const faceViewport = new BoundingRectangle(0, 0, size, size);
- passes[0].passState.viewport = faceViewport;
- passes[1].passState.viewport = faceViewport;
- passes[2].passState.viewport = faceViewport;
- passes[3].passState.viewport = faceViewport;
- passes[4].passState.viewport = faceViewport;
- passes[5].passState.viewport = faceViewport;
- } else if (numberOfPasses === 1) {
- // +----+
- // | 1 |
- // +----+
- size =
- ContextLimits.maximumTextureSize >= size
- ? size
- : ContextLimits.maximumTextureSize;
- textureSize.x = size;
- textureSize.y = size;
- passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
- } else if (numberOfPasses === 4) {
- // +----+----+
- // | 3 | 4 |
- // +----+----+
- // | 1 | 2 |
- // +----+----+
- size =
- ContextLimits.maximumTextureSize >= size * 2
- ? size
- : ContextLimits.maximumTextureSize / 2;
- textureSize.x = size * 2;
- textureSize.y = size * 2;
- passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
- passes[1].passState.viewport = new BoundingRectangle(size, 0, size, size);
- passes[2].passState.viewport = new BoundingRectangle(0, size, size, size);
- passes[3].passState.viewport = new BoundingRectangle(
- size,
- size,
- size,
- size
- );
- }
- // Update clear pass state
- shadowMap._clearPassState.viewport = new BoundingRectangle(
- 0,
- 0,
- textureSize.x,
- textureSize.y
- );
- // Transforms shadow coordinates [0, 1] into the pass's region of the texture
- for (let i = 0; i < numberOfPasses; ++i) {
- const pass = passes[i];
- const viewport = pass.passState.viewport;
- const biasX = viewport.x / textureSize.x;
- const biasY = viewport.y / textureSize.y;
- const scaleX = viewport.width / textureSize.x;
- const scaleY = viewport.height / textureSize.y;
- pass.textureOffsets = new Matrix4(
- scaleX,
- 0.0,
- 0.0,
- biasX,
- 0.0,
- scaleY,
- 0.0,
- biasY,
- 0.0,
- 0.0,
- 1.0,
- 0.0,
- 0.0,
- 0.0,
- 0.0,
- 1.0
- );
- }
- }
- const scratchViewport = new BoundingRectangle();
- function createDebugShadowViewCommand(shadowMap, context) {
- let fs;
- if (shadowMap._isPointLight) {
- fs =
- "uniform samplerCube shadowMap_textureCube; \n" +
- "varying vec2 v_textureCoordinates; \n" +
- "void main() \n" +
- "{ \n" +
- " vec2 uv = v_textureCoordinates; \n" +
- " vec3 dir; \n" +
- " \n" +
- " if (uv.y < 0.5) \n" +
- " { \n" +
- " if (uv.x < 0.333) \n" +
- " { \n" +
- " dir.x = -1.0; \n" +
- " dir.y = uv.x * 6.0 - 1.0; \n" +
- " dir.z = uv.y * 4.0 - 1.0; \n" +
- " } \n" +
- " else if (uv.x < 0.666) \n" +
- " { \n" +
- " dir.y = -1.0; \n" +
- " dir.x = uv.x * 6.0 - 3.0; \n" +
- " dir.z = uv.y * 4.0 - 1.0; \n" +
- " } \n" +
- " else \n" +
- " { \n" +
- " dir.z = -1.0; \n" +
- " dir.x = uv.x * 6.0 - 5.0; \n" +
- " dir.y = uv.y * 4.0 - 1.0; \n" +
- " } \n" +
- " } \n" +
- " else \n" +
- " { \n" +
- " if (uv.x < 0.333) \n" +
- " { \n" +
- " dir.x = 1.0; \n" +
- " dir.y = uv.x * 6.0 - 1.0; \n" +
- " dir.z = uv.y * 4.0 - 3.0; \n" +
- " } \n" +
- " else if (uv.x < 0.666) \n" +
- " { \n" +
- " dir.y = 1.0; \n" +
- " dir.x = uv.x * 6.0 - 3.0; \n" +
- " dir.z = uv.y * 4.0 - 3.0; \n" +
- " } \n" +
- " else \n" +
- " { \n" +
- " dir.z = 1.0; \n" +
- " dir.x = uv.x * 6.0 - 5.0; \n" +
- " dir.y = uv.y * 4.0 - 3.0; \n" +
- " } \n" +
- " } \n" +
- " \n" +
- " float shadow = czm_unpackDepth(textureCube(shadowMap_textureCube, dir)); \n" +
- " gl_FragColor = vec4(vec3(shadow), 1.0); \n" +
- "} \n";
- } else {
- fs =
- `${
- "uniform sampler2D shadowMap_texture; \n" +
- "varying vec2 v_textureCoordinates; \n" +
- "void main() \n" +
- "{ \n"
- }${
- shadowMap._usesDepthTexture
- ? " float shadow = texture2D(shadowMap_texture, v_textureCoordinates).r; \n"
- : " float shadow = czm_unpackDepth(texture2D(shadowMap_texture, v_textureCoordinates)); \n"
- } gl_FragColor = vec4(vec3(shadow), 1.0); \n` + `} \n`;
- }
- const drawCommand = context.createViewportQuadCommand(fs, {
- uniformMap: {
- shadowMap_texture: function () {
- return shadowMap._shadowMapTexture;
- },
- shadowMap_textureCube: function () {
- return shadowMap._shadowMapTexture;
- },
- },
- });
- drawCommand.pass = Pass.OVERLAY;
- return drawCommand;
- }
- function updateDebugShadowViewCommand(shadowMap, frameState) {
- // Draws the shadow map on the bottom-right corner of the screen
- const context = frameState.context;
- const screenWidth = frameState.context.drawingBufferWidth;
- const screenHeight = frameState.context.drawingBufferHeight;
- const size = Math.min(screenWidth, screenHeight) * 0.3;
- const viewport = scratchViewport;
- viewport.x = screenWidth - size;
- viewport.y = 0;
- viewport.width = size;
- viewport.height = size;
- let debugCommand = shadowMap._debugShadowViewCommand;
- if (!defined(debugCommand)) {
- debugCommand = createDebugShadowViewCommand(shadowMap, context);
- shadowMap._debugShadowViewCommand = debugCommand;
- }
- // Get a new RenderState for the updated viewport size
- if (
- !defined(debugCommand.renderState) ||
- !BoundingRectangle.equals(debugCommand.renderState.viewport, viewport)
- ) {
- debugCommand.renderState = RenderState.fromCache({
- viewport: BoundingRectangle.clone(viewport),
- });
- }
- frameState.commandList.push(shadowMap._debugShadowViewCommand);
- }
- const frustumCornersNDC = new Array(8);
- frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, -1.0, 1.0);
- frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, -1.0, 1.0);
- frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, -1.0, 1.0);
- frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, -1.0, 1.0);
- frustumCornersNDC[4] = new Cartesian4(-1.0, -1.0, 1.0, 1.0);
- frustumCornersNDC[5] = new Cartesian4(1.0, -1.0, 1.0, 1.0);
- frustumCornersNDC[6] = new Cartesian4(1.0, 1.0, 1.0, 1.0);
- frustumCornersNDC[7] = new Cartesian4(-1.0, 1.0, 1.0, 1.0);
- const scratchMatrix = new Matrix4();
- const scratchFrustumCorners = new Array(8);
- for (let i = 0; i < 8; ++i) {
- scratchFrustumCorners[i] = new Cartesian4();
- }
- function createDebugPointLight(modelMatrix, color) {
- const box = new GeometryInstance({
- geometry: new BoxOutlineGeometry({
- minimum: new Cartesian3(-0.5, -0.5, -0.5),
- maximum: new Cartesian3(0.5, 0.5, 0.5),
- }),
- attributes: {
- color: ColorGeometryInstanceAttribute.fromColor(color),
- },
- });
- const sphere = new GeometryInstance({
- geometry: new SphereOutlineGeometry({
- radius: 0.5,
- }),
- attributes: {
- color: ColorGeometryInstanceAttribute.fromColor(color),
- },
- });
- return new Primitive({
- geometryInstances: [box, sphere],
- appearance: new PerInstanceColorAppearance({
- translucent: false,
- flat: true,
- }),
- asynchronous: false,
- modelMatrix: modelMatrix,
- });
- }
- const debugOutlineColors = [Color.RED, Color.GREEN, Color.BLUE, Color.MAGENTA];
- const scratchScale = new Cartesian3();
- function applyDebugSettings(shadowMap, frameState) {
- updateDebugShadowViewCommand(shadowMap, frameState);
- const enterFreezeFrame =
- shadowMap.debugFreezeFrame && !shadowMap._debugFreezeFrame;
- shadowMap._debugFreezeFrame = shadowMap.debugFreezeFrame;
- // Draw scene camera in freeze frame mode
- if (shadowMap.debugFreezeFrame) {
- if (enterFreezeFrame) {
- // Recreate debug camera when entering freeze frame mode
- shadowMap._debugCameraFrustum =
- shadowMap._debugCameraFrustum &&
- shadowMap._debugCameraFrustum.destroy();
- shadowMap._debugCameraFrustum = new DebugCameraPrimitive({
- camera: shadowMap._sceneCamera,
- color: Color.CYAN,
- updateOnChange: false,
- });
- }
- shadowMap._debugCameraFrustum.update(frameState);
- }
- if (shadowMap._cascadesEnabled) {
- // Draw cascades only in freeze frame mode
- if (shadowMap.debugFreezeFrame) {
- if (enterFreezeFrame) {
- // Recreate debug frustum when entering freeze frame mode
- shadowMap._debugLightFrustum =
- shadowMap._debugLightFrustum &&
- shadowMap._debugLightFrustum.destroy();
- shadowMap._debugLightFrustum = new DebugCameraPrimitive({
- camera: shadowMap._shadowMapCamera,
- color: Color.YELLOW,
- updateOnChange: false,
- });
- }
- shadowMap._debugLightFrustum.update(frameState);
- for (let i = 0; i < shadowMap._numberOfCascades; ++i) {
- if (enterFreezeFrame) {
- // Recreate debug frustum when entering freeze frame mode
- shadowMap._debugCascadeFrustums[i] =
- shadowMap._debugCascadeFrustums[i] &&
- shadowMap._debugCascadeFrustums[i].destroy();
- shadowMap._debugCascadeFrustums[i] = new DebugCameraPrimitive({
- camera: shadowMap._passes[i].camera,
- color: debugOutlineColors[i],
- updateOnChange: false,
- });
- }
- shadowMap._debugCascadeFrustums[i].update(frameState);
- }
- }
- } else if (shadowMap._isPointLight) {
- if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
- const translation = shadowMap._shadowMapCamera.positionWC;
- const rotation = Quaternion.IDENTITY;
- const uniformScale = shadowMap._pointLightRadius * 2.0;
- const scale = Cartesian3.fromElements(
- uniformScale,
- uniformScale,
- uniformScale,
- scratchScale
- );
- const modelMatrix = Matrix4.fromTranslationQuaternionRotationScale(
- translation,
- rotation,
- scale,
- scratchMatrix
- );
- shadowMap._debugLightFrustum =
- shadowMap._debugLightFrustum && shadowMap._debugLightFrustum.destroy();
- shadowMap._debugLightFrustum = createDebugPointLight(
- modelMatrix,
- Color.YELLOW
- );
- }
- shadowMap._debugLightFrustum.update(frameState);
- } else {
- if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
- shadowMap._debugLightFrustum = new DebugCameraPrimitive({
- camera: shadowMap._shadowMapCamera,
- color: Color.YELLOW,
- updateOnChange: false,
- });
- }
- shadowMap._debugLightFrustum.update(frameState);
- }
- }
- function ShadowMapCamera() {
- this.viewMatrix = new Matrix4();
- this.inverseViewMatrix = new Matrix4();
- this.frustum = undefined;
- this.positionCartographic = new Cartographic();
- this.positionWC = new Cartesian3();
- this.directionWC = Cartesian3.clone(Cartesian3.UNIT_Z);
- this.upWC = Cartesian3.clone(Cartesian3.UNIT_Y);
- this.rightWC = Cartesian3.clone(Cartesian3.UNIT_X);
- this.viewProjectionMatrix = new Matrix4();
- }
- ShadowMapCamera.prototype.clone = function (camera) {
- Matrix4.clone(camera.viewMatrix, this.viewMatrix);
- Matrix4.clone(camera.inverseViewMatrix, this.inverseViewMatrix);
- this.frustum = camera.frustum.clone(this.frustum);
- Cartographic.clone(camera.positionCartographic, this.positionCartographic);
- Cartesian3.clone(camera.positionWC, this.positionWC);
- Cartesian3.clone(camera.directionWC, this.directionWC);
- Cartesian3.clone(camera.upWC, this.upWC);
- Cartesian3.clone(camera.rightWC, this.rightWC);
- };
- // Converts from NDC space to texture space
- const scaleBiasMatrix = new Matrix4(
- 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
- );
- ShadowMapCamera.prototype.getViewProjection = function () {
- const view = this.viewMatrix;
- const projection = this.frustum.projectionMatrix;
- Matrix4.multiply(projection, view, this.viewProjectionMatrix);
- Matrix4.multiply(
- scaleBiasMatrix,
- this.viewProjectionMatrix,
- this.viewProjectionMatrix
- );
- return this.viewProjectionMatrix;
- };
- const scratchSplits = new Array(5);
- const scratchFrustum = new PerspectiveFrustum();
- const scratchCascadeDistances = new Array(4);
- const scratchMin = new Cartesian3();
- const scratchMax = new Cartesian3();
- function computeCascades(shadowMap, frameState) {
- const shadowMapCamera = shadowMap._shadowMapCamera;
- const sceneCamera = shadowMap._sceneCamera;
- const cameraNear = sceneCamera.frustum.near;
- const cameraFar = sceneCamera.frustum.far;
- const numberOfCascades = shadowMap._numberOfCascades;
- // Split cascades. Use a mix of linear and log splits.
- let i;
- const range = cameraFar - cameraNear;
- const ratio = cameraFar / cameraNear;
- let lambda = 0.9;
- let clampCascadeDistances = false;
- // When the camera is close to a relatively small model, provide more detail in the closer cascades.
- // If the camera is near or inside a large model, such as the root tile of a city, then use the default values.
- // To get the most accurate cascade splits we would need to find the min and max values from the depth texture.
- if (frameState.shadowState.closestObjectSize < 200.0) {
- clampCascadeDistances = true;
- lambda = 0.9;
- }
- const cascadeDistances = scratchCascadeDistances;
- const splits = scratchSplits;
- splits[0] = cameraNear;
- splits[numberOfCascades] = cameraFar;
- // Find initial splits
- for (i = 0; i < numberOfCascades; ++i) {
- const p = (i + 1) / numberOfCascades;
- const logScale = cameraNear * Math.pow(ratio, p);
- const uniformScale = cameraNear + range * p;
- const split = CesiumMath.lerp(uniformScale, logScale, lambda);
- splits[i + 1] = split;
- cascadeDistances[i] = split - splits[i];
- }
- if (clampCascadeDistances) {
- // Clamp each cascade to its maximum distance
- for (i = 0; i < numberOfCascades; ++i) {
- cascadeDistances[i] = Math.min(
- cascadeDistances[i],
- shadowMap._maximumCascadeDistances[i]
- );
- }
- // Recompute splits
- let distance = splits[0];
- for (i = 0; i < numberOfCascades - 1; ++i) {
- distance += cascadeDistances[i];
- splits[i + 1] = distance;
- }
- }
- Cartesian4.unpack(splits, 0, shadowMap._cascadeSplits[0]);
- Cartesian4.unpack(splits, 1, shadowMap._cascadeSplits[1]);
- Cartesian4.unpack(cascadeDistances, 0, shadowMap._cascadeDistances);
- const shadowFrustum = shadowMapCamera.frustum;
- const left = shadowFrustum.left;
- const right = shadowFrustum.right;
- const bottom = shadowFrustum.bottom;
- const top = shadowFrustum.top;
- const near = shadowFrustum.near;
- const far = shadowFrustum.far;
- const position = shadowMapCamera.positionWC;
- const direction = shadowMapCamera.directionWC;
- const up = shadowMapCamera.upWC;
- const cascadeSubFrustum = sceneCamera.frustum.clone(scratchFrustum);
- const shadowViewProjection = shadowMapCamera.getViewProjection();
- for (i = 0; i < numberOfCascades; ++i) {
- // Find the bounding box of the camera sub-frustum in shadow map texture space
- cascadeSubFrustum.near = splits[i];
- cascadeSubFrustum.far = splits[i + 1];
- const viewProjection = Matrix4.multiply(
- cascadeSubFrustum.projectionMatrix,
- sceneCamera.viewMatrix,
- scratchMatrix
- );
- const inverseViewProjection = Matrix4.inverse(
- viewProjection,
- scratchMatrix
- );
- const shadowMapMatrix = Matrix4.multiply(
- shadowViewProjection,
- inverseViewProjection,
- scratchMatrix
- );
- // Project each corner from camera NDC space to shadow map texture space. Min and max will be from 0 to 1.
- const min = Cartesian3.fromElements(
- Number.MAX_VALUE,
- Number.MAX_VALUE,
- Number.MAX_VALUE,
- scratchMin
- );
- const max = Cartesian3.fromElements(
- -Number.MAX_VALUE,
- -Number.MAX_VALUE,
- -Number.MAX_VALUE,
- scratchMax
- );
- for (let k = 0; k < 8; ++k) {
- const corner = Cartesian4.clone(
- frustumCornersNDC[k],
- scratchFrustumCorners[k]
- );
- Matrix4.multiplyByVector(shadowMapMatrix, corner, corner);
- Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
- Cartesian3.minimumByComponent(corner, min, min);
- Cartesian3.maximumByComponent(corner, max, max);
- }
- // Limit light-space coordinates to the [0, 1] range
- min.x = Math.max(min.x, 0.0);
- min.y = Math.max(min.y, 0.0);
- min.z = 0.0; // Always start cascade frustum at the top of the light frustum to capture objects in the light's path
- max.x = Math.min(max.x, 1.0);
- max.y = Math.min(max.y, 1.0);
- max.z = Math.min(max.z, 1.0);
- const pass = shadowMap._passes[i];
- const cascadeCamera = pass.camera;
- cascadeCamera.clone(shadowMapCamera); // PERFORMANCE_IDEA : could do a shallow clone for all properties except the frustum
- const frustum = cascadeCamera.frustum;
- frustum.left = left + min.x * (right - left);
- frustum.right = left + max.x * (right - left);
- frustum.bottom = bottom + min.y * (top - bottom);
- frustum.top = bottom + max.y * (top - bottom);
- frustum.near = near + min.z * (far - near);
- frustum.far = near + max.z * (far - near);
- pass.cullingVolume = cascadeCamera.frustum.computeCullingVolume(
- position,
- direction,
- up
- );
- // Transforms from eye space to the cascade's texture space
- const cascadeMatrix = shadowMap._cascadeMatrices[i];
- Matrix4.multiply(
- cascadeCamera.getViewProjection(),
- sceneCamera.inverseViewMatrix,
- cascadeMatrix
- );
- Matrix4.multiply(pass.textureOffsets, cascadeMatrix, cascadeMatrix);
- }
- }
- const scratchLightView = new Matrix4();
- const scratchRight = new Cartesian3();
- const scratchUp = new Cartesian3();
- const scratchTranslation = new Cartesian3();
- function fitShadowMapToScene(shadowMap, frameState) {
- const shadowMapCamera = shadowMap._shadowMapCamera;
- const sceneCamera = shadowMap._sceneCamera;
- // 1. First find a tight bounding box in light space that contains the entire camera frustum.
- const viewProjection = Matrix4.multiply(
- sceneCamera.frustum.projectionMatrix,
- sceneCamera.viewMatrix,
- scratchMatrix
- );
- const inverseViewProjection = Matrix4.inverse(viewProjection, scratchMatrix);
- // Start to construct the light view matrix. Set translation later once the bounding box is found.
- const lightDir = shadowMapCamera.directionWC;
- let lightUp = sceneCamera.directionWC; // Align shadows to the camera view.
- if (Cartesian3.equalsEpsilon(lightDir, lightUp, CesiumMath.EPSILON10)) {
- lightUp = sceneCamera.upWC;
- }
- const lightRight = Cartesian3.cross(lightDir, lightUp, scratchRight);
- lightUp = Cartesian3.cross(lightRight, lightDir, scratchUp); // Recalculate up now that right is derived
- Cartesian3.normalize(lightUp, lightUp);
- Cartesian3.normalize(lightRight, lightRight);
- const lightPosition = Cartesian3.fromElements(
- 0.0,
- 0.0,
- 0.0,
- scratchTranslation
- );
- let lightView = Matrix4.computeView(
- lightPosition,
- lightDir,
- lightUp,
- lightRight,
- scratchLightView
- );
- const cameraToLight = Matrix4.multiply(
- lightView,
- inverseViewProjection,
- scratchMatrix
- );
- // Project each corner from NDC space to light view space, and calculate a min and max in light view space
- const min = Cartesian3.fromElements(
- Number.MAX_VALUE,
- Number.MAX_VALUE,
- Number.MAX_VALUE,
- scratchMin
- );
- const max = Cartesian3.fromElements(
- -Number.MAX_VALUE,
- -Number.MAX_VALUE,
- -Number.MAX_VALUE,
- scratchMax
- );
- for (let i = 0; i < 8; ++i) {
- const corner = Cartesian4.clone(
- frustumCornersNDC[i],
- scratchFrustumCorners[i]
- );
- Matrix4.multiplyByVector(cameraToLight, corner, corner);
- Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
- Cartesian3.minimumByComponent(corner, min, min);
- Cartesian3.maximumByComponent(corner, max, max);
- }
- // 2. Set bounding box back to include objects in the light's view
- max.z += 1000.0; // Note: in light space, a positive number is behind the camera
- min.z -= 10.0; // Extend the shadow volume forward slightly to avoid problems right at the edge
- // 3. Adjust light view matrix so that it is centered on the bounding volume
- const translation = scratchTranslation;
- translation.x = -(0.5 * (min.x + max.x));
- translation.y = -(0.5 * (min.y + max.y));
- translation.z = -max.z;
- const translationMatrix = Matrix4.fromTranslation(translation, scratchMatrix);
- lightView = Matrix4.multiply(translationMatrix, lightView, lightView);
- // 4. Create an orthographic frustum that covers the bounding box extents
- const halfWidth = 0.5 * (max.x - min.x);
- const halfHeight = 0.5 * (max.y - min.y);
- const depth = max.z - min.z;
- const frustum = shadowMapCamera.frustum;
- frustum.left = -halfWidth;
- frustum.right = halfWidth;
- frustum.bottom = -halfHeight;
- frustum.top = halfHeight;
- frustum.near = 0.01;
- frustum.far = depth;
- // 5. Update the shadow map camera
- Matrix4.clone(lightView, shadowMapCamera.viewMatrix);
- Matrix4.inverse(lightView, shadowMapCamera.inverseViewMatrix);
- Matrix4.getTranslation(
- shadowMapCamera.inverseViewMatrix,
- shadowMapCamera.positionWC
- );
- frameState.mapProjection.ellipsoid.cartesianToCartographic(
- shadowMapCamera.positionWC,
- shadowMapCamera.positionCartographic
- );
- Cartesian3.clone(lightDir, shadowMapCamera.directionWC);
- Cartesian3.clone(lightUp, shadowMapCamera.upWC);
- Cartesian3.clone(lightRight, shadowMapCamera.rightWC);
- }
- const directions = [
- new Cartesian3(-1.0, 0.0, 0.0),
- new Cartesian3(0.0, -1.0, 0.0),
- new Cartesian3(0.0, 0.0, -1.0),
- new Cartesian3(1.0, 0.0, 0.0),
- new Cartesian3(0.0, 1.0, 0.0),
- new Cartesian3(0.0, 0.0, 1.0),
- ];
- const ups = [
- new Cartesian3(0.0, -1.0, 0.0),
- new Cartesian3(0.0, 0.0, -1.0),
- new Cartesian3(0.0, -1.0, 0.0),
- new Cartesian3(0.0, -1.0, 0.0),
- new Cartesian3(0.0, 0.0, 1.0),
- new Cartesian3(0.0, -1.0, 0.0),
- ];
- const rights = [
- new Cartesian3(0.0, 0.0, 1.0),
- new Cartesian3(1.0, 0.0, 0.0),
- new Cartesian3(-1.0, 0.0, 0.0),
- new Cartesian3(0.0, 0.0, -1.0),
- new Cartesian3(1.0, 0.0, 0.0),
- new Cartesian3(1.0, 0.0, 0.0),
- ];
- function computeOmnidirectional(shadowMap, frameState) {
- // All sides share the same frustum
- const frustum = new PerspectiveFrustum();
- frustum.fov = CesiumMath.PI_OVER_TWO;
- frustum.near = 1.0;
- frustum.far = shadowMap._pointLightRadius;
- frustum.aspectRatio = 1.0;
- for (let i = 0; i < 6; ++i) {
- const camera = shadowMap._passes[i].camera;
- camera.positionWC = shadowMap._shadowMapCamera.positionWC;
- camera.positionCartographic = frameState.mapProjection.ellipsoid.cartesianToCartographic(
- camera.positionWC,
- camera.positionCartographic
- );
- camera.directionWC = directions[i];
- camera.upWC = ups[i];
- camera.rightWC = rights[i];
- Matrix4.computeView(
- camera.positionWC,
- camera.directionWC,
- camera.upWC,
- camera.rightWC,
- camera.viewMatrix
- );
- Matrix4.inverse(camera.viewMatrix, camera.inverseViewMatrix);
- camera.frustum = frustum;
- }
- }
- const scratchCartesian1 = new Cartesian3();
- const scratchCartesian2 = new Cartesian3();
- const scratchBoundingSphere = new BoundingSphere();
- const scratchCenter = scratchBoundingSphere.center;
- function checkVisibility(shadowMap, frameState) {
- const sceneCamera = shadowMap._sceneCamera;
- const shadowMapCamera = shadowMap._shadowMapCamera;
- const boundingSphere = scratchBoundingSphere;
- // Check whether the shadow map is in view and needs to be updated
- if (shadowMap._cascadesEnabled) {
- // If the nearest shadow receiver is further than the shadow map's maximum distance then the shadow map is out of view.
- if (sceneCamera.frustum.near >= shadowMap.maximumDistance) {
- shadowMap._outOfView = true;
- shadowMap._needsUpdate = false;
- return;
- }
- // If the light source is below the horizon then the shadow map is out of view
- const surfaceNormal = frameState.mapProjection.ellipsoid.geodeticSurfaceNormal(
- sceneCamera.positionWC,
- scratchCartesian1
- );
- const lightDirection = Cartesian3.negate(
- shadowMapCamera.directionWC,
- scratchCartesian2
- );
- const dot = Cartesian3.dot(surfaceNormal, lightDirection);
- if (shadowMap.fadingEnabled) {
- // Shadows start to fade out once the light gets closer to the horizon.
- // At this point the globe uses vertex lighting alone to darken the surface.
- const darknessAmount = CesiumMath.clamp(dot / 0.1, 0.0, 1.0);
- shadowMap._darkness = CesiumMath.lerp(
- 1.0,
- shadowMap.darkness,
- darknessAmount
- );
- } else {
- shadowMap._darkness = shadowMap.darkness;
- }
- if (dot < 0.0) {
- shadowMap._outOfView = true;
- shadowMap._needsUpdate = false;
- return;
- }
- // By default cascaded shadows need to update and are always in view
- shadowMap._needsUpdate = true;
- shadowMap._outOfView = false;
- } else if (shadowMap._isPointLight) {
- // Sphere-frustum intersection test
- boundingSphere.center = shadowMapCamera.positionWC;
- boundingSphere.radius = shadowMap._pointLightRadius;
- shadowMap._outOfView =
- frameState.cullingVolume.computeVisibility(boundingSphere) ===
- Intersect.OUTSIDE;
- shadowMap._needsUpdate =
- !shadowMap._outOfView &&
- !shadowMap._boundingSphere.equals(boundingSphere);
- BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
- } else {
- // Simplify frustum-frustum intersection test as a sphere-frustum test
- const frustumRadius = shadowMapCamera.frustum.far / 2.0;
- const frustumCenter = Cartesian3.add(
- shadowMapCamera.positionWC,
- Cartesian3.multiplyByScalar(
- shadowMapCamera.directionWC,
- frustumRadius,
- scratchCenter
- ),
- scratchCenter
- );
- boundingSphere.center = frustumCenter;
- boundingSphere.radius = frustumRadius;
- shadowMap._outOfView =
- frameState.cullingVolume.computeVisibility(boundingSphere) ===
- Intersect.OUTSIDE;
- shadowMap._needsUpdate =
- !shadowMap._outOfView &&
- !shadowMap._boundingSphere.equals(boundingSphere);
- BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
- }
- }
- function updateCameras(shadowMap, frameState) {
- const camera = frameState.camera; // The actual camera in the scene
- const lightCamera = shadowMap._lightCamera; // The external camera representing the light source
- const sceneCamera = shadowMap._sceneCamera; // Clone of camera, with clamped near and far planes
- const shadowMapCamera = shadowMap._shadowMapCamera; // Camera representing the shadow volume, initially cloned from lightCamera
- // Clone light camera into the shadow map camera
- if (shadowMap._cascadesEnabled) {
- Cartesian3.clone(lightCamera.directionWC, shadowMapCamera.directionWC);
- } else if (shadowMap._isPointLight) {
- Cartesian3.clone(lightCamera.positionWC, shadowMapCamera.positionWC);
- } else {
- shadowMapCamera.clone(lightCamera);
- }
- // Get the light direction in eye coordinates
- const lightDirection = shadowMap._lightDirectionEC;
- Matrix4.multiplyByPointAsVector(
- camera.viewMatrix,
- shadowMapCamera.directionWC,
- lightDirection
- );
- Cartesian3.normalize(lightDirection, lightDirection);
- Cartesian3.negate(lightDirection, lightDirection);
- // Get the light position in eye coordinates
- Matrix4.multiplyByPoint(
- camera.viewMatrix,
- shadowMapCamera.positionWC,
- shadowMap._lightPositionEC
- );
- shadowMap._lightPositionEC.w = shadowMap._pointLightRadius;
- // Get the near and far of the scene camera
- let near;
- let far;
- if (shadowMap._fitNearFar) {
- // shadowFar can be very large, so limit to shadowMap.maximumDistance
- // Push the far plane slightly further than the near plane to avoid degenerate frustum
- near = Math.min(
- frameState.shadowState.nearPlane,
- shadowMap.maximumDistance
- );
- far = Math.min(frameState.shadowState.farPlane, shadowMap.maximumDistance);
- far = Math.max(far, near + 1.0);
- } else {
- near = camera.frustum.near;
- far = shadowMap.maximumDistance;
- }
- shadowMap._sceneCamera = Camera.clone(camera, sceneCamera);
- camera.frustum.clone(shadowMap._sceneCamera.frustum);
- shadowMap._sceneCamera.frustum.near = near;
- shadowMap._sceneCamera.frustum.far = far;
- shadowMap._distance = far - near;
- checkVisibility(shadowMap, frameState);
- if (!shadowMap._outOfViewPrevious && shadowMap._outOfView) {
- shadowMap._needsUpdate = true;
- }
- shadowMap._outOfViewPrevious = shadowMap._outOfView;
- }
- /**
- * @private
- */
- ShadowMap.prototype.update = function (frameState) {
- updateCameras(this, frameState);
- if (this._needsUpdate) {
- updateFramebuffer(this, frameState.context);
- if (this._isPointLight) {
- computeOmnidirectional(this, frameState);
- }
- if (this._cascadesEnabled) {
- fitShadowMapToScene(this, frameState);
- if (this._numberOfCascades > 1) {
- computeCascades(this, frameState);
- }
- }
- if (!this._isPointLight) {
- // Compute the culling volume
- const shadowMapCamera = this._shadowMapCamera;
- const position = shadowMapCamera.positionWC;
- const direction = shadowMapCamera.directionWC;
- const up = shadowMapCamera.upWC;
- this._shadowMapCullingVolume = shadowMapCamera.frustum.computeCullingVolume(
- position,
- direction,
- up
- );
- if (this._passes.length === 1) {
- // Since there is only one pass, use the shadow map camera as the pass camera.
- this._passes[0].camera.clone(shadowMapCamera);
- }
- } else {
- this._shadowMapCullingVolume = CullingVolume.fromBoundingSphere(
- this._boundingSphere
- );
- }
- }
- if (this._passes.length === 1) {
- // Transforms from eye space to shadow texture space.
- // Always requires an update since the scene camera constantly changes.
- const inverseView = this._sceneCamera.inverseViewMatrix;
- Matrix4.multiply(
- this._shadowMapCamera.getViewProjection(),
- inverseView,
- this._shadowMapMatrix
- );
- }
- if (this.debugShow) {
- applyDebugSettings(this, frameState);
- }
- };
- /**
- * @private
- */
- ShadowMap.prototype.updatePass = function (context, shadowPass) {
- clearFramebuffer(this, context, shadowPass);
- };
- const scratchTexelStepSize = new Cartesian2();
- function combineUniforms(shadowMap, uniforms, isTerrain) {
- const bias = shadowMap._isPointLight
- ? shadowMap._pointBias
- : isTerrain
- ? shadowMap._terrainBias
- : shadowMap._primitiveBias;
- const mapUniforms = {
- shadowMap_texture: function () {
- return shadowMap._shadowMapTexture;
- },
- shadowMap_textureCube: function () {
- return shadowMap._shadowMapTexture;
- },
- shadowMap_matrix: function () {
- return shadowMap._shadowMapMatrix;
- },
- shadowMap_cascadeSplits: function () {
- return shadowMap._cascadeSplits;
- },
- shadowMap_cascadeMatrices: function () {
- return shadowMap._cascadeMatrices;
- },
- shadowMap_lightDirectionEC: function () {
- return shadowMap._lightDirectionEC;
- },
- shadowMap_lightPositionEC: function () {
- return shadowMap._lightPositionEC;
- },
- shadowMap_cascadeDistances: function () {
- return shadowMap._cascadeDistances;
- },
- shadowMap_texelSizeDepthBiasAndNormalShadingSmooth: function () {
- const texelStepSize = scratchTexelStepSize;
- texelStepSize.x = 1.0 / shadowMap._textureSize.x;
- texelStepSize.y = 1.0 / shadowMap._textureSize.y;
- return Cartesian4.fromElements(
- texelStepSize.x,
- texelStepSize.y,
- bias.depthBias,
- bias.normalShadingSmooth,
- this.combinedUniforms1
- );
- },
- shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness: function () {
- return Cartesian4.fromElements(
- bias.normalOffsetScale,
- shadowMap._distance,
- shadowMap.maximumDistance,
- shadowMap._darkness,
- this.combinedUniforms2
- );
- },
- combinedUniforms1: new Cartesian4(),
- combinedUniforms2: new Cartesian4(),
- };
- return combine(uniforms, mapUniforms, false);
- }
- function createCastDerivedCommand(
- shadowMap,
- shadowsDirty,
- command,
- context,
- oldShaderId,
- result
- ) {
- let castShader;
- let castRenderState;
- let castUniformMap;
- if (defined(result)) {
- castShader = result.shaderProgram;
- castRenderState = result.renderState;
- castUniformMap = result.uniformMap;
- }
- result = DrawCommand.shallowClone(command, result);
- result.castShadows = true;
- result.receiveShadows = false;
- if (
- !defined(castShader) ||
- oldShaderId !== command.shaderProgram.id ||
- shadowsDirty
- ) {
- const shaderProgram = command.shaderProgram;
- const isTerrain = command.pass === Pass.GLOBE;
- const isOpaque = command.pass !== Pass.TRANSLUCENT;
- const isPointLight = shadowMap._isPointLight;
- const usesDepthTexture = shadowMap._usesDepthTexture;
- const keyword = ShadowMapShader.getShadowCastShaderKeyword(
- isPointLight,
- isTerrain,
- usesDepthTexture,
- isOpaque
- );
- castShader = context.shaderCache.getDerivedShaderProgram(
- shaderProgram,
- keyword
- );
- if (!defined(castShader)) {
- const vertexShaderSource = shaderProgram.vertexShaderSource;
- const fragmentShaderSource = shaderProgram.fragmentShaderSource;
- const castVS = ShadowMapShader.createShadowCastVertexShader(
- vertexShaderSource,
- isPointLight,
- isTerrain
- );
- const castFS = ShadowMapShader.createShadowCastFragmentShader(
- fragmentShaderSource,
- isPointLight,
- usesDepthTexture,
- isOpaque
- );
- castShader = context.shaderCache.createDerivedShaderProgram(
- shaderProgram,
- keyword,
- {
- vertexShaderSource: castVS,
- fragmentShaderSource: castFS,
- attributeLocations: shaderProgram._attributeLocations,
- }
- );
- }
- castRenderState = shadowMap._primitiveRenderState;
- if (isPointLight) {
- castRenderState = shadowMap._pointRenderState;
- } else if (isTerrain) {
- castRenderState = shadowMap._terrainRenderState;
- }
- // Modify the render state for commands that do not use back-face culling, e.g. flat textured walls
- const cullEnabled = command.renderState.cull.enabled;
- if (!cullEnabled) {
- castRenderState = clone(castRenderState, false);
- castRenderState.cull = clone(castRenderState.cull, false);
- castRenderState.cull.enabled = false;
- castRenderState = RenderState.fromCache(castRenderState);
- }
- castUniformMap = combineUniforms(shadowMap, command.uniformMap, isTerrain);
- }
- result.shaderProgram = castShader;
- result.renderState = castRenderState;
- result.uniformMap = castUniformMap;
- return result;
- }
- ShadowMap.createReceiveDerivedCommand = function (
- lightShadowMaps,
- command,
- shadowsDirty,
- context,
- result
- ) {
- if (!defined(result)) {
- result = {};
- }
- const lightShadowMapsEnabled = lightShadowMaps.length > 0;
- const shaderProgram = command.shaderProgram;
- const vertexShaderSource = shaderProgram.vertexShaderSource;
- const fragmentShaderSource = shaderProgram.fragmentShaderSource;
- const isTerrain = command.pass === Pass.GLOBE;
- let hasTerrainNormal = false;
- if (isTerrain) {
- hasTerrainNormal =
- command.owner.data.renderedMesh.encoding.hasVertexNormals;
- }
- if (command.receiveShadows && lightShadowMapsEnabled) {
- // Only generate a receiveCommand if there is a shadow map originating from a light source.
- let receiveShader;
- let receiveUniformMap;
- if (defined(result.receiveCommand)) {
- receiveShader = result.receiveCommand.shaderProgram;
- receiveUniformMap = result.receiveCommand.uniformMap;
- }
- result.receiveCommand = DrawCommand.shallowClone(
- command,
- result.receiveCommand
- );
- result.castShadows = false;
- result.receiveShadows = true;
- // If castShadows changed, recompile the receive shadows shader. The normal shading technique simulates
- // self-shadowing so it should be turned off if castShadows is false.
- const castShadowsDirty =
- result.receiveShaderCastShadows !== command.castShadows;
- const shaderDirty =
- result.receiveShaderProgramId !== command.shaderProgram.id;
- if (
- !defined(receiveShader) ||
- shaderDirty ||
- shadowsDirty ||
- castShadowsDirty
- ) {
- const keyword = ShadowMapShader.getShadowReceiveShaderKeyword(
- lightShadowMaps[0],
- command.castShadows,
- isTerrain,
- hasTerrainNormal
- );
- receiveShader = context.shaderCache.getDerivedShaderProgram(
- shaderProgram,
- keyword
- );
- if (!defined(receiveShader)) {
- const receiveVS = ShadowMapShader.createShadowReceiveVertexShader(
- vertexShaderSource,
- isTerrain,
- hasTerrainNormal
- );
- const receiveFS = ShadowMapShader.createShadowReceiveFragmentShader(
- fragmentShaderSource,
- lightShadowMaps[0],
- command.castShadows,
- isTerrain,
- hasTerrainNormal
- );
- receiveShader = context.shaderCache.createDerivedShaderProgram(
- shaderProgram,
- keyword,
- {
- vertexShaderSource: receiveVS,
- fragmentShaderSource: receiveFS,
- attributeLocations: shaderProgram._attributeLocations,
- }
- );
- }
- receiveUniformMap = combineUniforms(
- lightShadowMaps[0],
- command.uniformMap,
- isTerrain
- );
- }
- result.receiveCommand.shaderProgram = receiveShader;
- result.receiveCommand.uniformMap = receiveUniformMap;
- result.receiveShaderProgramId = command.shaderProgram.id;
- result.receiveShaderCastShadows = command.castShadows;
- }
- return result;
- };
- ShadowMap.createCastDerivedCommand = function (
- shadowMaps,
- command,
- shadowsDirty,
- context,
- result
- ) {
- if (!defined(result)) {
- result = {};
- }
- if (command.castShadows) {
- let castCommands = result.castCommands;
- if (!defined(castCommands)) {
- castCommands = result.castCommands = [];
- }
- const oldShaderId = result.castShaderProgramId;
- const shadowMapLength = shadowMaps.length;
- castCommands.length = shadowMapLength;
- for (let i = 0; i < shadowMapLength; ++i) {
- castCommands[i] = createCastDerivedCommand(
- shadowMaps[i],
- shadowsDirty,
- command,
- context,
- oldShaderId,
- castCommands[i]
- );
- }
- result.castShaderProgramId = command.shaderProgram.id;
- }
- return result;
- };
- /**
- * @private
- */
- ShadowMap.prototype.isDestroyed = function () {
- return false;
- };
- /**
- * @private
- */
- ShadowMap.prototype.destroy = function () {
- destroyFramebuffer(this);
- this._debugLightFrustum =
- this._debugLightFrustum && this._debugLightFrustum.destroy();
- this._debugCameraFrustum =
- this._debugCameraFrustum && this._debugCameraFrustum.destroy();
- this._debugShadowViewCommand =
- this._debugShadowViewCommand &&
- this._debugShadowViewCommand.shaderProgram &&
- this._debugShadowViewCommand.shaderProgram.destroy();
- for (let i = 0; i < this._numberOfCascades; ++i) {
- this._debugCascadeFrustums[i] =
- this._debugCascadeFrustums[i] && this._debugCascadeFrustums[i].destroy();
- }
- return destroyObject(this);
- };
- export default ShadowMap;
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