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- import defined from '../Core/defined.js';
- import ShaderSource from '../Renderer/ShaderSource.js';
- /**
- * @private
- */
- function ShadowMapShader() {
- }
- ShadowMapShader.getShadowCastShaderKeyword = function(isPointLight, isTerrain, usesDepthTexture, isOpaque) {
- return 'castShadow ' + isPointLight + ' ' + isTerrain + ' ' + usesDepthTexture + ' ' + isOpaque;
- };
- ShadowMapShader.createShadowCastVertexShader = function(vs, isPointLight, isTerrain) {
- var defines = vs.defines.slice(0);
- var sources = vs.sources.slice(0);
- defines.push('SHADOW_MAP');
- if (isTerrain) {
- defines.push('GENERATE_POSITION');
- }
- var positionVaryingName = ShaderSource.findPositionVarying(vs);
- var hasPositionVarying = defined(positionVaryingName);
- if (isPointLight && !hasPositionVarying) {
- var length = sources.length;
- for (var j = 0; j < length; ++j) {
- sources[j] = ShaderSource.replaceMain(sources[j], 'czm_shadow_cast_main');
- }
- var shadowVS =
- 'varying vec3 v_positionEC; \n' +
- 'void main() \n' +
- '{ \n' +
- ' czm_shadow_cast_main(); \n' +
- ' v_positionEC = (czm_inverseProjection * gl_Position).xyz; \n' +
- '}';
- sources.push(shadowVS);
- }
- return new ShaderSource({
- defines : defines,
- sources : sources
- });
- };
- ShadowMapShader.createShadowCastFragmentShader = function(fs, isPointLight, usesDepthTexture, opaque) {
- var defines = fs.defines.slice(0);
- var sources = fs.sources.slice(0);
- var positionVaryingName = ShaderSource.findPositionVarying(fs);
- var hasPositionVarying = defined(positionVaryingName);
- if (!hasPositionVarying) {
- positionVaryingName = 'v_positionEC';
- }
- var length = sources.length;
- for (var i = 0; i < length; ++i) {
- sources[i] = ShaderSource.replaceMain(sources[i], 'czm_shadow_cast_main');
- }
- var fsSource = '';
- if (isPointLight) {
- if (!hasPositionVarying) {
- fsSource += 'varying vec3 v_positionEC; \n';
- }
- fsSource += 'uniform vec4 shadowMap_lightPositionEC; \n';
- }
- if (opaque) {
- fsSource +=
- 'void main() \n' +
- '{ \n';
- } else {
- fsSource +=
- 'void main() \n' +
- '{ \n' +
- ' czm_shadow_cast_main(); \n' +
- ' if (gl_FragColor.a == 0.0) \n' +
- ' { \n' +
- ' discard; \n' +
- ' } \n';
- }
- if (isPointLight) {
- fsSource +=
- ' float distance = length(' + positionVaryingName + '); \n' +
- ' if (distance >= shadowMap_lightPositionEC.w) \n' +
- ' { \n' +
- ' discard; \n' +
- ' } \n' +
- ' distance /= shadowMap_lightPositionEC.w; // radius \n' +
- ' gl_FragColor = czm_packDepth(distance); \n';
- } else if (usesDepthTexture) {
- fsSource += ' gl_FragColor = vec4(1.0); \n';
- } else {
- fsSource += ' gl_FragColor = czm_packDepth(gl_FragCoord.z); \n';
- }
- fsSource += '} \n';
- sources.push(fsSource);
- return new ShaderSource({
- defines : defines,
- sources : sources
- });
- };
- ShadowMapShader.getShadowReceiveShaderKeyword = function(shadowMap, castShadows, isTerrain, hasTerrainNormal) {
- var usesDepthTexture = shadowMap._usesDepthTexture;
- var polygonOffsetSupported = shadowMap._polygonOffsetSupported;
- var isPointLight = shadowMap._isPointLight;
- var isSpotLight = shadowMap._isSpotLight;
- var hasCascades = shadowMap._numberOfCascades > 1;
- var debugCascadeColors = shadowMap.debugCascadeColors;
- var softShadows = shadowMap.softShadows;
- return 'receiveShadow ' + usesDepthTexture + polygonOffsetSupported + isPointLight + isSpotLight +
- hasCascades + debugCascadeColors + softShadows + castShadows + isTerrain + hasTerrainNormal;
- };
- ShadowMapShader.createShadowReceiveVertexShader = function(vs, isTerrain, hasTerrainNormal) {
- var defines = vs.defines.slice(0);
- var sources = vs.sources.slice(0);
- defines.push('SHADOW_MAP');
- if (isTerrain) {
- if (hasTerrainNormal) {
- defines.push('GENERATE_POSITION_AND_NORMAL');
- } else {
- defines.push('GENERATE_POSITION');
- }
- }
- return new ShaderSource({
- defines : defines,
- sources : sources
- });
- };
- ShadowMapShader.createShadowReceiveFragmentShader = function(fs, shadowMap, castShadows, isTerrain, hasTerrainNormal) {
- var normalVaryingName = ShaderSource.findNormalVarying(fs);
- var hasNormalVarying = (!isTerrain && defined(normalVaryingName)) || (isTerrain && hasTerrainNormal);
- var positionVaryingName = ShaderSource.findPositionVarying(fs);
- var hasPositionVarying = defined(positionVaryingName);
- var usesDepthTexture = shadowMap._usesDepthTexture;
- var polygonOffsetSupported = shadowMap._polygonOffsetSupported;
- var isPointLight = shadowMap._isPointLight;
- var isSpotLight = shadowMap._isSpotLight;
- var hasCascades = shadowMap._numberOfCascades > 1;
- var debugCascadeColors = shadowMap.debugCascadeColors;
- var softShadows = shadowMap.softShadows;
- var bias = isPointLight ? shadowMap._pointBias : (isTerrain ? shadowMap._terrainBias : shadowMap._primitiveBias);
- var defines = fs.defines.slice(0);
- var sources = fs.sources.slice(0);
- var length = sources.length;
- for (var i = 0; i < length; ++i) {
- sources[i] = ShaderSource.replaceMain(sources[i], 'czm_shadow_receive_main');
- }
- if (isPointLight) {
- defines.push('USE_CUBE_MAP_SHADOW');
- } else if (usesDepthTexture) {
- defines.push('USE_SHADOW_DEPTH_TEXTURE');
- }
- if (softShadows && !isPointLight) {
- defines.push('USE_SOFT_SHADOWS');
- }
- // Enable day-night shading so that the globe is dark when the light is below the horizon
- if (hasCascades && castShadows && isTerrain) {
- if (hasNormalVarying) {
- defines.push('ENABLE_VERTEX_LIGHTING');
- } else {
- defines.push('ENABLE_DAYNIGHT_SHADING');
- }
- }
- if (castShadows && bias.normalShading && hasNormalVarying) {
- defines.push('USE_NORMAL_SHADING');
- if (bias.normalShadingSmooth > 0.0) {
- defines.push('USE_NORMAL_SHADING_SMOOTH');
- }
- }
- var fsSource = '';
- if (isPointLight) {
- fsSource += 'uniform samplerCube shadowMap_textureCube; \n';
- } else {
- fsSource += 'uniform sampler2D shadowMap_texture; \n';
- }
- var returnPositionEC;
- if (hasPositionVarying) {
- returnPositionEC = ' return vec4(' + positionVaryingName + ', 1.0); \n';
- } else {
- returnPositionEC =
- '#ifndef LOG_DEPTH \n' +
- ' return czm_windowToEyeCoordinates(gl_FragCoord); \n' +
- '#else \n' +
- ' return vec4(v_logPositionEC, 1.0); \n' +
- '#endif \n';
- }
- fsSource +=
- 'uniform mat4 shadowMap_matrix; \n' +
- 'uniform vec3 shadowMap_lightDirectionEC; \n' +
- 'uniform vec4 shadowMap_lightPositionEC; \n' +
- 'uniform vec4 shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness; \n' +
- 'uniform vec4 shadowMap_texelSizeDepthBiasAndNormalShadingSmooth; \n' +
- '#ifdef LOG_DEPTH \n' +
- 'varying vec3 v_logPositionEC; \n' +
- '#endif \n' +
- 'vec4 getPositionEC() \n' +
- '{ \n' +
- returnPositionEC +
- '} \n' +
- 'vec3 getNormalEC() \n' +
- '{ \n' +
- (hasNormalVarying ?
- ' return normalize(' + normalVaryingName + '); \n' :
- ' return vec3(1.0); \n') +
- '} \n' +
- // Offset the shadow position in the direction of the normal for perpendicular and back faces
- 'void applyNormalOffset(inout vec4 positionEC, vec3 normalEC, float nDotL) \n' +
- '{ \n' +
- (bias.normalOffset && hasNormalVarying ?
- ' float normalOffset = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.x; \n' +
- ' float normalOffsetScale = 1.0 - nDotL; \n' +
- ' vec3 offset = normalOffset * normalOffsetScale * normalEC; \n' +
- ' positionEC.xyz += offset; \n' : '') +
- '} \n';
- fsSource +=
- 'void main() \n' +
- '{ \n' +
- ' czm_shadow_receive_main(); \n' +
- ' vec4 positionEC = getPositionEC(); \n' +
- ' vec3 normalEC = getNormalEC(); \n' +
- ' float depth = -positionEC.z; \n';
- fsSource +=
- ' czm_shadowParameters shadowParameters; \n' +
- ' shadowParameters.texelStepSize = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.xy; \n' +
- ' shadowParameters.depthBias = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.z; \n' +
- ' shadowParameters.normalShadingSmooth = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w; \n' +
- ' shadowParameters.darkness = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w; \n';
- if (isTerrain) {
- // Scale depth bias based on view distance to reduce z-fighting in distant terrain
- fsSource += ' shadowParameters.depthBias *= max(depth * 0.01, 1.0); \n';
- } else if (!polygonOffsetSupported) {
- // If polygon offset isn't supported push the depth back based on view, however this
- // causes light leaking at further away views
- fsSource += ' shadowParameters.depthBias *= mix(1.0, 100.0, depth * 0.0015); \n';
- }
- if (isPointLight) {
- fsSource +=
- ' vec3 directionEC = positionEC.xyz - shadowMap_lightPositionEC.xyz; \n' +
- ' float distance = length(directionEC); \n' +
- ' directionEC = normalize(directionEC); \n' +
- ' float radius = shadowMap_lightPositionEC.w; \n' +
- ' // Stop early if the fragment is beyond the point light radius \n' +
- ' if (distance > radius) \n' +
- ' { \n' +
- ' return; \n' +
- ' } \n' +
- ' vec3 directionWC = czm_inverseViewRotation * directionEC; \n' +
- ' shadowParameters.depth = distance / radius; \n' +
- ' shadowParameters.nDotL = clamp(dot(normalEC, -directionEC), 0.0, 1.0); \n' +
- ' shadowParameters.texCoords = directionWC; \n' +
- ' float visibility = czm_shadowVisibility(shadowMap_textureCube, shadowParameters); \n';
- } else if (isSpotLight) {
- fsSource +=
- ' vec3 directionEC = normalize(positionEC.xyz - shadowMap_lightPositionEC.xyz); \n' +
- ' float nDotL = clamp(dot(normalEC, -directionEC), 0.0, 1.0); \n' +
- ' applyNormalOffset(positionEC, normalEC, nDotL); \n' +
- ' vec4 shadowPosition = shadowMap_matrix * positionEC; \n' +
- ' // Spot light uses a perspective projection, so perform the perspective divide \n' +
- ' shadowPosition /= shadowPosition.w; \n' +
- ' // Stop early if the fragment is not in the shadow bounds \n' +
- ' if (any(lessThan(shadowPosition.xyz, vec3(0.0))) || any(greaterThan(shadowPosition.xyz, vec3(1.0)))) \n' +
- ' { \n' +
- ' return; \n' +
- ' } \n' +
- ' shadowParameters.texCoords = shadowPosition.xy; \n' +
- ' shadowParameters.depth = shadowPosition.z; \n' +
- ' shadowParameters.nDotL = nDotL; \n' +
- ' float visibility = czm_shadowVisibility(shadowMap_texture, shadowParameters); \n';
- } else if (hasCascades) {
- fsSource +=
- ' float maxDepth = shadowMap_cascadeSplits[1].w; \n' +
- ' // Stop early if the eye depth exceeds the last cascade \n' +
- ' if (depth > maxDepth) \n' +
- ' { \n' +
- ' return; \n' +
- ' } \n' +
- ' // Get the cascade based on the eye-space depth \n' +
- ' vec4 weights = czm_cascadeWeights(depth); \n' +
- ' // Apply normal offset \n' +
- ' float nDotL = clamp(dot(normalEC, shadowMap_lightDirectionEC), 0.0, 1.0); \n' +
- ' applyNormalOffset(positionEC, normalEC, nDotL); \n' +
- ' // Transform position into the cascade \n' +
- ' vec4 shadowPosition = czm_cascadeMatrix(weights) * positionEC; \n' +
- ' // Get visibility \n' +
- ' shadowParameters.texCoords = shadowPosition.xy; \n' +
- ' shadowParameters.depth = shadowPosition.z; \n' +
- ' shadowParameters.nDotL = nDotL; \n' +
- ' float visibility = czm_shadowVisibility(shadowMap_texture, shadowParameters); \n' +
- ' // Fade out shadows that are far away \n' +
- ' float shadowMapMaximumDistance = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.z; \n' +
- ' float fade = max((depth - shadowMapMaximumDistance * 0.8) / (shadowMapMaximumDistance * 0.2), 0.0); \n' +
- ' visibility = mix(visibility, 1.0, fade); \n' +
- (debugCascadeColors ?
- ' // Draw cascade colors for debugging \n' +
- ' gl_FragColor *= czm_cascadeColor(weights); \n' : '');
- } else {
- fsSource +=
- ' float nDotL = clamp(dot(normalEC, shadowMap_lightDirectionEC), 0.0, 1.0); \n' +
- ' applyNormalOffset(positionEC, normalEC, nDotL); \n' +
- ' vec4 shadowPosition = shadowMap_matrix * positionEC; \n' +
- ' // Stop early if the fragment is not in the shadow bounds \n' +
- ' if (any(lessThan(shadowPosition.xyz, vec3(0.0))) || any(greaterThan(shadowPosition.xyz, vec3(1.0)))) \n' +
- ' { \n' +
- ' return; \n' +
- ' } \n' +
- ' shadowParameters.texCoords = shadowPosition.xy; \n' +
- ' shadowParameters.depth = shadowPosition.z; \n' +
- ' shadowParameters.nDotL = nDotL; \n' +
- ' float visibility = czm_shadowVisibility(shadowMap_texture, shadowParameters); \n';
- }
- fsSource +=
- ' gl_FragColor.rgb *= visibility; \n' +
- '} \n';
- sources.push(fsSource);
- return new ShaderSource({
- defines : defines,
- sources : sources
- });
- };
- export default ShadowMapShader;
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