我希望能够在单独的画布元素上查看所有场景光源(聚光灯或定向光源)生成的阴影贴图。
有没有办法用three.js实现这个目标?我想要一些指示。
答案 0 :(得分:2)
要从一个灯光(点或方向)查看阴影贴图,您可以执行以下操作:
// render scene as you normally would.
// after this call the shadowmp has been generated
renderer.render (scene, camera);
// render a scene of one quad to see the shadowmap on your canvas
quadMaterial.uniforms.map.value = light.shadowmap;
renderer.render (quadScene, quadCamera);
在上一阶段,您需要设置quadCamera
// set up an orthographic camera
quadCamera = new THREE.OrthographicCamera (textureWidth / - 2, textureHeight / 2, textureWidth / 2, textureHeight / - 2, -1000, 1000);
quadCamera.position.z = 100;
和quadScene
var quadScene = new THREE.Scene ();
quadMaterial = new THREE.ShaderMaterial ({
uniforms:
{
map: { type: "t", value: null },
},
vertexShader:
[
"varying vec2 vUv;",
"void main ()",
"{",
"vUv = vec2 (uv.x, 1.0 - uv.y);",
"gl_Position = projectionMatrix * modelViewMatrix * vec4 (position, 1.0);",
"}"
].join("\n"),
fragmentShader:
[
"uniform sampler2D map;",
"varying vec2 vUv;",
"float unpack_depth (const in vec4 rgba_depth)",
"{",
"const vec4 bit_shift = vec4 (1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);",
"float depth = dot (rgba_depth, bit_shift);",
"return depth;",
"}",
"void main ()",
"{",
"vec4 rgbaDepth = texture2D (map, vUv);",
"float fDepth = unpack_depth (rgbaDepth);",
"gl_FragColor = vec4 (vec3 (fDepth), 1.0);",
"}"
].join("\n"),
blending: THREE.NoBlending,
depthTest: false,
depthWrite: false,
});
quadScene.add (new THREE.Mesh (
new THREE.PlaneGeometry (textureWidth, textureHeight), quadMaterial));
答案 1 :(得分:0)
看看: http://threejs.org/examples/webgl_multiple_canvases_complex.html 和 http://threejs.org/examples/webgl_multiple_canvases_grid.html
应该有THREE.MeshDepthMaterial,如果没有创建你自己的深度,那么THREE.ShaderMaterial。