213 lines
5.2 KiB
JavaScript
213 lines
5.2 KiB
JavaScript
import { Group, NodeMaterial, Mesh, PlaneGeometry, DoubleSide, CameraHelper } from 'three/webgpu';
|
|
import { Fn, vec4, vec3, texture, uv, positionLocal, vec2, float, screenSize } from 'three/tsl';
|
|
|
|
/**
|
|
* Helper class to manage and display debug visuals for TileShadowNode.
|
|
*
|
|
* @augments Group
|
|
* @three_import import { TileShadowNodeHelper } from 'three/addons/tsl/shadows/TileShadowNodeHelper.js';
|
|
*/
|
|
class TileShadowNodeHelper extends Group {
|
|
|
|
/**
|
|
* @param {TileShadowNode} tileShadowNode The TileShadowNode instance to debug.
|
|
*/
|
|
constructor( tileShadowNode ) {
|
|
|
|
super();
|
|
|
|
if ( ! tileShadowNode ) {
|
|
|
|
throw new Error( 'TileShadowNode instance is required for TileShadowNodeHelper.' );
|
|
|
|
}
|
|
|
|
this.tileShadowNode = tileShadowNode;
|
|
this.config = tileShadowNode.config;
|
|
this.tiles = tileShadowNode.tiles;
|
|
this._debugMeshes = [];
|
|
this._shadowCamHelpers = [];
|
|
|
|
this.initialized = false;
|
|
|
|
}
|
|
|
|
/**
|
|
* Initializes the debug displays (planes and camera helpers).
|
|
* Should be called after TileShadowNode has initialized its lights and shadow nodes.
|
|
*/
|
|
init() {
|
|
|
|
if ( this.tileShadowNode._shadowNodes.length !== this.tiles.length ) {
|
|
|
|
console.error( 'Cannot initialize TileShadowNodeHelper: Shadow nodes not ready or mismatch count.' );
|
|
return;
|
|
|
|
}
|
|
|
|
const tilesX = this.config.tilesX;
|
|
const tilesY = this.config.tilesY;
|
|
|
|
// Clear previous helpers if any (e.g., during a re-init)
|
|
this.dispose();
|
|
|
|
// Create a display for each shadow map tile
|
|
for ( let i = 0; i < this.tiles.length; i ++ ) {
|
|
|
|
// Create display plane
|
|
const display = new Mesh( new PlaneGeometry( 1, 1 ), new NodeMaterial() );
|
|
display.renderOrder = 9999999; // Ensure they appear on top
|
|
display.material.transparent = true;
|
|
display.frustumCulled = false;
|
|
display.side = DoubleSide;
|
|
display.material.depthTest = false; // Disable depth testing
|
|
display.material.depthWrite = false; // Disable depth writing
|
|
|
|
const col = i % tilesX;
|
|
const row = Math.floor( i / tilesX );
|
|
|
|
// Vertex shader logic for positioning the debug quad
|
|
display.material.vertexNode = Fn( () => {
|
|
|
|
const aspectRatio = screenSize.x.div( screenSize.y );
|
|
const maxTiles = Math.max( tilesX, tilesY );
|
|
const displaySize = float( 0.8 / maxTiles ); // Size adapts to number of tiles
|
|
const margin = float( 0.01 );
|
|
const cornerOffset = float( 0.05 );
|
|
|
|
// Position tiles left-to-right, top-to-bottom
|
|
const xBase = float( - 1.0 ).add( cornerOffset ).add(
|
|
displaySize.div( 2 ).div( aspectRatio )
|
|
).add( float( col ).mul( displaySize.div( aspectRatio ).add( margin ) ) );
|
|
|
|
const yBase = float( 1.0 ).sub( cornerOffset ).sub(
|
|
displaySize.div( 2 )
|
|
).sub( float( row ).mul( displaySize.add( margin ) ) );
|
|
|
|
const scaledPos = vec2(
|
|
positionLocal.x.mul( displaySize.div( aspectRatio ) ),
|
|
positionLocal.y.mul( displaySize )
|
|
);
|
|
|
|
const finalPos = vec2(
|
|
scaledPos.x.add( xBase ),
|
|
scaledPos.y.add( yBase )
|
|
);
|
|
|
|
return vec4( finalPos.x, finalPos.y, 0.0, 1.0 );
|
|
|
|
} )();
|
|
|
|
display.material.outputNode = Fn( () => {
|
|
|
|
// Ensure shadowMap and depthTexture are available
|
|
if ( ! this.tileShadowNode.shadowMap || ! this.tileShadowNode.shadowMap.depthTexture ) {
|
|
|
|
return vec4( 1, 0, 1, 1 ); // Magenta error color
|
|
|
|
}
|
|
|
|
const sampledDepth = texture( this.tileShadowNode.shadowMap.depthTexture )
|
|
.sample( uv().flipY() )
|
|
.depth( float( i ) ) // Sample correct layer
|
|
.compare( 0.9 ); // Example comparison value
|
|
|
|
// Simple tint based on index for visual distinction
|
|
const r = float( 0.5 + ( i % 3 ) * 0.16 );
|
|
const g = float( 0.5 + ( i % 2 ) * 0.25 );
|
|
const b = float( 0.7 + ( i % 4 ) * 0.075 );
|
|
|
|
return vec4(
|
|
vec3( r, g, b )
|
|
.mul( sampledDepth )
|
|
.saturate()
|
|
.rgb,
|
|
1.0
|
|
);
|
|
|
|
} )();
|
|
|
|
this.add( display );
|
|
this._debugMeshes.push( display );
|
|
|
|
if ( this.tileShadowNode._shadowNodes[ i ] && this.tileShadowNode._shadowNodes[ i ].shadow ) {
|
|
|
|
const camHelper = new CameraHelper( this.tileShadowNode._shadowNodes[ i ].shadow.camera );
|
|
camHelper.fog = false;
|
|
this.add( camHelper );
|
|
this._shadowCamHelpers.push( camHelper );
|
|
|
|
} else {
|
|
|
|
console.warn( `TileShadowNodeHelper: Could not create CameraHelper for tile index ${i}. Shadow node or camera missing.` );
|
|
this._shadowCamHelpers.push( null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.initialized = true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the debug visuals (specifically camera helpers).
|
|
* Should be called within TileShadowNode's update method.
|
|
*/
|
|
update() {
|
|
|
|
if ( this.initialized === false ) {
|
|
|
|
this.init();
|
|
|
|
}
|
|
|
|
for ( const helper of this._shadowCamHelpers ) {
|
|
|
|
if ( helper ) {
|
|
|
|
helper.update(); // Update CameraHelper matrices
|
|
helper.updateMatrixWorld( true ); // Ensure world matrix is current
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Removes all debug objects (planes and helpers) from the scene.
|
|
*/
|
|
dispose() {
|
|
|
|
if ( this.scene ) {
|
|
|
|
for ( const mesh of this._debugMeshes ) {
|
|
|
|
mesh.geometry.dispose();
|
|
mesh.material.dispose();
|
|
this.scene.remove( mesh );
|
|
|
|
}
|
|
|
|
for ( const helper of this._shadowCamHelpers ) {
|
|
|
|
if ( helper ) {
|
|
|
|
this.scene.remove( helper );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._debugMeshes = [];
|
|
this._shadowCamHelpers = [];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export { TileShadowNodeHelper };
|