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SpotLight.tsx
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SpotLight.tsx
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// SpotLight Inspired by http://john-chapman-graphics.blogspot.com/2013/01/good-enough-volumetrics-for-spotlights.html
import * as React from 'react'
import {
Mesh,
DepthTexture,
Vector3,
CylinderGeometry,
Matrix4,
SpotLight as SpotLightImpl,
DoubleSide,
Texture,
WebGLRenderTarget,
ShaderMaterial,
RGBAFormat,
RepeatWrapping,
Object3D,
} from 'three'
import { useFrame, useThree } from '@react-three/fiber'
import { FullScreenQuad } from 'three-stdlib'
import { SpotLightMaterial } from '../materials/SpotLightMaterial'
// @ts-ignore
import SpotlightShadowShader from '../helpers/glsl/DefaultSpotlightShadowShadows.glsl'
import { ForwardRefComponent } from '../helpers/ts-utils'
type SpotLightProps = JSX.IntrinsicElements['spotLight'] & {
depthBuffer?: DepthTexture
attenuation?: number
anglePower?: number
radiusTop?: number
radiusBottom?: number
opacity?: number
color?: string | number
volumetric?: boolean
debug?: boolean
}
const isSpotLight = (child: Object3D | null): child is SpotLightImpl => {
return (child as SpotLightImpl)?.isSpotLight
}
function VolumetricMesh({
opacity = 1,
radiusTop,
radiusBottom,
depthBuffer,
color = 'white',
distance = 5,
angle = 0.15,
attenuation = 5,
anglePower = 5,
}: Omit<SpotLightProps, 'volumetric'>) {
const mesh = React.useRef<Mesh>(null!)
const size = useThree((state) => state.size)
const camera = useThree((state) => state.camera)
const dpr = useThree((state) => state.viewport.dpr)
const [material] = React.useState(() => new SpotLightMaterial())
const [vec] = React.useState(() => new Vector3())
radiusTop = radiusTop === undefined ? 0.1 : radiusTop
radiusBottom = radiusBottom === undefined ? angle * 7 : radiusBottom
useFrame(() => {
material.uniforms.spotPosition.value.copy(mesh.current.getWorldPosition(vec))
mesh.current.lookAt((mesh.current.parent as any).target.getWorldPosition(vec))
})
const geom = React.useMemo(() => {
const geometry = new CylinderGeometry(radiusTop, radiusBottom, distance, 128, 64, true)
geometry.applyMatrix4(new Matrix4().makeTranslation(0, -distance / 2, 0))
geometry.applyMatrix4(new Matrix4().makeRotationX(-Math.PI / 2))
return geometry
}, [distance, radiusTop, radiusBottom])
return (
<>
<mesh ref={mesh} geometry={geom} raycast={() => null}>
<primitive
object={material}
attach="material"
uniforms-opacity-value={opacity}
uniforms-lightColor-value={color}
uniforms-attenuation-value={attenuation}
uniforms-anglePower-value={anglePower}
uniforms-depth-value={depthBuffer}
uniforms-cameraNear-value={camera.near}
uniforms-cameraFar-value={camera.far}
uniforms-resolution-value={depthBuffer ? [size.width * dpr, size.height * dpr] : [0, 0]}
/>
</mesh>
</>
)
}
function useCommon(
spotlight: React.MutableRefObject<SpotLightImpl>,
mesh: React.MutableRefObject<Mesh>,
width: number,
height: number,
distance: number
) {
const [[pos, dir]] = React.useState(() => [new Vector3(), new Vector3()])
React.useLayoutEffect(() => {
if (isSpotLight(spotlight.current)) {
spotlight.current.shadow.mapSize.set(width, height)
spotlight.current.shadow.needsUpdate = true
} else {
throw new Error('SpotlightShadow must be a child of a SpotLight')
}
}, [spotlight, width, height])
useFrame(() => {
if (!spotlight.current) return
const A = spotlight.current.position
const B = spotlight.current.target.position
dir.copy(B).sub(A)
var len = dir.length()
dir.normalize().multiplyScalar(len * distance)
pos.copy(A).add(dir)
mesh.current.position.copy(pos)
mesh.current.lookAt(spotlight.current.target.position)
})
}
interface ShadowMeshProps {
distance?: number
alphaTest?: number
scale?: number
map?: Texture
shader?: string
width?: number
height?: number
}
function SpotlightShadowWithShader({
distance = 0.4,
alphaTest = 0.5,
map,
shader = SpotlightShadowShader,
width = 512,
height = 512,
scale = 1,
children,
...rest
}: React.PropsWithChildren<ShadowMeshProps>) {
const mesh = React.useRef<Mesh>(null!)
const spotlight = (rest as any).spotlightRef
const debug = (rest as any).debug
useCommon(spotlight, mesh, width, height, distance)
const renderTarget = React.useMemo(
() =>
new WebGLRenderTarget(width, height, {
format: RGBAFormat,
stencilBuffer: false,
// depthTexture: null!
}),
[width, height]
)
const uniforms = React.useRef({
uShadowMap: {
value: map,
},
uTime: {
value: 0,
},
})
React.useEffect(() => void (uniforms.current.uShadowMap.value = map), [map])
const fsQuad = React.useMemo(
() =>
new FullScreenQuad(
new ShaderMaterial({
uniforms: uniforms.current,
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: shader,
})
),
[shader]
)
React.useEffect(
() => () => {
fsQuad.material.dispose()
fsQuad.dispose()
},
[fsQuad]
)
React.useEffect(() => () => renderTarget.dispose(), [renderTarget])
useFrame(({ gl }, dt) => {
uniforms.current.uTime.value += dt
gl.setRenderTarget(renderTarget)
fsQuad.render(gl)
gl.setRenderTarget(null)
})
return (
<>
<mesh ref={mesh} scale={scale} castShadow>
<planeGeometry />
<meshBasicMaterial
transparent
side={DoubleSide}
alphaTest={alphaTest}
alphaMap={renderTarget.texture}
alphaMap-wrapS={RepeatWrapping}
alphaMap-wrapT={RepeatWrapping}
opacity={debug ? 1 : 0}
>
{children}
</meshBasicMaterial>
</mesh>
</>
)
}
function SpotlightShadowWithoutShader({
distance = 0.4,
alphaTest = 0.5,
map,
width = 512,
height = 512,
scale,
children,
...rest
}: React.PropsWithChildren<ShadowMeshProps>) {
const mesh = React.useRef<Mesh>(null!)
const spotlight = (rest as any).spotlightRef
const debug = (rest as any).debug
useCommon(spotlight, mesh, width, height, distance)
return (
<>
<mesh ref={mesh} scale={scale} castShadow>
<planeGeometry />
<meshBasicMaterial
transparent
side={DoubleSide}
alphaTest={alphaTest}
alphaMap={map}
alphaMap-wrapS={RepeatWrapping}
alphaMap-wrapT={RepeatWrapping}
opacity={debug ? 1 : 0}
>
{children}
</meshBasicMaterial>
</mesh>
</>
)
}
export function SpotLightShadow(props: React.PropsWithChildren<ShadowMeshProps>) {
if (props.shader) return <SpotlightShadowWithShader {...props} />
return <SpotlightShadowWithoutShader {...props} />
}
const SpotLight: ForwardRefComponent<React.PropsWithChildren<SpotLightProps>, SpotLightImpl> = React.forwardRef(
(
{
// Volumetric
opacity = 1,
radiusTop,
radiusBottom,
depthBuffer,
color = 'white',
distance = 5,
angle = 0.15,
attenuation = 5,
anglePower = 5,
volumetric = true,
debug = false,
children,
...props
}: React.PropsWithChildren<SpotLightProps>,
ref: React.ForwardedRef<SpotLightImpl>
) => {
const spotlight = React.useRef<any>(null!)
React.useImperativeHandle(ref, () => spotlight.current, [])
return (
<group>
{debug && spotlight.current && <spotLightHelper args={[spotlight.current]} />}
<spotLight ref={spotlight} angle={angle} color={color} distance={distance} castShadow {...props}>
{volumetric && (
<VolumetricMesh
debug={debug}
opacity={opacity}
radiusTop={radiusTop}
radiusBottom={radiusBottom}
depthBuffer={depthBuffer}
color={color}
distance={distance}
angle={angle}
attenuation={attenuation}
anglePower={anglePower}
/>
)}
</spotLight>
{children &&
React.cloneElement(children as any, {
spotlightRef: spotlight,
debug: debug,
})}
</group>
)
}
)
export { SpotLight }