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ContactShadows.svelte
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ContactShadows.svelte
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<script lang="ts">
import { forwardEventHandlers, T, useTask, useThrelte } from '@threlte/core'
import { onDestroy } from 'svelte'
import {
Color,
Mesh,
MeshBasicMaterial,
MeshDepthMaterial,
OrthographicCamera,
PlaneGeometry,
ShaderMaterial,
WebGLRenderTarget
} from 'three'
import { HorizontalBlurShader } from 'three/examples/jsm/shaders/HorizontalBlurShader.js'
import { VerticalBlurShader } from 'three/examples/jsm/shaders/VerticalBlurShader.js'
import { useMemo } from '../../lib/useMemo'
import type {
ContactShadowsProps,
ContactShadowsEvents,
ContactShadowsSlots
} from './ContactShadows.svelte'
type $$Props = ContactShadowsProps
type $$Events = ContactShadowsEvents
type $$Slots = ContactShadowsSlots
// self
export let opacity: NonNullable<$$Props['opacity']> = 1
export let width: NonNullable<$$Props['width']> = 1
export let height: NonNullable<$$Props['height']> = 1
export let blur: NonNullable<$$Props['blur']> = 1
export let far: NonNullable<$$Props['far']> = 10
export let smooth: NonNullable<$$Props['smooth']> = true
export let resolution: NonNullable<$$Props['resolution']> = 512
export let frames: NonNullable<$$Props['frames']> = Infinity
export let scale: NonNullable<$$Props['scale']> = 10
export let color: NonNullable<$$Props['color']> = '#000000'
export let depthWrite: NonNullable<$$Props['depthWrite']> = false
const { scene, renderer } = useThrelte()
const scaledWidth = useMemo(() => {
return width * (Array.isArray(scale) ? scale[0] : scale || 1)
})
$: scaledWidth.memoize([width, scale])
const scaledHeight = useMemo(() => {
return height * (Array.isArray(scale) ? scale[1] : scale || 1)
})
$: scaledHeight.memoize(height, scale)
const renderTarget = useMemo(() => {
const rt = new WebGLRenderTarget(resolution, resolution)
rt.texture.generateMipmaps = false
rt.texture.colorSpace = renderer.outputColorSpace
return rt
})
$: renderTarget.memoize(resolution)
const renderTargetBlur = useMemo(() => {
const rt = new WebGLRenderTarget(resolution, resolution)
rt.texture.generateMipmaps = false
return rt
})
$: renderTargetBlur.memoize(resolution)
const planeGeometry = useMemo(() => {
return new PlaneGeometry($scaledWidth, $scaledHeight).rotateX(Math.PI / 2)
})
$: planeGeometry.memoize($scaledWidth, $scaledHeight)
const blurPlane = useMemo(() => {
return new Mesh($planeGeometry)
})
$: blurPlane.memoize($planeGeometry)
const depthMaterial = useMemo(() => {
const dm = new MeshDepthMaterial({
depthTest: false,
depthWrite: false
})
dm.onBeforeCompile = (shader) => {
shader.uniforms = {
...shader.uniforms,
uColor: {
value: new Color(color).convertSRGBToLinear()
}
}
shader.fragmentShader = 'uniform vec3 uColor;\n' + shader.fragmentShader
shader.fragmentShader = shader.fragmentShader.replace(
'vec4( vec3( 1.0 - fragCoordZ ), opacity );',
'vec4( uColor, ( 1.0 - fragCoordZ ) * 1.0 );'
)
// minified replace, https://github.com/yushijinhun/three-minifier also minifies GLSL files
shader.fragmentShader = shader.fragmentShader.replace(
'vec4(vec3(1.0-fragCoordZ),opacity);',
'vec4(uColor,(1.0-fragCoordZ)*1.0);'
)
}
return dm
})
$: depthMaterial.memoize(color)
const horizontalBlurMaterial = new ShaderMaterial({
...HorizontalBlurShader,
depthTest: false
})
const verticalBlurMaterial = new ShaderMaterial({
...VerticalBlurShader,
depthTest: false
})
const shadowCamera = new OrthographicCamera(
-$scaledWidth / 2,
$scaledWidth / 2,
$scaledHeight / 2,
-$scaledHeight / 2,
0,
far
)
shadowCamera.updateProjectionMatrix()
const shadowMaterial = new MeshBasicMaterial({
map: $renderTarget.texture,
transparent: true,
opacity,
depthWrite
})
const blurShadows = (blur: number) => {
// separate from store to not call store setter
const bp = $blurPlane
bp.visible = true
bp.material = horizontalBlurMaterial
horizontalBlurMaterial.uniforms.tDiffuse.value = $renderTarget.texture
horizontalBlurMaterial.uniforms.h.value = (blur * 1) / 256
renderer.setRenderTarget($renderTargetBlur)
renderer.render(bp, shadowCamera)
bp.material = verticalBlurMaterial
verticalBlurMaterial.uniforms.tDiffuse.value = $renderTargetBlur.texture
verticalBlurMaterial.uniforms.v.value = (blur * 1) / 256
renderer.setRenderTarget($renderTarget)
renderer.render(bp, shadowCamera)
bp.visible = false
}
const renderShadows = () => {
// remove the background
const initialBackground = scene.background
scene.background = null
// force the depthMaterial to everything
const initialOverrideMaterial = scene.overrideMaterial
scene.overrideMaterial = $depthMaterial
// set renderer clear alpha
const initialClearAlpha = renderer.getClearAlpha()
renderer.setClearAlpha(0)
// render to the render target to get the depths
renderer.setRenderTarget($renderTarget)
renderer.render(scene, shadowCamera)
// and reset the override material
scene.overrideMaterial = initialOverrideMaterial
blurShadows(blur)
// a second pass to reduce the artifacts
if (smooth) blurShadows(blur * 0.4)
// reset
renderer.setRenderTarget(null)
scene.background = initialBackground
renderer.setClearAlpha(initialClearAlpha)
}
export const refresh = () => {
renderShadows()
}
let count = 0
useTask(() => {
if (frames === Infinity || count < frames) {
renderShadows()
count += 1
}
})
onDestroy(() => {
$renderTarget.dispose()
$renderTargetBlur.dispose()
$planeGeometry.dispose()
$depthMaterial.dispose()
horizontalBlurMaterial.dispose()
verticalBlurMaterial.dispose()
shadowMaterial.dispose()
})
const components = forwardEventHandlers()
</script>
<T.Group
{...$$restProps}
let:ref
bind:this={$components}
>
<T.Group rotation.x={Math.PI / 2}>
<T.Mesh
scale.y={-1}
rotation.x={-Math.PI / 2}
material={shadowMaterial}
geometry={$planeGeometry}
/>
<T
is={shadowCamera}
manual
/>
<slot {ref} />
</T.Group>
</T.Group>