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- import {
- Vector2,
- Vector3,
- DirectionalLight,
- MathUtils,
- ShaderChunk,
- Matrix4,
- Box3
- } from 'three';
- import { CSMFrustum } from './CSMFrustum.js';
- import { CSMShader } from './CSMShader.js';
- const _cameraToLightMatrix = new Matrix4();
- const _lightSpaceFrustum = new CSMFrustum();
- const _center = new Vector3();
- const _bbox = new Box3();
- const _uniformArray = [];
- const _logArray = [];
- export class CSM {
- constructor( data ) {
- data = data || {};
- this.camera = data.camera;
- this.parent = data.parent;
- this.cascades = data.cascades || 3;
- this.maxFar = data.maxFar || 100000;
- this.mode = data.mode || 'practical';
- this.shadowMapSize = data.shadowMapSize || 2048;
- this.shadowBias = data.shadowBias || 0.000001;
- this.lightDirection = data.lightDirection || new Vector3( 1, - 1, 1 ).normalize();
- this.lightIntensity = data.lightIntensity || 1;
- this.lightNear = data.lightNear || 1;
- this.lightFar = data.lightFar || 2000;
- this.lightMargin = data.lightMargin || 200;
- this.customSplitsCallback = data.customSplitsCallback;
- this.fade = false;
- this.mainFrustum = new CSMFrustum();
- this.frustums = [];
- this.breaks = [];
- this.lights = [];
- this.shaders = new Map();
- this.createLights();
- this.updateFrustums();
- this.injectInclude();
- }
- createLights() {
- for ( let i = 0; i < this.cascades; i ++ ) {
- const light = new DirectionalLight( 0xffffff, this.lightIntensity );
- light.castShadow = true;
- light.shadow.mapSize.width = this.shadowMapSize;
- light.shadow.mapSize.height = this.shadowMapSize;
- light.shadow.camera.near = this.lightNear;
- light.shadow.camera.far = this.lightFar;
- light.shadow.bias = this.shadowBias;
- this.parent.add( light );
- this.parent.add( light.target );
- this.lights.push( light );
- }
- }
- initCascades() {
- const camera = this.camera;
- camera.updateProjectionMatrix();
- this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
- this.mainFrustum.split( this.breaks, this.frustums );
- }
- updateShadowBounds() {
- const frustums = this.frustums;
- for ( let i = 0; i < frustums.length; i ++ ) {
- const light = this.lights[ i ];
- const shadowCam = light.shadow.camera;
- const frustum = this.frustums[ i ];
- // Get the two points that represent that furthest points on the frustum assuming
- // that's either the diagonal across the far plane or the diagonal across the whole
- // frustum itself.
- const nearVerts = frustum.vertices.near;
- const farVerts = frustum.vertices.far;
- const point1 = farVerts[ 0 ];
- let point2;
- if ( point1.distanceTo( farVerts[ 2 ] ) > point1.distanceTo( nearVerts[ 2 ] ) ) {
- point2 = farVerts[ 2 ];
- } else {
- point2 = nearVerts[ 2 ];
- }
- let squaredBBWidth = point1.distanceTo( point2 );
- if ( this.fade ) {
- // expand the shadow extents by the fade margin if fade is enabled.
- const camera = this.camera;
- const far = Math.max( camera.far, this.maxFar );
- const linearDepth = frustum.vertices.far[ 0 ].z / ( far - camera.near );
- const margin = 0.25 * Math.pow( linearDepth, 2.0 ) * ( far - camera.near );
- squaredBBWidth += margin;
- }
- shadowCam.left = - squaredBBWidth / 2;
- shadowCam.right = squaredBBWidth / 2;
- shadowCam.top = squaredBBWidth / 2;
- shadowCam.bottom = - squaredBBWidth / 2;
- shadowCam.updateProjectionMatrix();
- }
- }
- getBreaks() {
- const camera = this.camera;
- const far = Math.min( camera.far, this.maxFar );
- this.breaks.length = 0;
- switch ( this.mode ) {
- case 'uniform':
- uniformSplit( this.cascades, camera.near, far, this.breaks );
- break;
- case 'logarithmic':
- logarithmicSplit( this.cascades, camera.near, far, this.breaks );
- break;
- case 'practical':
- practicalSplit( this.cascades, camera.near, far, 0.5, this.breaks );
- break;
- case 'custom':
- if ( this.customSplitsCallback === undefined ) console.error( 'CSM: Custom split scheme callback not defined.' );
- this.customSplitsCallback( this.cascades, camera.near, far, this.breaks );
- break;
- }
- function uniformSplit( amount, near, far, target ) {
- for ( let i = 1; i < amount; i ++ ) {
- target.push( ( near + ( far - near ) * i / amount ) / far );
- }
- target.push( 1 );
- }
- function logarithmicSplit( amount, near, far, target ) {
- for ( let i = 1; i < amount; i ++ ) {
- target.push( ( near * ( far / near ) ** ( i / amount ) ) / far );
- }
- target.push( 1 );
- }
- function practicalSplit( amount, near, far, lambda, target ) {
- _uniformArray.length = 0;
- _logArray.length = 0;
- logarithmicSplit( amount, near, far, _logArray );
- uniformSplit( amount, near, far, _uniformArray );
- for ( let i = 1; i < amount; i ++ ) {
- target.push( MathUtils.lerp( _uniformArray[ i - 1 ], _logArray[ i - 1 ], lambda ) );
- }
- target.push( 1 );
- }
- }
- update() {
- const camera = this.camera;
- const frustums = this.frustums;
- for ( let i = 0; i < frustums.length; i ++ ) {
- const light = this.lights[ i ];
- const shadowCam = light.shadow.camera;
- const texelWidth = ( shadowCam.right - shadowCam.left ) / this.shadowMapSize;
- const texelHeight = ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize;
- light.shadow.camera.updateMatrixWorld( true );
- _cameraToLightMatrix.multiplyMatrices( light.shadow.camera.matrixWorldInverse, camera.matrixWorld );
- frustums[ i ].toSpace( _cameraToLightMatrix, _lightSpaceFrustum );
- const nearVerts = _lightSpaceFrustum.vertices.near;
- const farVerts = _lightSpaceFrustum.vertices.far;
- _bbox.makeEmpty();
- for ( let j = 0; j < 4; j ++ ) {
- _bbox.expandByPoint( nearVerts[ j ] );
- _bbox.expandByPoint( farVerts[ j ] );
- }
- _bbox.getCenter( _center );
- _center.z = _bbox.max.z + this.lightMargin;
- _center.x = Math.floor( _center.x / texelWidth ) * texelWidth;
- _center.y = Math.floor( _center.y / texelHeight ) * texelHeight;
- _center.applyMatrix4( light.shadow.camera.matrixWorld );
- light.position.copy( _center );
- light.target.position.copy( _center );
- light.target.position.x += this.lightDirection.x;
- light.target.position.y += this.lightDirection.y;
- light.target.position.z += this.lightDirection.z;
- }
- }
- injectInclude() {
- ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
- ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
- }
- setupMaterial( material ) {
- material.defines = material.defines || {};
- material.defines.USE_CSM = 1;
- material.defines.CSM_CASCADES = this.cascades;
- if ( this.fade ) {
- material.defines.CSM_FADE = '';
- }
- const breaksVec2 = [];
- const scope = this;
- const shaders = this.shaders;
- material.onBeforeCompile = function ( shader ) {
- const far = Math.min( scope.camera.far, scope.maxFar );
- scope.getExtendedBreaks( breaksVec2 );
- shader.uniforms.CSM_cascades = { value: breaksVec2 };
- shader.uniforms.cameraNear = { value: scope.camera.near };
- shader.uniforms.shadowFar = { value: far };
- shaders.set( material, shader );
- };
- shaders.set( material, null );
- }
- updateUniforms() {
- const far = Math.min( this.camera.far, this.maxFar );
- const shaders = this.shaders;
- shaders.forEach( function ( shader, material ) {
- if ( shader !== null ) {
- const uniforms = shader.uniforms;
- this.getExtendedBreaks( uniforms.CSM_cascades.value );
- uniforms.cameraNear.value = this.camera.near;
- uniforms.shadowFar.value = far;
- }
- if ( ! this.fade && 'CSM_FADE' in material.defines ) {
- delete material.defines.CSM_FADE;
- material.needsUpdate = true;
- } else if ( this.fade && ! ( 'CSM_FADE' in material.defines ) ) {
- material.defines.CSM_FADE = '';
- material.needsUpdate = true;
- }
- }, this );
- }
- getExtendedBreaks( target ) {
- while ( target.length < this.breaks.length ) {
- target.push( new Vector2() );
- }
- target.length = this.breaks.length;
- for ( let i = 0; i < this.cascades; i ++ ) {
- const amount = this.breaks[ i ];
- const prev = this.breaks[ i - 1 ] || 0;
- target[ i ].x = prev;
- target[ i ].y = amount;
- }
- }
- updateFrustums() {
- this.getBreaks();
- this.initCascades();
- this.updateShadowBounds();
- this.updateUniforms();
- }
- remove() {
- for ( let i = 0; i < this.lights.length; i ++ ) {
- this.parent.remove( this.lights[ i ] );
- }
- }
- dispose() {
- const shaders = this.shaders;
- shaders.forEach( function ( shader, material ) {
- delete material.onBeforeCompile;
- delete material.defines.USE_CSM;
- delete material.defines.CSM_CASCADES;
- delete material.defines.CSM_FADE;
- if ( shader !== null ) {
- delete shader.uniforms.CSM_cascades;
- delete shader.uniforms.cameraNear;
- delete shader.uniforms.shadowFar;
- }
- material.needsUpdate = true;
- } );
- shaders.clear();
- }
- }
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