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+import * as THREE from '../../../build/three.module.js';
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+import Frustum from './Frustum.js';
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+import FrustumBoundingBox from './FrustumBoundingBox.js';
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+import Shader from './Shader.js';
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+
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+export default class CSM {
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+
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+ constructor( data ) {
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+
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+ data = data || {};
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+
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+ this.camera = data.camera;
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+ this.parent = data.parent;
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+ this.fov = data.fov || this.camera.fov;
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+ this.near = this.camera.near;
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+ this.far = data.far || this.camera.far;
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+ this.aspect = data.aspect || this.camera.aspect;
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+ this.cascades = data.cascades || 3;
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+ this.mode = data.mode || 'practical';
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+ this.shadowMapSize = data.shadowMapSize || 2048;
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+ this.shadowBias = data.shadowBias || 0.000001;
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+ this.lightDirection = data.lightDirection || new THREE.Vector3( 1, - 1, 1 ).normalize();
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+ this.lightIntensity = data.lightIntensity || 1;
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+ this.lightNear = data.lightNear || 1;
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+ this.lightFar = data.lightFar || 2000;
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+ this.lightMargin = data.lightMargin || 200;
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+ this.customSplitsCallback = data.customSplitsCallback;
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+
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+ this.lights = [];
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+ this.materials = [];
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+ this.createLights();
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+
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+ this.getBreaks();
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+ this.initCascades();
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+
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+ this.injectInclude();
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+
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+ }
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+
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+ createLights() {
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+
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+ for ( let i = 0; i < this.cascades; i ++ ) {
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+
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+ const light = new THREE.DirectionalLight( 0xffffff, this.lightIntensity );
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+ light.castShadow = true;
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+ light.shadow.mapSize.width = this.shadowMapSize;
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+ light.shadow.mapSize.height = this.shadowMapSize;
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+
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+ light.shadow.camera.near = this.lightNear;
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+ light.shadow.camera.far = this.lightFar;
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+ light.shadow.bias = this.shadowBias;
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+
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+ this.parent.add( light );
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+ this.parent.add( light.target );
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+ this.lights.push( light );
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+
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+ }
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+
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+ }
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+
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+ initCascades() {
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+
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+ this.mainFrustum = new Frustum( {
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+ fov: this.fov,
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+ near: this.near,
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+ far: this.far,
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+ aspect: this.aspect
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+ } );
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+
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+ this.mainFrustum.getViewSpaceVertices();
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+
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+ this.frustums = this.mainFrustum.split( this.breaks );
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+
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+ }
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+
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+ getBreaks() {
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+
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+ this.breaks = [];
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+
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+ switch ( this.mode ) {
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+
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+ case 'uniform':
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+ this.breaks = uniformSplit( this.cascades, this.near, this.far );
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+ break;
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+ case 'logarithmic':
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+ this.breaks = logarithmicSplit( this.cascades, this.near, this.far );
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+ break;
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+ case 'practical':
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+ this.breaks = practicalSplit( this.cascades, this.near, this.far, 0.5 );
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+ break;
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+ case 'custom':
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+ if ( this.customSplitsCallback === undefined ) console.error( 'CSM: Custom split scheme callback not defined.' );
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+ this.breaks = this.customSplitsCallback( this.cascades, this.near, this.far );
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+ break;
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+
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+ }
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+
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+ function uniformSplit( amount, near, far ) {
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+
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+ const r = [];
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+
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+ for ( let i = 1; i < amount; i ++ ) {
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+
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+ r.push( ( near + ( far - near ) * i / amount ) / far );
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+
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+ }
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+
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+ r.push( 1 );
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+ return r;
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+
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+ }
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+
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+ function logarithmicSplit( amount, near, far ) {
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+
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+ const r = [];
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+
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+ for ( let i = 1; i < amount; i ++ ) {
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+
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+ r.push( ( near * ( far / near ) ** ( i / amount ) ) / far );
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+
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+ }
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+
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+ r.push( 1 );
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+ return r;
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+
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+ }
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+
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+ function practicalSplit( amount, near, far, lambda ) {
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+
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+ const log = logarithmicSplit( amount, near, far );
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+ const uni = uniformSplit( amount, near, far );
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+ const r = [];
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+
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+ for ( let i = 1; i < amount; i ++ ) {
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+
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+ r.push( THREE.MathUtils.lerp( uni[ i - 1 ], log[ i - 1 ], lambda ) );
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+
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+ }
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+
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+ r.push( 1 );
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+ return r;
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+
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+ }
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+
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+ }
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+
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+ update( cameraMatrix ) {
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+
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+ for ( let i = 0; i < this.frustums.length; i ++ ) {
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+
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+ const worldSpaceFrustum = this.frustums[ i ].toSpace( cameraMatrix );
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+ const light = this.lights[ i ];
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+ const lightSpaceFrustum = worldSpaceFrustum.toSpace( light.shadow.camera.matrixWorldInverse );
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+
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+ light.shadow.camera.updateMatrixWorld( true );
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+
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+ const bbox = new FrustumBoundingBox().fromFrustum( lightSpaceFrustum );
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+ bbox.getSize();
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+ bbox.getCenter( this.lightMargin );
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+
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+ const squaredBBWidth = Math.max( bbox.size.x, bbox.size.y );
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+
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+ let center = new THREE.Vector3( bbox.center.x, bbox.center.y, bbox.center.z );
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+ center.applyMatrix4( light.shadow.camera.matrixWorld );
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+
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+ light.shadow.camera.left = - squaredBBWidth / 2;
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+ light.shadow.camera.right = squaredBBWidth / 2;
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+ light.shadow.camera.top = squaredBBWidth / 2;
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+ light.shadow.camera.bottom = - squaredBBWidth / 2;
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+
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+ light.position.copy( center );
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+ light.target.position.copy( center );
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+
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+ light.target.position.x += this.lightDirection.x;
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+ light.target.position.y += this.lightDirection.y;
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+ light.target.position.z += this.lightDirection.z;
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+
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+ light.shadow.camera.updateProjectionMatrix();
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+ light.shadow.camera.updateMatrixWorld();
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+
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+ }
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+
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+ }
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+
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+ injectInclude() {
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+
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+ THREE.ShaderChunk.lights_fragment_begin = Shader.lights_fragment_begin;
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+ THREE.ShaderChunk.lights_pars_begin = Shader.lights_pars_begin;
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+
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+ }
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+
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+ setupMaterial( material ) {
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+
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+ material.defines = material.defines || {};
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+ material.defines.USE_CSM = 1;
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+ material.defines.CSM_CASCADES = this.cascades;
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+
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+ const breaksVec2 = [];
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+
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+ for ( let i = 0; i < this.cascades; i ++ ) {
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+
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+ let amount = this.breaks[ i ];
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+ let prev = this.breaks[ i - 1 ] || 0;
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+ breaksVec2.push( new THREE.Vector2( prev, amount ) );
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+
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+ }
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+
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+ const self = this;
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+
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+ material.onBeforeCompile = function ( shader ) {
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+
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+ shader.uniforms.CSM_cascades = { value: breaksVec2 };
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+ shader.uniforms.cameraNear = { value: self.camera.near };
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+ shader.uniforms.shadowFar = { value: self.far };
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+
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+ self.materials.push( shader );
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+
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+ };
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+
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+ }
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+
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+ updateUniforms() {
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+
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+ for ( let i = 0; i < this.materials.length; i ++ ) {
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+
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+ this.materials[ i ].uniforms.CSM_cascades.value = this.getExtendedBreaks();
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+ this.materials[ i ].uniforms.cameraNear.value = this.camera.near;
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+ this.materials[ i ].uniforms.shadowFar.value = this.far;
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+
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+ }
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+
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+ }
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+
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+ getExtendedBreaks() {
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+
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+ let breaksVec2 = [];
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+
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+ for ( let i = 0; i < this.cascades; i ++ ) {
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+
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+ let amount = this.breaks[ i ];
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+ let prev = this.breaks[ i - 1 ] || 0;
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+ breaksVec2.push( new THREE.Vector2( prev, amount ) );
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+
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+ }
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+
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+ return breaksVec2;
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+
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+ }
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+
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+ setAspect( aspect ) {
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+
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+ this.aspect = aspect;
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+ this.initCascades();
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+
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+ }
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+
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+ updateFrustums() {
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+
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+ this.getBreaks();
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+ this.initCascades();
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+ this.updateUniforms();
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+
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+ }
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+
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+ helper( cameraMatrix ) {
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+
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+ let frustum;
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+ let geometry, vertices;
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+ const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
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+ const object = new THREE.Object3D();
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+
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+ for ( let i = 0; i < this.frustums.length; i ++ ) {
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+
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+ frustum = this.frustums[ i ].toSpace( cameraMatrix );
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+
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+ geometry = new THREE.BufferGeometry();
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+ vertices = [];
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+
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+
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+ for ( let i = 0; i < 5; i ++ ) {
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+
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+ const point = frustum.vertices.near[ i === 4 ? 0 : i ];
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+ vertices.push( point.x, point.y, point.z );
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+
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+ }
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+
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+ geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
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+
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+ object.add( new THREE.Line( geometry, material ) );
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+
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+ geometry = new THREE.BufferGeometry();
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+ vertices = [];
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+
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+ for ( let i = 0; i < 5; i ++ ) {
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+
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+ const point = frustum.vertices.far[ i === 4 ? 0 : i ];
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+ vertices.push( point.x, point.y, point.z );
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+
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+ }
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+
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+ geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
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+
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+ object.add( new THREE.Line( geometry, material ) );
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+
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+ for ( let i = 0; i < 4; i ++ ) {
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+
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+ geometry = new THREE.BufferGeometry();
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+ vertices = [];
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+
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+ const near = frustum.vertices.near[ i ];
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+ const far = frustum.vertices.far[ i ];
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+
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+ vertices.push( near.x, near.y, near.z );
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+ vertices.push( far.x, far.y, far.z );
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+
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+ geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
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+
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+ object.add( new THREE.Line( geometry, material ) );
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+
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+ }
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+
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+ }
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+
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+ return object;
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+
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+ }
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+
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+ remove() {
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+
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+ for ( let i = 0; i < this.lights.length; i ++ ) {
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+
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+ this.parent.remove( this.lights[ i ] );
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+
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+ }
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+
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+ }
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+
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+}
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