CSM.js 6.9 KB

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  1. import * as THREE from '../../../build/three.module.js';
  2. import Frustum from './Frustum.js';
  3. import FrustumBoundingBox from './FrustumBoundingBox.js';
  4. import Shader from './Shader.js';
  5. export default class CSM {
  6. constructor(data) {
  7. data = data || {};
  8. this.camera = data.camera;
  9. this.parent = data.parent;
  10. this.fov = data.fov || this.camera.fov;
  11. this.near = this.camera.near;
  12. this.far = data.far || this.camera.far;
  13. this.aspect = data.aspect || this.camera.aspect;
  14. this.cascades = data.cascades || 3;
  15. this.mode = data.mode || 'practical';
  16. this.shadowMapSize = data.shadowMapSize || 2048;
  17. this.shadowBias = data.shadowBias || 0.000001;
  18. this.lightDirection = data.lightDirection || new THREE.Vector3(1, -1, 1).normalize();
  19. this.lightIntensity = data.lightIntensity || 1;
  20. this.lightNear = data.lightNear || 1;
  21. this.lightFar = data.lightFar || 2000;
  22. this.lightMargin = data.lightMargin || 200;
  23. this.customSplitsCallback = data.customSplitsCallback;
  24. this.lights = [];
  25. this.materials = [];
  26. this.createLights();
  27. this.getBreaks();
  28. this.initCascades();
  29. this.injectInclude();
  30. }
  31. createLights() {
  32. for(let i = 0; i < this.cascades; i++) {
  33. const light = new THREE.DirectionalLight(0xffffff, this.lightIntensity);
  34. light.castShadow = true;
  35. light.shadow.mapSize.width = this.shadowMapSize;
  36. light.shadow.mapSize.height = this.shadowMapSize;
  37. light.shadow.camera.near = this.lightNear;
  38. light.shadow.camera.far = this.lightFar;
  39. light.shadow.bias = this.shadowBias;
  40. this.parent.add(light);
  41. this.parent.add(light.target);
  42. this.lights.push(light);
  43. }
  44. }
  45. initCascades() {
  46. this.mainFrustum = new Frustum({
  47. fov: this.fov,
  48. near: this.near,
  49. far: this.far,
  50. aspect: this.aspect
  51. });
  52. this.mainFrustum.getViewSpaceVertices();
  53. this.frustums = this.mainFrustum.split(this.breaks);
  54. }
  55. getBreaks() {
  56. this.breaks = [];
  57. switch (this.mode) {
  58. case 'uniform':
  59. this.breaks = uniformSplit(this.cascades, this.near, this.far);
  60. break;
  61. case 'logarithmic':
  62. this.breaks = logarithmicSplit(this.cascades, this.near, this.far);
  63. break;
  64. case 'practical':
  65. this.breaks = practicalSplit(this.cascades, this.near, this.far, 0.5);
  66. break;
  67. case 'custom':
  68. if(this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.');
  69. this.breaks = this.customSplitsCallback(this.cascades, this.near, this.far);
  70. break;
  71. }
  72. function uniformSplit(amount, near, far) {
  73. const r = [];
  74. for(let i = 1; i < amount; i++) {
  75. r.push((near + (far - near) * i / amount) / far);
  76. }
  77. r.push(1);
  78. return r;
  79. }
  80. function logarithmicSplit(amount, near, far) {
  81. const r = [];
  82. for(let i = 1; i < amount; i++) {
  83. r.push((near * (far / near) ** (i / amount)) / far);
  84. }
  85. r.push(1);
  86. return r;
  87. }
  88. function practicalSplit(amount, near, far, lambda) {
  89. const log = logarithmicSplit(amount, near, far);
  90. const uni = uniformSplit(amount, near, far);
  91. const r = [];
  92. for(let i = 1; i < amount; i++) {
  93. r.push(lambda * log[i - 1] + (1 - lambda) * uni[i - 1]);
  94. }
  95. r.push(1);
  96. return r;
  97. }
  98. }
  99. update(cameraMatrix) {
  100. for(let i = 0; i < this.frustums.length; i++) {
  101. const worldSpaceFrustum = this.frustums[i].toSpace(cameraMatrix);
  102. const light = this.lights[i];
  103. const lightSpaceFrustum = worldSpaceFrustum.toSpace(light.shadow.camera.matrixWorldInverse);
  104. light.shadow.camera.updateMatrixWorld(true);
  105. const bbox = new FrustumBoundingBox().fromFrustum(lightSpaceFrustum);
  106. bbox.getSize();
  107. bbox.getCenter(this.lightMargin);
  108. const squaredBBWidth = Math.max(bbox.size.x, bbox.size.y);
  109. let center = new THREE.Vector3(bbox.center.x, bbox.center.y, bbox.center.z);
  110. center.applyMatrix4(light.shadow.camera.matrixWorld);
  111. light.shadow.camera.left = -squaredBBWidth / 2;
  112. light.shadow.camera.right = squaredBBWidth / 2;
  113. light.shadow.camera.top = squaredBBWidth / 2;
  114. light.shadow.camera.bottom = -squaredBBWidth / 2;
  115. light.position.copy(center);
  116. light.target.position.copy(center);
  117. light.target.position.x += this.lightDirection.x;
  118. light.target.position.y += this.lightDirection.y;
  119. light.target.position.z += this.lightDirection.z;
  120. light.shadow.camera.updateProjectionMatrix();
  121. light.shadow.camera.updateMatrixWorld();
  122. }
  123. }
  124. injectInclude() {
  125. THREE.ShaderChunk.lights_fragment_begin = Shader.lights_fragment_begin;
  126. THREE.ShaderChunk.lights_pars_begin = Shader.lights_pars_begin;
  127. }
  128. setupMaterial(material) {
  129. material.defines = material.defines || {};
  130. material.defines.USE_CSM = 1;
  131. material.defines.CSM_CASCADES = this.cascades;
  132. const breaksVec2 = [];
  133. for(let i = 0; i < this.cascades; i++) {
  134. let amount = this.breaks[i];
  135. let prev = this.breaks[i - 1] || 0;
  136. breaksVec2.push(new THREE.Vector2(prev, amount));
  137. }
  138. const self = this;
  139. material.onBeforeCompile = function (shader) {
  140. shader.uniforms.CSM_cascades = {value: breaksVec2};
  141. shader.uniforms.cameraNear = {value: self.camera.near};
  142. shader.uniforms.shadowFar = {value: self.far};
  143. self.materials.push(shader);
  144. };
  145. }
  146. updateUniforms() {
  147. for(let i = 0; i < this.materials.length; i++) {
  148. this.materials[i].uniforms.CSM_cascades.value = this.getExtendedBreaks();
  149. this.materials[i].uniforms.cameraNear.value = this.camera.near;
  150. this.materials[i].uniforms.shadowFar.value = this.far;
  151. }
  152. }
  153. getExtendedBreaks() {
  154. let breaksVec2 = [];
  155. for(let i = 0; i < this.cascades; i++) {
  156. let amount = this.breaks[i];
  157. let prev = this.breaks[i - 1] || 0;
  158. breaksVec2.push(new THREE.Vector2(prev, amount));
  159. }
  160. return breaksVec2;
  161. }
  162. setAspect(aspect) {
  163. this.aspect = aspect;
  164. this.initCascades();
  165. }
  166. updateFrustums() {
  167. this.getBreaks();
  168. this.initCascades();
  169. this.updateUniforms();
  170. }
  171. helper(cameraMatrix) {
  172. let frustum;
  173. let geometry;
  174. const material = new THREE.LineBasicMaterial({color: 0xffffff});
  175. const object = new THREE.Object3D();
  176. for(let i = 0; i < this.frustums.length; i++) {
  177. frustum = this.frustums[i].toSpace(cameraMatrix);
  178. geometry = new THREE.Geometry();
  179. for(let i = 0; i < 5; i++) {
  180. const point = frustum.vertices.near[i === 4 ? 0 : i];
  181. geometry.vertices.push(new THREE.Vector3(point.x, point.y, point.z));
  182. }
  183. object.add(new THREE.Line(geometry, material));
  184. geometry = new THREE.Geometry();
  185. for(let i = 0; i < 5; i++) {
  186. const point = frustum.vertices.far[i === 4 ? 0 : i];
  187. geometry.vertices.push(new THREE.Vector3(point.x, point.y, point.z));
  188. }
  189. object.add(new THREE.Line(geometry, material));
  190. for(let i = 0; i < 4; i++) {
  191. geometry = new THREE.Geometry();
  192. const near = frustum.vertices.near[i];
  193. const far = frustum.vertices.far[i];
  194. geometry.vertices.push(new THREE.Vector3(near.x, near.y, near.z));
  195. geometry.vertices.push(new THREE.Vector3(far.x, far.y, far.z));
  196. object.add(new THREE.Line(geometry, material));
  197. }
  198. }
  199. return object;
  200. }
  201. remove() {
  202. for(let i = 0; i < this.lights.length; i++) {
  203. this.parent.remove(this.lights[i]);
  204. }
  205. }
  206. }