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