123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531 |
- import { Vector3, ShaderChunk, DirectionalLight, Vector2, LineBasicMaterial, Object3D, Geometry, Line } from '../../../build/three.module.js';
- class FrustumVertex {
- constructor(x, y, z) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- }
- fromLerp(v1, v2, amount) {
- this.x = (1 - amount) * v1.x + amount * v2.x;
- this.y = (1 - amount) * v1.y + amount * v2.y;
- this.z = (1 - amount) * v1.z + amount * v2.z;
- return this;
- }
- }
- function toRad(degrees) {
- return degrees * Math.PI / 180;
- }
- class Frustum {
- constructor(data) {
- data = data || {};
- this.fov = data.fov || 70;
- this.near = data.near || 0.1;
- this.far = data.far || 1000;
- this.aspect = data.aspect || 1;
- this.vertices = {
- near: [],
- far: []
- };
- }
- getViewSpaceVertices() {
- this.nearPlaneY = this.near * Math.tan(toRad(this.fov / 2));
- this.nearPlaneX = this.aspect * this.nearPlaneY;
- this.farPlaneY = this.far * Math.tan(toRad(this.fov / 2));
- this.farPlaneX = this.aspect * this.farPlaneY;
- // 3 --- 0 vertices.near/far order
- // | |
- // 2 --- 1
- this.vertices.near.push(
- new FrustumVertex(this.nearPlaneX, this.nearPlaneY, -this.near),
- new FrustumVertex(this.nearPlaneX, -this.nearPlaneY, -this.near),
- new FrustumVertex(-this.nearPlaneX, -this.nearPlaneY, -this.near),
- new FrustumVertex(-this.nearPlaneX, this.nearPlaneY, -this.near)
- );
- this.vertices.far.push(
- new FrustumVertex(this.farPlaneX, this.farPlaneY, -this.far),
- new FrustumVertex(this.farPlaneX, -this.farPlaneY, -this.far),
- new FrustumVertex(-this.farPlaneX, -this.farPlaneY, -this.far),
- new FrustumVertex(-this.farPlaneX, this.farPlaneY, -this.far)
- );
- return this.vertices;
- }
- split(breaks) {
- const result = [];
- for(let i = 0; i < breaks.length; i++) {
- const cascade = new Frustum();
- if(i === 0) {
- cascade.vertices.near = this.vertices.near;
- } else {
- for(let j = 0; j < 4; j++) {
- cascade.vertices.near.push(new FrustumVertex().fromLerp(this.vertices.near[j], this.vertices.far[j], breaks[i - 1]));
- }
- }
- if(i === breaks - 1) {
- cascade.vertices.far = this.vertices.far;
- } else {
- for(let j = 0; j < 4; j++) {
- cascade.vertices.far.push(new FrustumVertex().fromLerp(this.vertices.near[j], this.vertices.far[j], breaks[i]));
- }
- }
- result.push(cascade);
- }
- return result;
- }
- toSpace(cameraMatrix) {
- const result = new Frustum();
- const point = new Vector3();
- for(var i = 0; i < 4; i++) {
- point.set(this.vertices.near[i].x, this.vertices.near[i].y, this.vertices.near[i].z);
- point.applyMatrix4(cameraMatrix);
- result.vertices.near.push(new FrustumVertex(point.x, point.y, point.z));
- point.set(this.vertices.far[i].x, this.vertices.far[i].y, this.vertices.far[i].z);
- point.applyMatrix4(cameraMatrix);
- result.vertices.far.push(new FrustumVertex(point.x, point.y, point.z));
- }
- return result;
- }
- }
- class FrustumBoundingBox {
- constructor() {
- this.min = {
- x: 0,
- y: 0,
- z: 0
- };
- this.max = {
- x: 0,
- y: 0,
- z: 0
- };
- }
- fromFrustum(frustum) {
- const vertices = [];
- for(let i = 0; i < 4; i++) {
- vertices.push(frustum.vertices.near[i]);
- vertices.push(frustum.vertices.far[i]);
- }
- this.min = {
- x: vertices[0].x,
- y: vertices[0].y,
- z: vertices[0].z
- };
- this.max = {
- x: vertices[0].x,
- y: vertices[0].y,
- z: vertices[0].z
- };
- for(let i = 1; i < 8; i++) {
- this.min.x = Math.min(this.min.x, vertices[i].x);
- this.min.y = Math.min(this.min.y, vertices[i].y);
- this.min.z = Math.min(this.min.z, vertices[i].z);
- this.max.x = Math.max(this.max.x, vertices[i].x);
- this.max.y = Math.max(this.max.y, vertices[i].y);
- this.max.z = Math.max(this.max.z, vertices[i].z);
- }
- return this;
- }
- getSize() {
- this.size = {
- x: this.max.x - this.min.x,
- y: this.max.y - this.min.y,
- z: this.max.z - this.min.z
- };
- return this.size;
- }
- getCenter(margin) {
- this.center = {
- x: (this.max.x + this.min.x) / 2,
- y: (this.max.y + this.min.y) / 2,
- z: this.max.z + margin
- };
- return this.center;
- }
- }
- var Shader = {
- lights_fragment_begin: `
- GeometricContext geometry;
- geometry.position = - vViewPosition;
- geometry.normal = normal;
- geometry.viewDir = normalize( vViewPosition );
- #ifdef CLEARCOAT
- geometry.clearcoatNormal = clearcoatNormal;
- #endif
- IncidentLight directLight;
- #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
- PointLight pointLight;
- #pragma unroll_loop
- for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
- pointLight = pointLights[ i ];
- getPointDirectLightIrradiance( pointLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
- directLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
- #endif
- RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #endif
- #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
- SpotLight spotLight;
- #pragma unroll_loop
- for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
- spotLight = spotLights[ i ];
- getSpotDirectLightIrradiance( spotLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
- directLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
- #endif
- RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #endif
- #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
- DirectionalLight directionalLight;
- float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
- #pragma unroll_loop
- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
- #endif
- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #endif
- #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
- DirectionalLight directionalLight;
- #pragma unroll_loop
- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
- directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
- #endif
- RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #endif
- #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
- RectAreaLight rectAreaLight;
- #pragma unroll_loop
- for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
- rectAreaLight = rectAreaLights[ i ];
- RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
- }
- #endif
- #if defined( RE_IndirectDiffuse )
- vec3 iblIrradiance = vec3( 0.0 );
- vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
- irradiance += getLightProbeIrradiance( lightProbe, geometry );
- #if ( NUM_HEMI_LIGHTS > 0 )
- #pragma unroll_loop
- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
- irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
- }
- #endif
- #endif
- #if defined( RE_IndirectSpecular )
- vec3 radiance = vec3( 0.0 );
- vec3 clearcoatRadiance = vec3( 0.0 );
- #endif
- `,
- lights_pars_begin: `
- #if defined( USE_CSM ) && defined( CSM_CASCADES )
- uniform vec2 CSM_cascades[CSM_CASCADES];
- uniform float cameraNear;
- uniform float shadowFar;
- #endif
- ` + ShaderChunk.lights_pars_begin
- };
- 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 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 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 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() {
- ShaderChunk.lights_fragment_begin = Shader.lights_fragment_begin;
- 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 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 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 LineBasicMaterial({color: 0xffffff});
- const object = new Object3D();
- for(let i = 0; i < this.frustums.length; i++) {
- frustum = this.frustums[i].toSpace(cameraMatrix);
- geometry = new Geometry();
- for(let i = 0; i < 5; i++) {
- const point = frustum.vertices.near[i === 4 ? 0 : i];
- geometry.vertices.push(new Vector3(point.x, point.y, point.z));
- }
- object.add(new Line(geometry, material));
- geometry = new Geometry();
- for(let i = 0; i < 5; i++) {
- const point = frustum.vertices.far[i === 4 ? 0 : i];
- geometry.vertices.push(new Vector3(point.x, point.y, point.z));
- }
- object.add(new Line(geometry, material));
- for(let i = 0; i < 4; i++) {
- geometry = new Geometry();
- const near = frustum.vertices.near[i];
- const far = frustum.vertices.far[i];
- geometry.vertices.push(new Vector3(near.x, near.y, near.z));
- geometry.vertices.push(new Vector3(far.x, far.y, far.z));
- object.add(new Line(geometry, material));
- }
- }
- return object;
- }
- remove() {
- for(let i = 0; i < this.lights.length; i++) {
- this.parent.remove(this.lights[i]);
- }
- }
- }
- export default CSM;
|