| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377 | import {	Vector2,	Vector3,	DirectionalLight,	MathUtils,	ShaderChunk,	Matrix4,	Box3} from '../../../build/three.module.js';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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