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							- ( function () {
 
- 	const _cameraToLightMatrix = new THREE.Matrix4();
 
- 	const _lightSpaceFrustum = new THREE.CSMFrustum();
 
- 	const _center = new THREE.Vector3();
 
- 	const _bbox = new THREE.Box3();
 
- 	const _uniformArray = [];
 
- 	const _logArray = [];
 
- 	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 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.fade = false;
 
- 			this.mainFrustum = new THREE.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 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() {
 
- 			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( THREE.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() {
 
- 			THREE.ShaderChunk.lights_fragment_begin = THREE.CSMShader.lights_fragment_begin;
 
- 			THREE.ShaderChunk.lights_pars_begin = THREE.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 THREE.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();
 
- 		}
 
- 	}
 
- 	THREE.CSM = CSM;
 
- } )();
 
 
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