| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382 | ( 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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