Spaces:
Running
Running
import { | |
Vector2, | |
Vector3, | |
DirectionalLight, | |
MathUtils, | |
ShaderChunk, | |
Matrix4, | |
Box3 | |
} from 'three'; | |
import { CSMFrustum } from './CSMFrustum.js'; | |
import { CSMShader } from './CSMShader.js'; | |
const _cameraToLightMatrix = new Matrix4(); | |
const _lightSpaceFrustum = new CSMFrustum( { webGL: true } ); | |
const _center = new Vector3(); | |
const _bbox = new Box3(); | |
const _uniformArray = []; | |
const _logArray = []; | |
const _lightOrientationMatrix = new Matrix4(); | |
const _lightOrientationMatrixInverse = new Matrix4(); | |
const _up = new Vector3( 0, 1, 0 ); | |
export class CSM { | |
constructor( 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 || 3; | |
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( { webGL: true } ); | |
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 each frustum we need to find its min-max box aligned with the light orientation | |
// the position in _lightOrientationMatrix does not matter, as we transform there and back | |
_lightOrientationMatrix.lookAt( new Vector3(), this.lightDirection, _up ); | |
_lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert(); | |
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; | |
_cameraToLightMatrix.multiplyMatrices( _lightOrientationMatrixInverse, 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( _lightOrientationMatrix ); | |
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 ].target ); | |
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(); | |
} | |
} | |