Buckets:
| 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(); | |
| 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(); | |
| 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(); | |
| } | |
| } | |
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