385 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			385 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } |