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- 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 );
- /**
- * An implementation of Cascade Shadow Maps (CSM).
- *
- * This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
- * use {@link CSMShadowNode} instead.
- *
- * @three_import import { CSM } from 'three/addons/csm/CSM.js';
- */
- export class CSM {
- /**
- * Constructs a new CSM instance.
- *
- * @param {CSM~Data} data - The CSM data.
- */
- constructor( data ) {
- /**
- * The scene's camera.
- *
- * @type {Camera}
- */
- this.camera = data.camera;
- /**
- * The parent object, usually the scene.
- *
- * @type {Object3D}
- */
- this.parent = data.parent;
- /**
- * The number of cascades.
- *
- * @type {number}
- * @default 3
- */
- this.cascades = data.cascades || 3;
- /**
- * The maximum far value.
- *
- * @type {number}
- * @default 100000
- */
- this.maxFar = data.maxFar || 100000;
- /**
- * The frustum split mode.
- *
- * @type {('practical'|'uniform'|'logarithmic'|'custom')}
- * @default 'practical'
- */
- this.mode = data.mode || 'practical';
- /**
- * The shadow map size.
- *
- * @type {number}
- * @default 2048
- */
- this.shadowMapSize = data.shadowMapSize || 2048;
- /**
- * The shadow bias.
- *
- * @type {number}
- * @default 0.000001
- */
- this.shadowBias = data.shadowBias || 0.000001;
- /**
- * The light direction.
- *
- * @type {Vector3}
- */
- this.lightDirection = data.lightDirection || new Vector3( 1, - 1, 1 ).normalize();
- /**
- * The light intensity.
- *
- * @type {number}
- * @default 3
- */
- this.lightIntensity = data.lightIntensity || 3;
- /**
- * The light near value.
- *
- * @type {number}
- * @default 1
- */
- this.lightNear = data.lightNear || 1;
- /**
- * The light far value.
- *
- * @type {number}
- * @default 2000
- */
- this.lightFar = data.lightFar || 2000;
- /**
- * The light margin.
- *
- * @type {number}
- * @default 200
- */
- this.lightMargin = data.lightMargin || 200;
- /**
- * Custom split callback when using `mode='custom'`.
- *
- * @type {Function}
- */
- this.customSplitsCallback = data.customSplitsCallback;
- /**
- * Whether to fade between cascades or not.
- *
- * @type {boolean}
- * @default false
- */
- this.fade = false;
- /**
- * The main frustum.
- *
- * @type {CSMFrustum}
- */
- this.mainFrustum = new CSMFrustum( { webGL: true } );
- /**
- * An array of frustums representing the cascades.
- *
- * @type {Array<CSMFrustum>}
- */
- this.frustums = [];
- /**
- * An array of numbers in the range `[0,1]` the defines how the
- * mainCSM frustum should be split up.
- *
- * @type {Array<number>}
- */
- this.breaks = [];
- /**
- * An array of directional lights which cast the shadows for
- * the different cascades. There is one directional light for each
- * cascade.
- *
- * @type {Array<DirectionalLight>}
- */
- this.lights = [];
- /**
- * A Map holding enhanced material shaders.
- *
- * @type {Map<Material,Object>}
- */
- this.shaders = new Map();
- this._createLights();
- this.updateFrustums();
- this._injectInclude();
- }
- /**
- * Creates the directional lights of this CSM instance.
- *
- * @private
- */
- _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 );
- }
- }
- /**
- * Inits the cascades according to the scene's camera and breaks configuration.
- *
- * @private
- */
- _initCascades() {
- const camera = this.camera;
- camera.updateProjectionMatrix();
- this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
- this.mainFrustum.split( this.breaks, this.frustums );
- }
- /**
- * Updates the shadow bounds of this CSM instance.
- *
- * @private
- */
- _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();
- }
- }
- /**
- * Computes the breaks of this CSM instance based on the scene's camera, number of cascades
- * and the selected split mode.
- *
- * @private
- */
- _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 );
- }
- }
- /**
- * Updates the CSM. This method must be called in your animation loop before
- * calling `renderer.render()`.
- */
- 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;
- }
- }
- /**
- * Injects the CSM shader enhancements into the built-in materials.
- *
- * @private
- */
- _injectInclude() {
- ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
- ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
- }
- /**
- * Applications must call this method for all materials that should be affected by CSM.
- *
- * @param {Material} material - The material to setup for CSM support.
- */
- 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 );
- }
- /**
- * Updates the CSM uniforms.
- *
- * @private
- */
- _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 );
- }
- /**
- * Computes the extended breaks for the CSM uniforms.
- *
- * @private
- * @param {Array<Vector2>} target - The target array that holds the extended breaks.
- */
- _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;
- }
- }
- /**
- * Applications must call this method every time they change camera or CSM settings.
- */
- updateFrustums() {
- this._getBreaks();
- this._initCascades();
- this._updateShadowBounds();
- this._updateUniforms();
- }
- /**
- * Applications must call this method when they remove the CSM usage from their scene.
- */
- remove() {
- for ( let i = 0; i < this.lights.length; i ++ ) {
- this.parent.remove( this.lights[ i ].target );
- this.parent.remove( this.lights[ i ] );
- }
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- 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();
- }
- }
- /**
- * Constructor data of `CSM`.
- *
- * @typedef {Object} CSM~Data
- * @property {Camera} camera - The scene's camera.
- * @property {Object3D} parent - The parent object, usually the scene.
- * @property {number} [cascades=3] - The number of cascades.
- * @property {number} [maxFar=100000] - The maximum far value.
- * @property {('practical'|'uniform'|'logarithmic'|'custom')} [mode='practical'] - The frustum split mode.
- * @property {Function} [customSplitsCallback] - Custom split callback when using `mode='custom'`.
- * @property {number} [shadowMapSize=2048] - The shadow map size.
- * @property {number} [shadowBias=0.000001] - The shadow bias.
- * @property {Vector3} [lightDirection] - The light direction.
- * @property {number} [lightIntensity=3] - The light intensity.
- * @property {number} [lightNear=1] - The light near value.
- * @property {number} [lightNear=2000] - The light far value.
- * @property {number} [lightMargin=200] - The light margin.
- **/
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