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- import {
- Vector2,
- Vector3,
- MathUtils,
- Matrix4,
- Box3,
- Object3D,
- WebGLCoordinateSystem,
- ShadowBaseNode
- } from 'three/webgpu';
- import { CSMFrustum } from './CSMFrustum.js';
- import { viewZToOrthographicDepth, reference, uniform, float, vec4, vec2, If, Fn, min, renderGroup, positionView, shadow } from 'three/tsl';
- const _cameraToLightMatrix = new Matrix4();
- const _lightSpaceFrustum = new CSMFrustum();
- const _center = new Vector3();
- const _bbox = new Box3();
- const _uniformArray = [];
- const _logArray = [];
- const _lightDirection = new Vector3();
- const _lightOrientationMatrix = new Matrix4();
- const _lightOrientationMatrixInverse = new Matrix4();
- const _up = new Vector3( 0, 1, 0 );
- class LwLight extends Object3D {
- constructor() {
- super();
- this.target = new Object3D();
- }
- }
- /**
- * An implementation of Cascade Shadow Maps (CSM).
- *
- * This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
- * use {@link CSM} instead.
- *
- * @augments ShadowBaseNode
- * @three_import import { CSMShadowNode } from 'three/addons/csm/CSMShadowNode.js';
- */
- class CSMShadowNode extends ShadowBaseNode {
- /**
- * Constructs a new CSM shadow node.
- *
- * @param {DirectionalLight} light - The CSM light.
- * @param {CSMShadowNode~Data} [data={}] - The CSM data.
- */
- constructor( light, data = {} ) {
- super( light );
- /**
- * The scene's camera.
- *
- * @type {?Camera}
- * @default null
- */
- this.camera = null;
- /**
- * 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 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;
- /**
- * An array of numbers in the range `[0,1]` the defines how the
- * mainCSM frustum should be split up.
- *
- * @type {Array<number>}
- */
- this.breaks = [];
- this._cascades = [];
- /**
- * The main frustum.
- *
- * @type {?CSMFrustum}
- * @default null
- */
- this.mainFrustum = null;
- /**
- * An array of frustums representing the cascades.
- *
- * @type {Array<CSMFrustum>}
- */
- this.frustums = [];
- /**
- * 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 = [];
- this._shadowNodes = [];
- }
- /**
- * Inits the CSM shadow node.
- *
- * @private
- * @param {NodeBuilder} builder - The node builder.
- */
- _init( { camera, renderer } ) {
- this.camera = camera;
- const data = { webGL: renderer.coordinateSystem === WebGLCoordinateSystem };
- this.mainFrustum = new CSMFrustum( data );
- const light = this.light;
- const parent = light.parent;
- for ( let i = 0; i < this.cascades; i ++ ) {
- const lwLight = new LwLight();
- lwLight.castShadow = true;
- const lShadow = light.shadow.clone();
- lShadow.bias = lShadow.bias * ( i + 1 );
- this.lights.push( lwLight );
- parent.add( lwLight );
- parent.add( lwLight.target );
- lwLight.shadow = lShadow;
- this._shadowNodes.push( shadow( lwLight, lShadow ) );
- this._cascades.push( new Vector2() );
- }
- this.updateFrustums();
- }
- /**
- * 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 );
- }
- /**
- * 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 );
- }
- }
- /**
- * Sets the light breaks.
- *
- * @private
- */
- _setLightBreaks() {
- for ( let i = 0, l = this.cascades; i < l; i ++ ) {
- const amount = this.breaks[ i ];
- const prev = this.breaks[ i - 1 ] || 0;
- this._cascades[ i ].set( prev, amount );
- }
- }
- /**
- * Updates the shadow bounds of this CSM instance.
- *
- * @private
- */
- _updateShadowBounds() {
- const frustums = this.frustums;
- for ( let i = 0; i < frustums.length; i ++ ) {
- const shadowCam = this.lights[ i ].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();
- }
- }
- /**
- * Applications must call this method every time they change camera or CSM settings.
- */
- updateFrustums() {
- this._getBreaks();
- this._initCascades();
- this._updateShadowBounds();
- this._setLightBreaks();
- }
- /**
- * Setups the TSL when using fading.
- *
- * @private
- * @return {ShaderCallNodeInternal}
- */
- _setupFade() {
- const cameraNear = reference( 'camera.near', 'float', this ).setGroup( renderGroup );
- const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cascades' );
- const shadowFar = uniform( 'float' ).setGroup( renderGroup ).label( 'shadowFar' )
- .onRenderUpdate( () => Math.min( this.maxFar, this.camera.far ) );
- const linearDepth = viewZToOrthographicDepth( positionView.z, cameraNear, shadowFar ).toVar( 'linearDepth' );
- const lastCascade = this.cascades - 1;
- return Fn( ( builder ) => {
- this.setupShadowPosition( builder );
- const ret = vec4( 1, 1, 1, 1 ).toVar( 'shadowValue' );
- const cascade = vec2().toVar( 'cascade' );
- const cascadeCenter = float().toVar( 'cascadeCenter' );
- const margin = float().toVar( 'margin' );
- const csmX = float().toVar( 'csmX' );
- const csmY = float().toVar( 'csmY' );
- for ( let i = 0; i < this.cascades; i ++ ) {
- const isLastCascade = i === lastCascade;
- cascade.assign( cascades.element( i ) );
- cascadeCenter.assign( cascade.x.add( cascade.y ).div( 2.0 ) );
- const closestEdge = linearDepth.lessThan( cascadeCenter ).select( cascade.x, cascade.y );
- margin.assign( float( 0.25 ).mul( closestEdge.pow( 2.0 ) ) );
- csmX.assign( cascade.x.sub( margin.div( 2.0 ) ) );
- if ( isLastCascade ) {
- csmY.assign( cascade.y );
- } else {
- csmY.assign( cascade.y.add( margin.div( 2.0 ) ) );
- }
- const inRange = linearDepth.greaterThanEqual( csmX ).and( linearDepth.lessThanEqual( csmY ) );
- If( inRange, () => {
- const dist = min( linearDepth.sub( csmX ), csmY.sub( linearDepth ) ).toVar();
- let ratio = dist.div( margin ).clamp( 0.0, 1.0 );
- if ( i === 0 ) {
- // don't fade at nearest edge
- ratio = linearDepth.greaterThan( cascadeCenter ).select( ratio, 1 );
- }
- ret.subAssign( this._shadowNodes[ i ].oneMinus().mul( ratio ) );
- } );
- }
- return ret;
- } )();
- }
- /**
- * Setups the TSL when no fading (default).
- *
- * @private
- * @return {ShaderCallNodeInternal}
- */
- _setupStandard() {
- const cameraNear = reference( 'camera.near', 'float', this ).setGroup( renderGroup );
- const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cascades' );
- const shadowFar = uniform( 'float' ).setGroup( renderGroup ).label( 'shadowFar' )
- .onRenderUpdate( () => Math.min( this.maxFar, this.camera.far ) );
- const linearDepth = viewZToOrthographicDepth( positionView.z, cameraNear, shadowFar ).toVar( 'linearDepth' );
- return Fn( ( builder ) => {
- this.setupShadowPosition( builder );
- const ret = vec4( 1, 1, 1, 1 ).toVar( 'shadowValue' );
- const cascade = vec2().toVar( 'cascade' );
- for ( let i = 0; i < this.cascades; i ++ ) {
- cascade.assign( cascades.element( i ) );
- If( linearDepth.greaterThanEqual( cascade.x ).and( linearDepth.lessThanEqual( cascade.y ) ), () => {
- ret.assign( this._shadowNodes[ i ] );
- } );
- }
- return ret;
- } )();
- }
- setup( builder ) {
- if ( this.camera === null ) this._init( builder );
- return this.fade === true ? this._setupFade() : this._setupStandard();
- }
- updateBefore( /*builder*/ ) {
- const light = this.light;
- const camera = this.camera;
- const frustums = this.frustums;
- _lightDirection.subVectors( light.target.position, light.position ).normalize();
- // 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( light.position, light.target.position, _up );
- _lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert();
- for ( let i = 0; i < frustums.length; i ++ ) {
- const lwLight = this.lights[ i ];
- const shadow = lwLight.shadow;
- const shadowCam = shadow.camera;
- const texelWidth = ( shadowCam.right - shadowCam.left ) / shadow.mapSize.width;
- const texelHeight = ( shadowCam.top - shadowCam.bottom ) / shadow.mapSize.height;
- _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 );
- lwLight.position.copy( _center );
- lwLight.target.position.copy( _center );
- lwLight.target.position.add( _lightDirection );
- }
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- for ( let i = 0; i < this.lights.length; i ++ ) {
- const light = this.lights[ i ];
- const parent = light.parent;
- parent.remove( light.target );
- parent.remove( light );
- }
- super.dispose();
- }
- }
- /**
- * Constructor data of `CSMShadowNode`.
- *
- * @typedef {Object} CSMShadowNode~Data
- * @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} [lightMargin=200] - The light margin.
- **/
- export { CSMShadowNode };
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