three-stdlib
Version:
stand-alone library of threejs examples
246 lines (245 loc) • 9.05 kB
JavaScript
"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const CSMFrustum = require("./CSMFrustum.cjs");
const CSMShader = require("./CSMShader.cjs");
const _cameraToLightMatrix = /* @__PURE__ */ new THREE.Matrix4();
const _lightSpaceFrustum = /* @__PURE__ */ new CSMFrustum.CSMFrustum();
const _center = /* @__PURE__ */ new THREE.Vector3();
const _bbox = /* @__PURE__ */ new THREE.Box3();
const _uniformArray = [];
const _logArray = [];
class CSM {
constructor(data) {
data = data || {};
this.camera = data.camera;
this.parent = data.parent;
this.cascades = data.cascades || 3;
this.maxFar = data.maxFar || 1e5;
this.mode = data.mode || "practical";
this.shadowMapSize = data.shadowMapSize || 2048;
this.shadowBias = data.shadowBias || 1e-6;
this.lightDirection = data.lightDirection || new THREE.Vector3(1, -1, 1).normalize();
this.lightIntensity = data.lightIntensity || 1;
this.lightNear = data.lightNear || 1;
this.lightFar = data.lightFar || 2e3;
this.lightMargin = data.lightMargin || 200;
this.customSplitsCallback = data.customSplitsCallback;
this.fade = false;
this.mainFrustum = new CSMFrustum.CSMFrustum();
this.frustums = [];
this.breaks = [];
this.lights = [];
this.shaders = /* @__PURE__ */ new Map();
this.createLights();
this.updateFrustums();
this.injectInclude();
}
createLights() {
for (let i = 0; i < this.cascades; i++) {
const light = new THREE.DirectionalLight(16777215, 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];
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) {
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) * (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 === void 0)
console.error("CSM: Custom split scheme callback not defined.");
this.customSplitsCallback(this.cascades, camera.near, far, this.breaks);
break;
}
function uniformSplit(amount, near, far2, target) {
for (let i = 1; i < amount; i++) {
target.push((near + (far2 - near) * i / amount) / far2);
}
target.push(1);
}
function logarithmicSplit(amount, near, far2, target) {
for (let i = 1; i < amount; i++) {
target.push(near * (far2 / near) ** (i / amount) / far2);
}
target.push(1);
}
function practicalSplit(amount, near, far2, lambda, target) {
_uniformArray.length = 0;
_logArray.length = 0;
logarithmicSplit(amount, near, far2, _logArray);
uniformSplit(amount, near, far2, _uniformArray);
for (let i = 1; i < amount; i++) {
target.push(THREE.MathUtils.lerp(_uniformArray[i - 1], _logArray[i - 1], lambda));
}
target.push(1);
}
}
update() {
const camera = this.camera;
const frustums = this.frustums;
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;
light.shadow.camera.updateMatrixWorld(true);
_cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, 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(light.shadow.camera.matrixWorld);
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() {
THREE.ShaderChunk.lights_fragment_begin = CSMShader.CSMShader.lights_fragment_begin;
THREE.ShaderChunk.lights_pars_begin = CSMShader.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 THREE.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]);
}
}
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();
}
}
exports.CSM = CSM;
//# sourceMappingURL=CSM.cjs.map