feat: initialize project with core dependencies and game entry point
This commit is contained in:
598
node_modules/three/examples/jsm/csm/CSM.js
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598
node_modules/three/examples/jsm/csm/CSM.js
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import {
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Vector2,
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Vector3,
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DirectionalLight,
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MathUtils,
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ShaderChunk,
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Matrix4,
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Box3
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} from 'three';
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import { CSMFrustum } from './CSMFrustum.js';
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import { CSMShader } from './CSMShader.js';
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const _cameraToLightMatrix = new Matrix4();
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const _lightSpaceFrustum = new CSMFrustum( { webGL: true } );
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const _center = new Vector3();
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const _origin = new Vector3();
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const _bbox = new Box3();
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const _uniformArray = [];
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const _logArray = [];
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const _lightOrientationMatrix = new Matrix4();
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const _lightOrientationMatrixInverse = new Matrix4();
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const _up = new Vector3( 0, 1, 0 );
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/**
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* An implementation of Cascade Shadow Maps (CSM).
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*
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* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
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* use {@link CSMShadowNode} instead.
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*
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* @three_import import { CSM } from 'three/addons/csm/CSM.js';
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*/
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export class CSM {
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/**
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* Constructs a new CSM instance.
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*
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* @param {CSM~Data} data - The CSM data.
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*/
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constructor( data ) {
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/**
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* The scene's camera.
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*
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* @type {Camera}
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*/
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this.camera = data.camera;
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/**
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* The parent object, usually the scene.
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*
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* @type {Object3D}
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*/
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this.parent = data.parent;
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/**
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* The number of cascades.
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*
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* @type {number}
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* @default 3
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*/
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this.cascades = data.cascades || 3;
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/**
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* The maximum far value.
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*
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* @type {number}
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* @default 100000
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*/
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this.maxFar = data.maxFar || 100000;
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/**
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* The frustum split mode.
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*
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* @type {('practical'|'uniform'|'logarithmic'|'custom')}
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* @default 'practical'
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*/
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this.mode = data.mode || 'practical';
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/**
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* The shadow map size.
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*
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* @type {number}
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* @default 2048
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*/
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this.shadowMapSize = data.shadowMapSize || 2048;
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/**
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* The shadow bias.
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*
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* @type {number}
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* @default 0.000001
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*/
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this.shadowBias = data.shadowBias || 0.000001;
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/**
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* The light direction.
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*
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* @type {Vector3}
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*/
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this.lightDirection = data.lightDirection || new Vector3( 1, - 1, 1 ).normalize();
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/**
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* The light intensity.
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*
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* @type {number}
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* @default 3
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*/
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this.lightIntensity = data.lightIntensity || 3;
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/**
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* The light near value.
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*
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* @type {number}
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* @default 1
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*/
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this.lightNear = data.lightNear || 1;
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/**
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* The light far value.
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*
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* @type {number}
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* @default 2000
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*/
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this.lightFar = data.lightFar || 2000;
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/**
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* The light margin.
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*
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* @type {number}
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* @default 200
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*/
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this.lightMargin = data.lightMargin || 200;
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/**
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* Custom split callback when using `mode='custom'`.
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*
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* @type {Function}
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*/
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this.customSplitsCallback = data.customSplitsCallback;
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/**
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* Whether to fade between cascades or not.
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*
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* @type {boolean}
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* @default false
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*/
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this.fade = false;
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/**
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* The main frustum.
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*
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* @type {CSMFrustum}
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*/
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this.mainFrustum = new CSMFrustum( { webGL: true } );
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/**
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* An array of frustums representing the cascades.
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*
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* @type {Array<CSMFrustum>}
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*/
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this.frustums = [];
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/**
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* An array of numbers in the range `[0,1]` the defines how the
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* mainCSM frustum should be split up.
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*
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* @type {Array<number>}
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*/
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this.breaks = [];
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/**
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* An array of directional lights which cast the shadows for
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* the different cascades. There is one directional light for each
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* cascade.
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*
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* @type {Array<DirectionalLight>}
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*/
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this.lights = [];
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/**
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* A Map holding enhanced material shaders.
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*
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* @type {Map<Material,Object>}
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*/
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this.shaders = new Map();
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this._createLights();
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this.updateFrustums();
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this._injectInclude();
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}
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/**
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* Creates the directional lights of this CSM instance.
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*
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* @private
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*/
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_createLights() {
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for ( let i = 0; i < this.cascades; i ++ ) {
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const light = new DirectionalLight( 0xffffff, this.lightIntensity );
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light.castShadow = true;
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light.shadow.mapSize.width = this.shadowMapSize;
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light.shadow.mapSize.height = this.shadowMapSize;
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light.shadow.camera.near = this.lightNear;
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light.shadow.camera.far = this.lightFar;
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light.shadow.bias = this.shadowBias;
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this.parent.add( light );
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this.parent.add( light.target );
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this.lights.push( light );
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}
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}
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/**
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* Inits the cascades according to the scene's camera and breaks configuration.
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*
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* @private
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*/
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_initCascades() {
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const camera = this.camera;
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camera.updateProjectionMatrix();
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this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
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this.mainFrustum.split( this.breaks, this.frustums );
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}
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/**
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* Updates the shadow bounds of this CSM instance.
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*
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* @private
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*/
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_updateShadowBounds() {
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const frustums = this.frustums;
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for ( let i = 0; i < frustums.length; i ++ ) {
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const light = this.lights[ i ];
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const shadowCam = light.shadow.camera;
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const frustum = this.frustums[ i ];
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// Get the two points that represent that furthest points on the frustum assuming
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// that's either the diagonal across the far plane or the diagonal across the whole
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// frustum itself.
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const nearVerts = frustum.vertices.near;
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const farVerts = frustum.vertices.far;
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const point1 = farVerts[ 0 ];
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let point2;
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if ( point1.distanceTo( farVerts[ 2 ] ) > point1.distanceTo( nearVerts[ 2 ] ) ) {
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point2 = farVerts[ 2 ];
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} else {
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point2 = nearVerts[ 2 ];
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}
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let squaredBBWidth = point1.distanceTo( point2 );
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if ( this.fade ) {
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// expand the shadow extents by the fade margin if fade is enabled.
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const camera = this.camera;
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const far = Math.max( camera.far, this.maxFar );
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const linearDepth = frustum.vertices.far[ 0 ].z / ( far - camera.near );
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const margin = 0.25 * Math.pow( linearDepth, 2.0 ) * ( far - camera.near );
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squaredBBWidth += margin;
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}
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shadowCam.left = - squaredBBWidth / 2;
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shadowCam.right = squaredBBWidth / 2;
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shadowCam.top = squaredBBWidth / 2;
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shadowCam.bottom = - squaredBBWidth / 2;
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shadowCam.updateProjectionMatrix();
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}
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}
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/**
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* Computes the breaks of this CSM instance based on the scene's camera, number of cascades
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* and the selected split mode.
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*
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* @private
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*/
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_getBreaks() {
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const camera = this.camera;
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const far = Math.min( camera.far, this.maxFar );
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this.breaks.length = 0;
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switch ( this.mode ) {
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case 'uniform':
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uniformSplit( this.cascades, camera.near, far, this.breaks );
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break;
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case 'logarithmic':
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logarithmicSplit( this.cascades, camera.near, far, this.breaks );
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break;
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case 'practical':
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practicalSplit( this.cascades, camera.near, far, 0.5, this.breaks );
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break;
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case 'custom':
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if ( this.customSplitsCallback === undefined ) console.error( 'CSM: Custom split scheme callback not defined.' );
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this.customSplitsCallback( this.cascades, camera.near, far, this.breaks );
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break;
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}
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function uniformSplit( amount, near, far, target ) {
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for ( let i = 1; i < amount; i ++ ) {
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target.push( ( near + ( far - near ) * i / amount ) / far );
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}
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target.push( 1 );
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}
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function logarithmicSplit( amount, near, far, target ) {
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for ( let i = 1; i < amount; i ++ ) {
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target.push( ( near * ( far / near ) ** ( i / amount ) ) / far );
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}
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target.push( 1 );
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}
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function practicalSplit( amount, near, far, lambda, target ) {
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_uniformArray.length = 0;
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_logArray.length = 0;
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logarithmicSplit( amount, near, far, _logArray );
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uniformSplit( amount, near, far, _uniformArray );
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for ( let i = 1; i < amount; i ++ ) {
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target.push( MathUtils.lerp( _uniformArray[ i - 1 ], _logArray[ i - 1 ], lambda ) );
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}
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target.push( 1 );
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}
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}
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/**
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* Updates the CSM. This method must be called in your animation loop before
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* calling `renderer.render()`.
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*/
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update() {
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const camera = this.camera;
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const frustums = this.frustums;
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// for each frustum we need to find its min-max box aligned with the light orientation
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// the position in _lightOrientationMatrix does not matter, as we transform there and back
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_lightOrientationMatrix.lookAt( _origin, this.lightDirection, _up );
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_lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert();
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for ( let i = 0; i < frustums.length; i ++ ) {
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const light = this.lights[ i ];
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const shadowCam = light.shadow.camera;
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const texelWidth = ( shadowCam.right - shadowCam.left ) / this.shadowMapSize;
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const texelHeight = ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize;
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_cameraToLightMatrix.multiplyMatrices( _lightOrientationMatrixInverse, camera.matrixWorld );
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frustums[ i ].toSpace( _cameraToLightMatrix, _lightSpaceFrustum );
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const nearVerts = _lightSpaceFrustum.vertices.near;
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const farVerts = _lightSpaceFrustum.vertices.far;
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_bbox.makeEmpty();
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for ( let j = 0; j < 4; j ++ ) {
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_bbox.expandByPoint( nearVerts[ j ] );
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_bbox.expandByPoint( farVerts[ j ] );
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}
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_bbox.getCenter( _center );
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_center.z = _bbox.max.z + this.lightMargin;
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_center.x = Math.floor( _center.x / texelWidth ) * texelWidth;
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_center.y = Math.floor( _center.y / texelHeight ) * texelHeight;
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_center.applyMatrix4( _lightOrientationMatrix );
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light.position.copy( _center );
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light.target.position.copy( _center );
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light.target.position.x += this.lightDirection.x;
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light.target.position.y += this.lightDirection.y;
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light.target.position.z += this.lightDirection.z;
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}
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}
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/**
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* Injects the CSM shader enhancements into the built-in materials.
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*
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* @private
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*/
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_injectInclude() {
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ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
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ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
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}
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/**
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* Applications must call this method for all materials that should be affected by CSM.
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*
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* @param {Material} material - The material to setup for CSM support.
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*/
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setupMaterial( material ) {
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material.defines = material.defines || {};
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material.defines.USE_CSM = 1;
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material.defines.CSM_CASCADES = this.cascades;
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if ( this.fade ) {
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material.defines.CSM_FADE = '';
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}
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const breaksVec2 = [];
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const scope = this;
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const shaders = this.shaders;
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material.onBeforeCompile = function ( shader ) {
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const far = Math.min( scope.camera.far, scope.maxFar );
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scope._getExtendedBreaks( breaksVec2 );
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shader.uniforms.CSM_cascades = { value: breaksVec2 };
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shader.uniforms.cameraNear = { value: scope.camera.near };
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shader.uniforms.shadowFar = { value: far };
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shaders.set( material, shader );
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};
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shaders.set( material, null );
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}
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/**
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* Updates the CSM uniforms.
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*
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* @private
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*/
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_updateUniforms() {
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const far = Math.min( this.camera.far, this.maxFar );
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||||
const shaders = this.shaders;
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||||
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||||
shaders.forEach( function ( shader, material ) {
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||||
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if ( shader !== null ) {
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||||
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const uniforms = shader.uniforms;
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||||
this._getExtendedBreaks( uniforms.CSM_cascades.value );
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||||
uniforms.cameraNear.value = this.camera.near;
|
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uniforms.shadowFar.value = far;
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}
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||||
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if ( ! this.fade && 'CSM_FADE' in material.defines ) {
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delete material.defines.CSM_FADE;
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material.needsUpdate = true;
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} else if ( this.fade && ! ( 'CSM_FADE' in material.defines ) ) {
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material.defines.CSM_FADE = '';
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||||
material.needsUpdate = true;
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||||
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||||
}
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||||
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}, this );
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||||
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}
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/**
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* Computes the extended breaks for the CSM uniforms.
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*
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* @private
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* @param {Array<Vector2>} target - The target array that holds the extended breaks.
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||||
*/
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_getExtendedBreaks( target ) {
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while ( target.length < this.breaks.length ) {
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||||
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target.push( new Vector2() );
|
||||
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}
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||||
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||||
target.length = this.breaks.length;
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||||
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for ( let i = 0; i < this.cascades; i ++ ) {
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const amount = this.breaks[ i ];
|
||||
const prev = this.breaks[ i - 1 ] || 0;
|
||||
target[ i ].x = prev;
|
||||
target[ i ].y = amount;
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||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
**/
|
||||
209
node_modules/three/examples/jsm/csm/CSMFrustum.js
generated
vendored
Normal file
209
node_modules/three/examples/jsm/csm/CSMFrustum.js
generated
vendored
Normal file
@@ -0,0 +1,209 @@
|
||||
import { Vector3, Matrix4 } from 'three';
|
||||
|
||||
const inverseProjectionMatrix = new Matrix4();
|
||||
|
||||
/**
|
||||
* Represents the frustum of a CSM instance.
|
||||
*
|
||||
* @three_import import { CSMFrustum } from 'three/addons/csm/CSMFrustum.js';
|
||||
*/
|
||||
class CSMFrustum {
|
||||
|
||||
/**
|
||||
* Constructs a new CSM frustum.
|
||||
*
|
||||
* @param {CSMFrustum~Data} [data] - The CSM data.
|
||||
*/
|
||||
constructor( data ) {
|
||||
|
||||
data = data || {};
|
||||
|
||||
/**
|
||||
* The zNear value. This value depends on whether the CSM
|
||||
* is used with WebGL or WebGPU. Both API use different
|
||||
* conventions for their projection matrices.
|
||||
*
|
||||
* @type {number}
|
||||
*/
|
||||
this.zNear = data.webGL === true ? - 1 : 0;
|
||||
|
||||
/**
|
||||
* An object representing the vertices of the near and
|
||||
* far plane in view space.
|
||||
*
|
||||
* @type {Object}
|
||||
*/
|
||||
this.vertices = {
|
||||
near: [
|
||||
new Vector3(),
|
||||
new Vector3(),
|
||||
new Vector3(),
|
||||
new Vector3()
|
||||
],
|
||||
far: [
|
||||
new Vector3(),
|
||||
new Vector3(),
|
||||
new Vector3(),
|
||||
new Vector3()
|
||||
]
|
||||
};
|
||||
|
||||
if ( data.projectionMatrix !== undefined ) {
|
||||
|
||||
this.setFromProjectionMatrix( data.projectionMatrix, data.maxFar || 10000 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Setups this CSM frustum from the given projection matrix and max far value.
|
||||
*
|
||||
* @param {Matrix4} projectionMatrix - The projection matrix, usually of the scene's camera.
|
||||
* @param {number} maxFar - The maximum far value.
|
||||
* @returns {Object} An object representing the vertices of the near and far plane in view space.
|
||||
*/
|
||||
setFromProjectionMatrix( projectionMatrix, maxFar ) {
|
||||
|
||||
const zNear = this.zNear;
|
||||
const isOrthographic = projectionMatrix.elements[ 2 * 4 + 3 ] === 0;
|
||||
|
||||
inverseProjectionMatrix.copy( projectionMatrix ).invert();
|
||||
|
||||
// 3 --- 0 vertices.near/far order
|
||||
// | |
|
||||
// 2 --- 1
|
||||
// clip space spans from [-1, 1]
|
||||
|
||||
this.vertices.near[ 0 ].set( 1, 1, zNear );
|
||||
this.vertices.near[ 1 ].set( 1, - 1, zNear );
|
||||
this.vertices.near[ 2 ].set( - 1, - 1, zNear );
|
||||
this.vertices.near[ 3 ].set( - 1, 1, zNear );
|
||||
this.vertices.near.forEach( function ( v ) {
|
||||
|
||||
v.applyMatrix4( inverseProjectionMatrix );
|
||||
|
||||
} );
|
||||
|
||||
this.vertices.far[ 0 ].set( 1, 1, 1 );
|
||||
this.vertices.far[ 1 ].set( 1, - 1, 1 );
|
||||
this.vertices.far[ 2 ].set( - 1, - 1, 1 );
|
||||
this.vertices.far[ 3 ].set( - 1, 1, 1 );
|
||||
this.vertices.far.forEach( function ( v ) {
|
||||
|
||||
v.applyMatrix4( inverseProjectionMatrix );
|
||||
|
||||
const absZ = Math.abs( v.z );
|
||||
if ( isOrthographic ) {
|
||||
|
||||
v.z *= Math.min( maxFar / absZ, 1.0 );
|
||||
|
||||
} else {
|
||||
|
||||
v.multiplyScalar( Math.min( maxFar / absZ, 1.0 ) );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
return this.vertices;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Splits the CSM frustum by the given array. The new CSM frustum are pushed into the given
|
||||
* target array.
|
||||
*
|
||||
* @param {Array<number>} breaks - An array of numbers in the range `[0,1]` the defines how the
|
||||
* CSM frustum should be split up.
|
||||
* @param {Array<CSMFrustum>} target - The target array that holds the new CSM frustums.
|
||||
*/
|
||||
split( breaks, target ) {
|
||||
|
||||
while ( breaks.length > target.length ) {
|
||||
|
||||
target.push( new CSMFrustum() );
|
||||
|
||||
}
|
||||
|
||||
target.length = breaks.length;
|
||||
|
||||
for ( let i = 0; i < breaks.length; i ++ ) {
|
||||
|
||||
const cascade = target[ i ];
|
||||
|
||||
if ( i === 0 ) {
|
||||
|
||||
for ( let j = 0; j < 4; j ++ ) {
|
||||
|
||||
cascade.vertices.near[ j ].copy( this.vertices.near[ j ] );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( let j = 0; j < 4; j ++ ) {
|
||||
|
||||
cascade.vertices.near[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i - 1 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( i === breaks.length - 1 ) {
|
||||
|
||||
for ( let j = 0; j < 4; j ++ ) {
|
||||
|
||||
cascade.vertices.far[ j ].copy( this.vertices.far[ j ] );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( let j = 0; j < 4; j ++ ) {
|
||||
|
||||
cascade.vertices.far[ j ].lerpVectors( this.vertices.near[ j ], this.vertices.far[ j ], breaks[ i ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms the given target CSM frustum into the different coordinate system defined by the
|
||||
* given camera matrix.
|
||||
*
|
||||
* @param {Matrix4} cameraMatrix - The matrix that defines the new coordinate system.
|
||||
* @param {CSMFrustum} target - The CSM to convert.
|
||||
*/
|
||||
toSpace( cameraMatrix, target ) {
|
||||
|
||||
for ( let i = 0; i < 4; i ++ ) {
|
||||
|
||||
target.vertices.near[ i ]
|
||||
.copy( this.vertices.near[ i ] )
|
||||
.applyMatrix4( cameraMatrix );
|
||||
|
||||
target.vertices.far[ i ]
|
||||
.copy( this.vertices.far[ i ] )
|
||||
.applyMatrix4( cameraMatrix );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructor data of `CSMFrustum`.
|
||||
*
|
||||
* @typedef {Object} CSMFrustum~Data
|
||||
* @property {boolean} [webGL] - Whether this CSM frustum is used with WebGL or WebGPU.
|
||||
* @property {Matrix4} [projectionMatrix] - A projection matrix usually of the scene's camera.
|
||||
* @property {number} [maxFar] - The maximum far value.
|
||||
**/
|
||||
|
||||
export { CSMFrustum };
|
||||
243
node_modules/three/examples/jsm/csm/CSMHelper.js
generated
vendored
Normal file
243
node_modules/three/examples/jsm/csm/CSMHelper.js
generated
vendored
Normal file
@@ -0,0 +1,243 @@
|
||||
import {
|
||||
Group,
|
||||
Mesh,
|
||||
LineSegments,
|
||||
BufferGeometry,
|
||||
LineBasicMaterial,
|
||||
Box3Helper,
|
||||
Box3,
|
||||
PlaneGeometry,
|
||||
MeshBasicMaterial,
|
||||
BufferAttribute,
|
||||
DoubleSide
|
||||
} from 'three';
|
||||
|
||||
/**
|
||||
* A helper for visualizing the cascades of a CSM instance.
|
||||
*
|
||||
* @augments Group
|
||||
* @three_import import { CSMHelper } from 'three/addons/csm/CSMHelper.js';
|
||||
*/
|
||||
class CSMHelper extends Group {
|
||||
|
||||
/**
|
||||
* Constructs a new CSM helper.
|
||||
*
|
||||
* @param {CSM|CSMShadowNode} csm - The CSM instance to visualize.
|
||||
*/
|
||||
constructor( csm ) {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* The CSM instance to visualize.
|
||||
*
|
||||
* @type {CSM|CSMShadowNode}
|
||||
*/
|
||||
this.csm = csm;
|
||||
|
||||
/**
|
||||
* Whether to display the CSM frustum or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.displayFrustum = true;
|
||||
|
||||
/**
|
||||
* Whether to display the cascade planes or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.displayPlanes = true;
|
||||
|
||||
/**
|
||||
* Whether to display the shadow bounds or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.displayShadowBounds = true;
|
||||
|
||||
const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
|
||||
const positions = new Float32Array( 24 );
|
||||
const frustumGeometry = new BufferGeometry();
|
||||
frustumGeometry.setIndex( new BufferAttribute( indices, 1 ) );
|
||||
frustumGeometry.setAttribute( 'position', new BufferAttribute( positions, 3, false ) );
|
||||
const frustumLines = new LineSegments( frustumGeometry, new LineBasicMaterial() );
|
||||
this.add( frustumLines );
|
||||
|
||||
this.frustumLines = frustumLines;
|
||||
this.cascadeLines = [];
|
||||
this.cascadePlanes = [];
|
||||
this.shadowLines = [];
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This method must be called if one of the `display*` properties is changed at runtime.
|
||||
*/
|
||||
updateVisibility() {
|
||||
|
||||
const displayFrustum = this.displayFrustum;
|
||||
const displayPlanes = this.displayPlanes;
|
||||
const displayShadowBounds = this.displayShadowBounds;
|
||||
|
||||
const frustumLines = this.frustumLines;
|
||||
const cascadeLines = this.cascadeLines;
|
||||
const cascadePlanes = this.cascadePlanes;
|
||||
const shadowLines = this.shadowLines;
|
||||
for ( let i = 0, l = cascadeLines.length; i < l; i ++ ) {
|
||||
|
||||
const cascadeLine = cascadeLines[ i ];
|
||||
const cascadePlane = cascadePlanes[ i ];
|
||||
const shadowLineGroup = shadowLines[ i ];
|
||||
|
||||
cascadeLine.visible = displayFrustum;
|
||||
cascadePlane.visible = displayFrustum && displayPlanes;
|
||||
shadowLineGroup.visible = displayShadowBounds;
|
||||
|
||||
}
|
||||
|
||||
frustumLines.visible = displayFrustum;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the helper. This method should be called in the app's animation loop.
|
||||
*/
|
||||
update() {
|
||||
|
||||
const csm = this.csm;
|
||||
const camera = csm.camera;
|
||||
const cascades = csm.cascades;
|
||||
const mainFrustum = csm.mainFrustum;
|
||||
const frustums = csm.frustums;
|
||||
const lights = csm.lights;
|
||||
|
||||
const frustumLines = this.frustumLines;
|
||||
const frustumLinePositions = frustumLines.geometry.getAttribute( 'position' );
|
||||
const cascadeLines = this.cascadeLines;
|
||||
const cascadePlanes = this.cascadePlanes;
|
||||
const shadowLines = this.shadowLines;
|
||||
|
||||
if ( camera === null ) return;
|
||||
|
||||
this.position.copy( camera.position );
|
||||
this.quaternion.copy( camera.quaternion );
|
||||
this.scale.copy( camera.scale );
|
||||
this.updateMatrixWorld( true );
|
||||
|
||||
while ( cascadeLines.length > cascades ) {
|
||||
|
||||
this.remove( cascadeLines.pop() );
|
||||
this.remove( cascadePlanes.pop() );
|
||||
this.remove( shadowLines.pop() );
|
||||
|
||||
}
|
||||
|
||||
while ( cascadeLines.length < cascades ) {
|
||||
|
||||
const cascadeLine = new Box3Helper( new Box3(), 0xffffff );
|
||||
const planeMat = new MeshBasicMaterial( { transparent: true, opacity: 0.1, depthWrite: false, side: DoubleSide } );
|
||||
const cascadePlane = new Mesh( new PlaneGeometry(), planeMat );
|
||||
const shadowLineGroup = new Group();
|
||||
const shadowLine = new Box3Helper( new Box3(), 0xffff00 );
|
||||
shadowLineGroup.add( shadowLine );
|
||||
|
||||
this.add( cascadeLine );
|
||||
this.add( cascadePlane );
|
||||
this.add( shadowLineGroup );
|
||||
|
||||
cascadeLines.push( cascadeLine );
|
||||
cascadePlanes.push( cascadePlane );
|
||||
shadowLines.push( shadowLineGroup );
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < cascades; i ++ ) {
|
||||
|
||||
const frustum = frustums[ i ];
|
||||
const light = lights[ i ];
|
||||
const shadowCam = light.shadow.camera;
|
||||
const farVerts = frustum.vertices.far;
|
||||
|
||||
const cascadeLine = cascadeLines[ i ];
|
||||
const cascadePlane = cascadePlanes[ i ];
|
||||
const shadowLineGroup = shadowLines[ i ];
|
||||
const shadowLine = shadowLineGroup.children[ 0 ];
|
||||
|
||||
cascadeLine.box.min.copy( farVerts[ 2 ] );
|
||||
cascadeLine.box.max.copy( farVerts[ 0 ] );
|
||||
cascadeLine.box.max.z += 1e-4;
|
||||
|
||||
cascadePlane.position.addVectors( farVerts[ 0 ], farVerts[ 2 ] );
|
||||
cascadePlane.position.multiplyScalar( 0.5 );
|
||||
cascadePlane.scale.subVectors( farVerts[ 0 ], farVerts[ 2 ] );
|
||||
cascadePlane.scale.z = 1e-4;
|
||||
|
||||
this.remove( shadowLineGroup );
|
||||
shadowLineGroup.position.copy( shadowCam.position );
|
||||
shadowLineGroup.quaternion.copy( shadowCam.quaternion );
|
||||
shadowLineGroup.scale.copy( shadowCam.scale );
|
||||
shadowLineGroup.updateMatrixWorld( true );
|
||||
this.attach( shadowLineGroup );
|
||||
|
||||
shadowLine.box.min.set( shadowCam.bottom, shadowCam.left, - shadowCam.far );
|
||||
shadowLine.box.max.set( shadowCam.top, shadowCam.right, - shadowCam.near );
|
||||
|
||||
}
|
||||
|
||||
const nearVerts = mainFrustum.vertices.near;
|
||||
const farVerts = mainFrustum.vertices.far;
|
||||
frustumLinePositions.setXYZ( 0, farVerts[ 0 ].x, farVerts[ 0 ].y, farVerts[ 0 ].z );
|
||||
frustumLinePositions.setXYZ( 1, farVerts[ 3 ].x, farVerts[ 3 ].y, farVerts[ 3 ].z );
|
||||
frustumLinePositions.setXYZ( 2, farVerts[ 2 ].x, farVerts[ 2 ].y, farVerts[ 2 ].z );
|
||||
frustumLinePositions.setXYZ( 3, farVerts[ 1 ].x, farVerts[ 1 ].y, farVerts[ 1 ].z );
|
||||
|
||||
frustumLinePositions.setXYZ( 4, nearVerts[ 0 ].x, nearVerts[ 0 ].y, nearVerts[ 0 ].z );
|
||||
frustumLinePositions.setXYZ( 5, nearVerts[ 3 ].x, nearVerts[ 3 ].y, nearVerts[ 3 ].z );
|
||||
frustumLinePositions.setXYZ( 6, nearVerts[ 2 ].x, nearVerts[ 2 ].y, nearVerts[ 2 ].z );
|
||||
frustumLinePositions.setXYZ( 7, nearVerts[ 1 ].x, nearVerts[ 1 ].y, nearVerts[ 1 ].z );
|
||||
frustumLinePositions.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this
|
||||
* method whenever this instance is no longer used in your app.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
const frustumLines = this.frustumLines;
|
||||
const cascadeLines = this.cascadeLines;
|
||||
const cascadePlanes = this.cascadePlanes;
|
||||
const shadowLines = this.shadowLines;
|
||||
|
||||
frustumLines.geometry.dispose();
|
||||
frustumLines.material.dispose();
|
||||
|
||||
const cascades = this.csm.cascades;
|
||||
|
||||
for ( let i = 0; i < cascades; i ++ ) {
|
||||
|
||||
const cascadeLine = cascadeLines[ i ];
|
||||
const cascadePlane = cascadePlanes[ i ];
|
||||
const shadowLineGroup = shadowLines[ i ];
|
||||
const shadowLine = shadowLineGroup.children[ 0 ];
|
||||
|
||||
cascadeLine.dispose(); // Box3Helper
|
||||
|
||||
cascadePlane.geometry.dispose();
|
||||
cascadePlane.material.dispose();
|
||||
|
||||
shadowLine.dispose(); // Box3Helper
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { CSMHelper };
|
||||
307
node_modules/three/examples/jsm/csm/CSMShader.js
generated
vendored
Normal file
307
node_modules/three/examples/jsm/csm/CSMShader.js
generated
vendored
Normal file
@@ -0,0 +1,307 @@
|
||||
import { ShaderChunk } from 'three';
|
||||
|
||||
/**
|
||||
* @module CSMShader
|
||||
* @three_import import { CSMShader } from 'three/addons/csm/CSMShader.js';
|
||||
*/
|
||||
|
||||
/**
|
||||
* The object that holds the GLSL enhancements to enable CSM. This
|
||||
* code is injected into the built-in material shaders by {@link CSM}.
|
||||
*
|
||||
* @type {Object}
|
||||
*/
|
||||
const CSMShader = {
|
||||
lights_fragment_begin: /* glsl */`
|
||||
vec3 geometryPosition = - vViewPosition;
|
||||
vec3 geometryNormal = normal;
|
||||
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
|
||||
|
||||
vec3 geometryClearcoatNormal = vec3( 0.0 );
|
||||
|
||||
#ifdef USE_CLEARCOAT
|
||||
|
||||
geometryClearcoatNormal = clearcoatNormal;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_IRIDESCENCE
|
||||
float dotNVi = saturate( dot( normal, geometryViewDir ) );
|
||||
if ( material.iridescenceThickness == 0.0 ) {
|
||||
material.iridescence = 0.0;
|
||||
} else {
|
||||
material.iridescence = saturate( material.iridescence );
|
||||
}
|
||||
if ( material.iridescence > 0.0 ) {
|
||||
material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
|
||||
// Iridescence F0 approximation
|
||||
material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );
|
||||
}
|
||||
#endif
|
||||
|
||||
IncidentLight directLight;
|
||||
|
||||
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
|
||||
|
||||
PointLight pointLight;
|
||||
#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
|
||||
PointLightShadow pointLightShadow;
|
||||
#endif
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
|
||||
|
||||
pointLight = pointLights[ i ];
|
||||
|
||||
getPointLightInfo( pointLight, geometryPosition, directLight );
|
||||
|
||||
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
|
||||
pointLightShadow = pointLightShadows[ i ];
|
||||
directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
|
||||
|
||||
#endif
|
||||
|
||||
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#endif
|
||||
|
||||
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
|
||||
|
||||
SpotLight spotLight;
|
||||
vec4 spotColor;
|
||||
vec3 spotLightCoord;
|
||||
bool inSpotLightMap;
|
||||
|
||||
#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
|
||||
SpotLightShadow spotLightShadow;
|
||||
#endif
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
|
||||
|
||||
spotLight = spotLights[ i ];
|
||||
|
||||
getSpotLightInfo( spotLight, geometryPosition, directLight );
|
||||
|
||||
// spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]
|
||||
#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
|
||||
#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
|
||||
#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
|
||||
#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
|
||||
#else
|
||||
#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
|
||||
#endif
|
||||
#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
|
||||
spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
|
||||
inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
|
||||
spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
|
||||
directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
|
||||
#endif
|
||||
#undef SPOT_LIGHT_MAP_INDEX
|
||||
|
||||
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
|
||||
spotLightShadow = spotLightShadows[ i ];
|
||||
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
|
||||
|
||||
#endif
|
||||
|
||||
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#endif
|
||||
|
||||
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
|
||||
|
||||
DirectionalLight directionalLight;
|
||||
float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
|
||||
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
|
||||
DirectionalLightShadow directionalLightShadow;
|
||||
#endif
|
||||
|
||||
#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )
|
||||
vec2 cascade;
|
||||
float cascadeCenter;
|
||||
float closestEdge;
|
||||
float margin;
|
||||
float csmx;
|
||||
float csmy;
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
|
||||
|
||||
directionalLight = directionalLights[ i ];
|
||||
getDirectionalLightInfo( directionalLight, directLight );
|
||||
|
||||
#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
|
||||
// NOTE: Depth gets larger away from the camera.
|
||||
// cascade.x is closer, cascade.y is further
|
||||
cascade = CSM_cascades[ i ];
|
||||
cascadeCenter = ( cascade.x + cascade.y ) / 2.0;
|
||||
closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;
|
||||
margin = 0.25 * pow( closestEdge, 2.0 );
|
||||
csmx = cascade.x - margin / 2.0;
|
||||
csmy = cascade.y + margin / 2.0;
|
||||
if( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {
|
||||
|
||||
float dist = min( linearDepth - csmx, csmy - linearDepth );
|
||||
float ratio = clamp( dist / margin, 0.0, 1.0 );
|
||||
|
||||
vec3 prevColor = directLight.color;
|
||||
directionalLightShadow = directionalLightShadows[ i ];
|
||||
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
|
||||
|
||||
bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;
|
||||
directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );
|
||||
|
||||
ReflectedLight prevLight = reflectedLight;
|
||||
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
|
||||
float blendRatio = shouldBlend ? ratio : 1.0;
|
||||
|
||||
reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );
|
||||
reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );
|
||||
reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );
|
||||
reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
#elif defined (USE_SHADOWMAP)
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
|
||||
|
||||
directionalLight = directionalLights[ i ];
|
||||
getDirectionalLightInfo( directionalLight, directLight );
|
||||
|
||||
#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
|
||||
|
||||
directionalLightShadow = directionalLightShadows[ i ];
|
||||
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
|
||||
|
||||
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#elif ( NUM_DIR_LIGHT_SHADOWS > 0 )
|
||||
// note: no loop here - all CSM lights are in fact one light only
|
||||
getDirectionalLightInfo( directionalLights[0], directLight );
|
||||
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
#endif
|
||||
|
||||
#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)
|
||||
// compute the lights not casting shadows (if any)
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {
|
||||
|
||||
directionalLight = directionalLights[ i ];
|
||||
|
||||
getDirectionalLightInfo( directionalLight, directLight );
|
||||
|
||||
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
|
||||
|
||||
DirectionalLight directionalLight;
|
||||
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
|
||||
DirectionalLightShadow directionalLightShadow;
|
||||
#endif
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
|
||||
|
||||
directionalLight = directionalLights[ i ];
|
||||
|
||||
getDirectionalLightInfo( directionalLight, directLight );
|
||||
|
||||
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
|
||||
directionalLightShadow = directionalLightShadows[ i ];
|
||||
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
|
||||
#endif
|
||||
|
||||
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#endif
|
||||
|
||||
#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
|
||||
|
||||
RectAreaLight rectAreaLight;
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
|
||||
|
||||
rectAreaLight = rectAreaLights[ i ];
|
||||
RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#endif
|
||||
|
||||
#if defined( RE_IndirectDiffuse )
|
||||
|
||||
vec3 iblIrradiance = vec3( 0.0 );
|
||||
|
||||
vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
|
||||
|
||||
#if defined( USE_LIGHT_PROBES )
|
||||
|
||||
irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );
|
||||
|
||||
#endif
|
||||
|
||||
#if ( NUM_HEMI_LIGHTS > 0 )
|
||||
|
||||
#pragma unroll_loop_start
|
||||
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
|
||||
|
||||
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
|
||||
|
||||
}
|
||||
#pragma unroll_loop_end
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if defined( RE_IndirectSpecular )
|
||||
|
||||
vec3 radiance = vec3( 0.0 );
|
||||
vec3 clearcoatRadiance = vec3( 0.0 );
|
||||
|
||||
#endif
|
||||
`,
|
||||
lights_pars_begin: /* glsl */`
|
||||
#if defined( USE_CSM ) && defined( CSM_CASCADES )
|
||||
uniform vec2 CSM_cascades[CSM_CASCADES];
|
||||
uniform float cameraNear;
|
||||
uniform float shadowFar;
|
||||
#endif
|
||||
` + ShaderChunk.lights_pars_begin
|
||||
};
|
||||
|
||||
export { CSMShader };
|
||||
599
node_modules/three/examples/jsm/csm/CSMShadowNode.js
generated
vendored
Normal file
599
node_modules/three/examples/jsm/csm/CSMShadowNode.js
generated
vendored
Normal file
@@ -0,0 +1,599 @@
|
||||
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;
|
||||
|
||||
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 );
|
||||
|
||||
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 ).setName( 'cascades' );
|
||||
|
||||
const shadowFar = uniform( 'float' ).setGroup( renderGroup ).setName( '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 ).setName( 'cascades' );
|
||||
|
||||
const shadowFar = uniform( 'float' ).setGroup( renderGroup ).setName( '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 parent = light.parent;
|
||||
const camera = this.camera;
|
||||
const frustums = this.frustums;
|
||||
|
||||
// make sure the placeholder light objects which represent the
|
||||
// multiple cascade shadow casters are part of the scene graph
|
||||
|
||||
for ( let i = 0; i < this.lights.length; i ++ ) {
|
||||
|
||||
const lwLight = this.lights[ i ];
|
||||
|
||||
if ( lwLight.parent === null ) {
|
||||
|
||||
parent.add( lwLight.target );
|
||||
parent.add( lwLight );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_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 };
|
||||
Reference in New Issue
Block a user