|
|
@@ -0,0 +1,435 @@
|
|
|
+import {
|
|
|
+ Vector2,
|
|
|
+ Vector3,
|
|
|
+ MathUtils,
|
|
|
+ Matrix4,
|
|
|
+ Box3,
|
|
|
+ Object3D,
|
|
|
+ WebGLCoordinateSystem
|
|
|
+} from 'three';
|
|
|
+
|
|
|
+import { CSMFrustum } from './CSMFrustum.js';
|
|
|
+import { viewZToOrthographicDepth, reference, uniform, float, vec4, vec2, If, Fn, min, renderGroup, positionView, Node, NodeUpdateType, 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();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+class CSMShadowNode extends Node {
|
|
|
+
|
|
|
+ constructor( light, data = {} ) {
|
|
|
+
|
|
|
+ super();
|
|
|
+
|
|
|
+ this.light = light;
|
|
|
+ this.camera = null;
|
|
|
+ this.cascades = data.cascades || 3;
|
|
|
+ this.maxFar = data.maxFar || 100000;
|
|
|
+ this.mode = data.mode || 'practical';
|
|
|
+ this.lightMargin = data.lightMargin || 200;
|
|
|
+ this.customSplitsCallback = data.customSplitsCallback;
|
|
|
+
|
|
|
+ this.fade = false;
|
|
|
+
|
|
|
+ this.breaks = [];
|
|
|
+
|
|
|
+ this._cascades = [];
|
|
|
+ this.mainFrustum = null;
|
|
|
+ this.frustums = [];
|
|
|
+ this.updateBeforeType = NodeUpdateType.FRAME;
|
|
|
+
|
|
|
+ this.lights = [];
|
|
|
+
|
|
|
+ this._shadowNodes = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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();
|
|
|
+ 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();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ initCascades() {
|
|
|
+
|
|
|
+ const camera = this.camera;
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
+
|
|
|
+ this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
|
|
|
+ this.mainFrustum.split( this.breaks, this.frustums );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ updateFrustums() {
|
|
|
+
|
|
|
+ this.getBreaks();
|
|
|
+ this.initCascades();
|
|
|
+ this.updateShadowBounds();
|
|
|
+ this.setLightBreaks();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setupFade() {
|
|
|
+
|
|
|
+ const cameraNear = reference( 'camera.near', 'float', this ).setGroup( renderGroup ).label( 'cameraNear' );
|
|
|
+ const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cacades' );
|
|
|
+
|
|
|
+ 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( () => {
|
|
|
+
|
|
|
+ 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 ) {
|
|
|
+
|
|
|
+ // dont fade at nearest edge
|
|
|
+ ratio = linearDepth.greaterThan( cascadeCenter ).select( ratio, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ ret.subAssign( this._shadowNodes[ i ].oneMinus().mul( ratio ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+
|
|
|
+ } )();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setupStandard() {
|
|
|
+
|
|
|
+ const cameraNear = reference( 'camera.near', 'float', this ).setGroup( renderGroup ).label( 'cameraNear' );
|
|
|
+ const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cacades' );
|
|
|
+
|
|
|
+ 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( () => {
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+export { CSMShadowNode };
|