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385 lines
9.1 KiB
385 lines
9.1 KiB
6 months ago
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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();
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const _center = 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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export class CSM {
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constructor( data ) {
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this.camera = data.camera;
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this.parent = data.parent;
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this.cascades = data.cascades || 3;
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this.maxFar = data.maxFar || 100000;
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this.mode = data.mode || 'practical';
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this.shadowMapSize = data.shadowMapSize || 2048;
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this.shadowBias = data.shadowBias || 0.000001;
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this.lightDirection = data.lightDirection || new Vector3( 1, - 1, 1 ).normalize();
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this.lightIntensity = data.lightIntensity || 3;
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this.lightNear = data.lightNear || 1;
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this.lightFar = data.lightFar || 2000;
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this.lightMargin = data.lightMargin || 200;
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this.customSplitsCallback = data.customSplitsCallback;
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this.fade = false;
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this.mainFrustum = new CSMFrustum();
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this.frustums = [];
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this.breaks = [];
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this.lights = [];
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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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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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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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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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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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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( new Vector3(), 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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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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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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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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shaders.forEach( function ( shader, material ) {
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if ( shader !== null ) {
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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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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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}, this );
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}
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getExtendedBreaks( target ) {
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while ( target.length < this.breaks.length ) {
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target.push( new Vector2() );
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}
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target.length = this.breaks.length;
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for ( let i = 0; i < this.cascades; i ++ ) {
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const amount = this.breaks[ i ];
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const prev = this.breaks[ i - 1 ] || 0;
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target[ i ].x = prev;
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target[ i ].y = amount;
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}
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}
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updateFrustums() {
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this.getBreaks();
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this.initCascades();
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this.updateShadowBounds();
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this.updateUniforms();
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}
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remove() {
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for ( let i = 0; i < this.lights.length; i ++ ) {
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this.parent.remove( this.lights[ i ].target );
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this.parent.remove( this.lights[ i ] );
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}
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}
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dispose() {
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const shaders = this.shaders;
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shaders.forEach( function ( shader, material ) {
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delete material.onBeforeCompile;
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delete material.defines.USE_CSM;
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delete material.defines.CSM_CASCADES;
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delete material.defines.CSM_FADE;
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if ( shader !== null ) {
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delete shader.uniforms.CSM_cascades;
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delete shader.uniforms.cameraNear;
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delete shader.uniforms.shadowFar;
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}
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material.needsUpdate = true;
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} );
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shaders.clear();
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}
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}
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