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194 lines
5.7 KiB
194 lines
5.7 KiB
import {
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Group,
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Mesh,
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LineSegments,
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BufferGeometry,
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LineBasicMaterial,
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Box3Helper,
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Box3,
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PlaneGeometry,
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MeshBasicMaterial,
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BufferAttribute,
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DoubleSide
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} from 'three';
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class CSMHelper extends Group {
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constructor( csm ) {
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super();
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this.csm = csm;
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this.displayFrustum = true;
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this.displayPlanes = true;
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this.displayShadowBounds = true;
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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 ] );
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const positions = new Float32Array( 24 );
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const frustumGeometry = new BufferGeometry();
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frustumGeometry.setIndex( new BufferAttribute( indices, 1 ) );
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frustumGeometry.setAttribute( 'position', new BufferAttribute( positions, 3, false ) );
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const frustumLines = new LineSegments( frustumGeometry, new LineBasicMaterial() );
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this.add( frustumLines );
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this.frustumLines = frustumLines;
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this.cascadeLines = [];
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this.cascadePlanes = [];
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this.shadowLines = [];
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}
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updateVisibility() {
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const displayFrustum = this.displayFrustum;
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const displayPlanes = this.displayPlanes;
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const displayShadowBounds = this.displayShadowBounds;
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const frustumLines = this.frustumLines;
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const cascadeLines = this.cascadeLines;
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const cascadePlanes = this.cascadePlanes;
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const shadowLines = this.shadowLines;
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for ( let i = 0, l = cascadeLines.length; i < l; i ++ ) {
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const cascadeLine = cascadeLines[ i ];
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const cascadePlane = cascadePlanes[ i ];
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const shadowLineGroup = shadowLines[ i ];
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cascadeLine.visible = displayFrustum;
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cascadePlane.visible = displayFrustum && displayPlanes;
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shadowLineGroup.visible = displayShadowBounds;
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}
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frustumLines.visible = displayFrustum;
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}
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update() {
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const csm = this.csm;
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const camera = csm.camera;
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const cascades = csm.cascades;
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const mainFrustum = csm.mainFrustum;
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const frustums = csm.frustums;
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const lights = csm.lights;
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const frustumLines = this.frustumLines;
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const frustumLinePositions = frustumLines.geometry.getAttribute( 'position' );
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const cascadeLines = this.cascadeLines;
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const cascadePlanes = this.cascadePlanes;
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const shadowLines = this.shadowLines;
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this.position.copy( camera.position );
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this.quaternion.copy( camera.quaternion );
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this.scale.copy( camera.scale );
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this.updateMatrixWorld( true );
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while ( cascadeLines.length > cascades ) {
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this.remove( cascadeLines.pop() );
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this.remove( cascadePlanes.pop() );
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this.remove( shadowLines.pop() );
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}
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while ( cascadeLines.length < cascades ) {
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const cascadeLine = new Box3Helper( new Box3(), 0xffffff );
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const planeMat = new MeshBasicMaterial( { transparent: true, opacity: 0.1, depthWrite: false, side: DoubleSide } );
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const cascadePlane = new Mesh( new PlaneGeometry(), planeMat );
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const shadowLineGroup = new Group();
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const shadowLine = new Box3Helper( new Box3(), 0xffff00 );
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shadowLineGroup.add( shadowLine );
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this.add( cascadeLine );
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this.add( cascadePlane );
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this.add( shadowLineGroup );
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cascadeLines.push( cascadeLine );
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cascadePlanes.push( cascadePlane );
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shadowLines.push( shadowLineGroup );
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}
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for ( let i = 0; i < cascades; i ++ ) {
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const frustum = frustums[ i ];
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const light = lights[ i ];
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const shadowCam = light.shadow.camera;
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const farVerts = frustum.vertices.far;
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const cascadeLine = cascadeLines[ i ];
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const cascadePlane = cascadePlanes[ i ];
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const shadowLineGroup = shadowLines[ i ];
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const shadowLine = shadowLineGroup.children[ 0 ];
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cascadeLine.box.min.copy( farVerts[ 2 ] );
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cascadeLine.box.max.copy( farVerts[ 0 ] );
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cascadeLine.box.max.z += 1e-4;
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cascadePlane.position.addVectors( farVerts[ 0 ], farVerts[ 2 ] );
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cascadePlane.position.multiplyScalar( 0.5 );
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cascadePlane.scale.subVectors( farVerts[ 0 ], farVerts[ 2 ] );
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cascadePlane.scale.z = 1e-4;
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this.remove( shadowLineGroup );
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shadowLineGroup.position.copy( shadowCam.position );
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shadowLineGroup.quaternion.copy( shadowCam.quaternion );
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shadowLineGroup.scale.copy( shadowCam.scale );
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shadowLineGroup.updateMatrixWorld( true );
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this.attach( shadowLineGroup );
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shadowLine.box.min.set( shadowCam.bottom, shadowCam.left, - shadowCam.far );
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shadowLine.box.max.set( shadowCam.top, shadowCam.right, - shadowCam.near );
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}
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const nearVerts = mainFrustum.vertices.near;
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const farVerts = mainFrustum.vertices.far;
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frustumLinePositions.setXYZ( 0, farVerts[ 0 ].x, farVerts[ 0 ].y, farVerts[ 0 ].z );
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frustumLinePositions.setXYZ( 1, farVerts[ 3 ].x, farVerts[ 3 ].y, farVerts[ 3 ].z );
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frustumLinePositions.setXYZ( 2, farVerts[ 2 ].x, farVerts[ 2 ].y, farVerts[ 2 ].z );
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frustumLinePositions.setXYZ( 3, farVerts[ 1 ].x, farVerts[ 1 ].y, farVerts[ 1 ].z );
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frustumLinePositions.setXYZ( 4, nearVerts[ 0 ].x, nearVerts[ 0 ].y, nearVerts[ 0 ].z );
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frustumLinePositions.setXYZ( 5, nearVerts[ 3 ].x, nearVerts[ 3 ].y, nearVerts[ 3 ].z );
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frustumLinePositions.setXYZ( 6, nearVerts[ 2 ].x, nearVerts[ 2 ].y, nearVerts[ 2 ].z );
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frustumLinePositions.setXYZ( 7, nearVerts[ 1 ].x, nearVerts[ 1 ].y, nearVerts[ 1 ].z );
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frustumLinePositions.needsUpdate = true;
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}
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dispose() {
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const frustumLines = this.frustumLines;
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const cascadeLines = this.cascadeLines;
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const cascadePlanes = this.cascadePlanes;
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const shadowLines = this.shadowLines;
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frustumLines.geometry.dispose();
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frustumLines.material.dispose();
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const cascades = this.csm.cascades;
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for ( let i = 0; i < cascades; i ++ ) {
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const cascadeLine = cascadeLines[ i ];
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const cascadePlane = cascadePlanes[ i ];
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const shadowLineGroup = shadowLines[ i ];
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const shadowLine = shadowLineGroup.children[ 0 ];
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cascadeLine.dispose(); // Box3Helper
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cascadePlane.geometry.dispose();
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cascadePlane.material.dispose();
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shadowLine.dispose(); // Box3Helper
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}
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}
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}
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export { CSMHelper };
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