194 lines
5.7 KiB
JavaScript
194 lines
5.7 KiB
JavaScript
import {
|
|
Group,
|
|
Mesh,
|
|
LineSegments,
|
|
BufferGeometry,
|
|
LineBasicMaterial,
|
|
Box3Helper,
|
|
Box3,
|
|
PlaneGeometry,
|
|
MeshBasicMaterial,
|
|
BufferAttribute,
|
|
DoubleSide
|
|
} from 'three';
|
|
|
|
class CSMHelper extends Group {
|
|
|
|
constructor( csm ) {
|
|
|
|
super();
|
|
this.csm = csm;
|
|
this.displayFrustum = true;
|
|
this.displayPlanes = 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 = [];
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
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 };
|