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241 changes: 226 additions & 15 deletions examples/jsm/csm/CSM.js
Original file line number Diff line number Diff line change
Expand Up @@ -20,38 +20,179 @@ const _lightOrientationMatrix = new Matrix4();
const _lightOrientationMatrixInverse = new Matrix4();
const _up = new Vector3( 0, 1, 0 );

/**
* An implementation of Cascade Shadow Maps (CSM).
*
* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
* use {@link CSMShadowNode} instead.
*/
export class CSM {

/**
* Constructs a new CSM instance.
*
* @param {CSM~Data} data - The CSM data.
*/
constructor( data ) {

/**
* The scene's camera.
*
* @type {Camera}
*/
this.camera = data.camera;

/**
* The parent object, usually the scene.
*
* @type {Object3D}
*/
this.parent = data.parent;

/**
* 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 shadow map size.
*
* @type {number}
* @default 2048
*/
this.shadowMapSize = data.shadowMapSize || 2048;

/**
* The shadow bias.
*
* @type {number}
* @default 0.000001
*/
this.shadowBias = data.shadowBias || 0.000001;

/**
* The light direction.
*
* @type {Vector3}
*/
this.lightDirection = data.lightDirection || new Vector3( 1, - 1, 1 ).normalize();

/**
* The light intensity.
*
* @type {number}
* @default 3
*/
this.lightIntensity = data.lightIntensity || 3;

/**
* The light near value.
*
* @type {number}
* @default 1
*/
this.lightNear = data.lightNear || 1;

/**
* The light far value.
*
* @type {number}
* @default 2000
*/
this.lightFar = data.lightFar || 2000;

/**
* 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;

/**
* The main frustum.
*
* @type {CSMFrustum}
*/
this.mainFrustum = new CSMFrustum( { webGL: true } );

/**
* An array of frustums representing the cascades.
*
* @type {Array<CSMFrustum>}
*/
this.frustums = [];

/**
* An array of numbers in the range `[0,1]` the defines how the
* mainCSM frustum should be split up.
*
* @type {Array<number>}
*/
this.breaks = [];

/**
* 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 = [];

/**
* A Map holding enhanced material shaders.
*
* @type {Map<Material,Object>}
*/
this.shaders = new Map();

this.createLights();
this._createLights();
this.updateFrustums();
this.injectInclude();
this._injectInclude();

}

createLights() {
/**
* Creates the directional lights of this CSM instance.
*
* @private
*/
_createLights() {

for ( let i = 0; i < this.cascades; i ++ ) {

Expand All @@ -72,7 +213,12 @@ export class CSM {

}

initCascades() {
/**
* Inits the cascades according to the scene's camera and breaks configuration.
*
* @private
*/
_initCascades() {

const camera = this.camera;
camera.updateProjectionMatrix();
Expand All @@ -81,7 +227,12 @@ export class CSM {

}

updateShadowBounds() {
/**
* Updates the shadow bounds of this CSM instance.
*
* @private
*/
_updateShadowBounds() {

const frustums = this.frustums;
for ( let i = 0; i < frustums.length; i ++ ) {
Expand Down Expand Up @@ -130,7 +281,13 @@ export class CSM {

}

getBreaks() {
/**
* 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 );
Expand Down Expand Up @@ -197,6 +354,10 @@ export class CSM {

}

/**
* Updates the CSM. This method must be called in your animation loop before
* calling `renderer.render()`.
*/
update() {

const camera = this.camera;
Expand Down Expand Up @@ -243,13 +404,23 @@ export class CSM {

}

injectInclude() {
/**
* Injects the CSM shader enhancements into the built-in materials.
*
* @private
*/
_injectInclude() {

ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;

}

/**
* Applications must call this method for all materials that should be affected by CSM.
*
* @param {Material} material - The material to setup for CSM support.
*/
setupMaterial( material ) {

material.defines = material.defines || {};
Expand All @@ -269,7 +440,7 @@ export class CSM {
material.onBeforeCompile = function ( shader ) {

const far = Math.min( scope.camera.far, scope.maxFar );
scope.getExtendedBreaks( breaksVec2 );
scope._getExtendedBreaks( breaksVec2 );

shader.uniforms.CSM_cascades = { value: breaksVec2 };
shader.uniforms.cameraNear = { value: scope.camera.near };
Expand All @@ -283,7 +454,12 @@ export class CSM {

}

updateUniforms() {
/**
* Updates the CSM uniforms.
*
* @private
*/
_updateUniforms() {

const far = Math.min( this.camera.far, this.maxFar );
const shaders = this.shaders;
Expand All @@ -293,7 +469,7 @@ export class CSM {
if ( shader !== null ) {

const uniforms = shader.uniforms;
this.getExtendedBreaks( uniforms.CSM_cascades.value );
this._getExtendedBreaks( uniforms.CSM_cascades.value );
uniforms.cameraNear.value = this.camera.near;
uniforms.shadowFar.value = far;

Expand All @@ -315,7 +491,13 @@ export class CSM {

}

getExtendedBreaks( target ) {
/**
* Computes the extended breaks for the CSM uniforms.
*
* @private
* @param {Array<Vector2>} target - The target array that holds the extended breaks.
*/
_getExtendedBreaks( target ) {

while ( target.length < this.breaks.length ) {

Expand All @@ -336,15 +518,21 @@ export class CSM {

}

/**
* Applications must call this method every time they change camera or CSM settings.
*/
updateFrustums() {

this.getBreaks();
this.initCascades();
this.updateShadowBounds();
this.updateUniforms();
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 ++ ) {
Expand All @@ -356,6 +544,10 @@ export class CSM {

}

/**
* 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;
Expand All @@ -382,3 +574,22 @@ export class CSM {
}

}

/**
* 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.
**/
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