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📄 CSM.js

📊 Analysis Summary

Metric Count
🔧 Functions 15
🧱 Classes 1
📦 Imports 9
📊 Variables & Constants 39

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/csm/CSM.js

📦 Imports

Name Source
Vector2 three
Vector3 three
DirectionalLight three
MathUtils three
ShaderChunk three
Matrix4 three
Box3 three
CSMFrustum ./CSMFrustum.js
CSMShader ./CSMShader.js

Variables & Constants

Name Type Kind Value Exported
_cameraToLightMatrix any let/var new Matrix4()
_lightSpaceFrustum CSMFrustum let/var new CSMFrustum( { webGL: true } )
_center any let/var new Vector3()
_bbox any let/var new Box3()
_uniformArray any[] let/var []
_logArray any[] let/var []
_lightOrientationMatrix any let/var new Matrix4()
_lightOrientationMatrixInverse any let/var new Matrix4()
_up any let/var new Vector3( 0, 1, 0 )
light any let/var new DirectionalLight( 0xffffff, this.lightIntensity )
camera Camera let/var this.camera
frustums CSMFrustum[] let/var this.frustums
light DirectionalLight let/var this.lights[ i ]
shadowCam any let/var light.shadow.camera
frustum CSMFrustum let/var this.frustums[ i ]
nearVerts any let/var frustum.vertices.near
farVerts any let/var frustum.vertices.far
point1 any let/var farVerts[ 0 ]
point2 any let/var *not shown*
camera Camera let/var this.camera
linearDepth number let/var frustum.vertices.far[ 0 ].z / ( far - camera.near )
margin number let/var 0.25 * Math.pow( linearDepth, 2.0 ) * ( far - camera.near )
camera Camera let/var this.camera
camera Camera let/var this.camera
frustums CSMFrustum[] let/var this.frustums
light DirectionalLight let/var this.lights[ i ]
shadowCam any let/var light.shadow.camera
texelWidth number let/var ( shadowCam.right - shadowCam.left ) / this.shadowMapSize
texelHeight number let/var ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize
nearVerts any let/var _lightSpaceFrustum.vertices.near
farVerts any let/var _lightSpaceFrustum.vertices.far
breaksVec2 any[] let/var []
scope this let/var this
shaders Map<Material, any> let/var this.shaders
shaders Map<Material, any> let/var this.shaders
uniforms any let/var shader.uniforms
amount number let/var this.breaks[ i ]
prev number let/var this.breaks[ i - 1 ] \|\| 0
shaders Map<Material, any> let/var this.shaders

Functions

CSM._createLights(): void

JSDoc:

/**
     * Creates the directional lights of this CSM instance.
     *
     * @private
     */

Returns: void

Calls:

  • this.parent.add
  • this.lights.push
Code
_createLights() {

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

            const light = new DirectionalLight( 0xffffff, this.lightIntensity );
            light.castShadow = true;
            light.shadow.mapSize.width = this.shadowMapSize;
            light.shadow.mapSize.height = this.shadowMapSize;

            light.shadow.camera.near = this.lightNear;
            light.shadow.camera.far = this.lightFar;
            light.shadow.bias = this.shadowBias;

            this.parent.add( light );
            this.parent.add( light.target );
            this.lights.push( light );

        }

    }

CSM._initCascades(): void

JSDoc:

/**
     * Inits the cascades according to the scene's camera and breaks configuration.
     *
     * @private
     */

Returns: void

Calls:

  • camera.updateProjectionMatrix
  • this.mainFrustum.setFromProjectionMatrix
  • this.mainFrustum.split
Code
_initCascades() {

        const camera = this.camera;
        camera.updateProjectionMatrix();
        this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
        this.mainFrustum.split( this.breaks, this.frustums );

    }

CSM._updateShadowBounds(): void

JSDoc:

/**
     * Updates the shadow bounds of this CSM instance.
     *
     * @private
     */

Returns: void

Calls:

  • point1.distanceTo
  • Math.max
  • Math.pow
  • shadowCam.updateProjectionMatrix

Internal Comments:

// Get the two points that represent that furthest points on the frustum assuming (x2)
// that's either the diagonal across the far plane or the diagonal across the whole (x2)
// frustum itself. (x2)
// expand the shadow extents by the fade margin if fade is enabled. (x2)

Code
_updateShadowBounds() {

        const frustums = this.frustums;
        for ( let i = 0; i < frustums.length; i ++ ) {

            const light = this.lights[ i ];
            const shadowCam = light.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();

        }

    }

CSM._getBreaks(): void

JSDoc:

/**
     * Computes the breaks of this CSM instance based on the scene's camera, number of cascades
     * and the selected split mode.
     *
     * @private
     */

Returns: void

Calls:

  • Math.min
  • uniformSplit
  • logarithmicSplit
  • practicalSplit
  • console.error
  • this.customSplitsCallback
  • target.push
  • MathUtils.lerp
Code
_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 );

        }

    }

CSM.update(): void

JSDoc:

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

Returns: void

Calls:

  • _lightOrientationMatrix.lookAt
  • _lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert
  • _cameraToLightMatrix.multiplyMatrices
  • frustums[ i ].toSpace
  • _bbox.makeEmpty
  • _bbox.expandByPoint
  • _bbox.getCenter
  • Math.floor
  • _center.applyMatrix4
  • light.position.copy
  • light.target.position.copy

Internal Comments:

// for each frustum we need to find its min-max box aligned with the light orientation (x4)
// the position in _lightOrientationMatrix does not matter, as we transform there and back (x4)

Code
update() {

        const camera = this.camera;
        const frustums = this.frustums;

        // 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( new Vector3(), this.lightDirection, _up );
        _lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert();

        for ( let i = 0; i < frustums.length; i ++ ) {

            const light = this.lights[ i ];
            const shadowCam = light.shadow.camera;
            const texelWidth = ( shadowCam.right - shadowCam.left ) / this.shadowMapSize;
            const texelHeight = ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize;
            _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 );

            light.position.copy( _center );
            light.target.position.copy( _center );

            light.target.position.x += this.lightDirection.x;
            light.target.position.y += this.lightDirection.y;
            light.target.position.z += this.lightDirection.z;

        }

    }

CSM._injectInclude(): void

JSDoc:

/**
     * Injects the CSM shader enhancements into the built-in materials.
     *
     * @private
     */

Returns: void

Code
_injectInclude() {

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

    }

CSM.setupMaterial(material: Material): void

JSDoc:

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

Parameters:

  • material Material

Returns: void

Calls:

  • Math.min
  • scope._getExtendedBreaks
  • shaders.set
Code
setupMaterial( material ) {

        material.defines = material.defines || {};
        material.defines.USE_CSM = 1;
        material.defines.CSM_CASCADES = this.cascades;

        if ( this.fade ) {

            material.defines.CSM_FADE = '';

        }

        const breaksVec2 = [];
        const scope = this;
        const shaders = this.shaders;

        material.onBeforeCompile = function ( shader ) {

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

            shader.uniforms.CSM_cascades = { value: breaksVec2 };
            shader.uniforms.cameraNear = { value: scope.camera.near };
            shader.uniforms.shadowFar = { value: far };

            shaders.set( material, shader );

        };

        shaders.set( material, null );

    }

CSM._updateUniforms(): void

JSDoc:

/**
     * Updates the CSM uniforms.
     *
     * @private
     */

Returns: void

Calls:

  • Math.min
  • shaders.forEach
  • this._getExtendedBreaks
Code
_updateUniforms() {

        const far = Math.min( this.camera.far, this.maxFar );
        const shaders = this.shaders;

        shaders.forEach( function ( shader, material ) {

            if ( shader !== null ) {

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

            }

            if ( ! this.fade && 'CSM_FADE' in material.defines ) {

                delete material.defines.CSM_FADE;
                material.needsUpdate = true;

            } else if ( this.fade && ! ( 'CSM_FADE' in material.defines ) ) {

                material.defines.CSM_FADE = '';
                material.needsUpdate = true;

            }

        }, this );

    }

CSM._getExtendedBreaks(target: Vector2[]): void

JSDoc:

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

Parameters:

  • target Vector2[]

Returns: void

Calls:

  • target.push
Code
_getExtendedBreaks( target ) {

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

            target.push( new Vector2() );

        }

        target.length = this.breaks.length;

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

            const amount = this.breaks[ i ];
            const prev = this.breaks[ i - 1 ] || 0;
            target[ i ].x = prev;
            target[ i ].y = amount;

        }

    }

CSM.updateFrustums(): void

JSDoc:

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

Returns: void

Calls:

  • this._getBreaks
  • this._initCascades
  • this._updateShadowBounds
  • this._updateUniforms
Code
updateFrustums() {

        this._getBreaks();
        this._initCascades();
        this._updateShadowBounds();
        this._updateUniforms();

    }

CSM.remove(): void

JSDoc:

/**
     * Applications must call this method when they remove the CSM usage from their scene.
     */

Returns: void

Calls:

  • this.parent.remove
Code
remove() {

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

            this.parent.remove( this.lights[ i ].target );
            this.parent.remove( this.lights[ i ] );

        }

    }

CSM.dispose(): void

JSDoc:

/**
     * Frees the GPU-related resources allocated by this instance. Call this
     * method whenever this instance is no longer used in your app.
     */

Returns: void

Calls:

  • shaders.forEach
  • shaders.clear
Code
dispose() {

        const shaders = this.shaders;
        shaders.forEach( function ( shader, material ) {

            delete material.onBeforeCompile;
            delete material.defines.USE_CSM;
            delete material.defines.CSM_CASCADES;
            delete material.defines.CSM_FADE;

            if ( shader !== null ) {

                delete shader.uniforms.CSM_cascades;
                delete shader.uniforms.cameraNear;
                delete shader.uniforms.shadowFar;

            }

            material.needsUpdate = true;

        } );
        shaders.clear();

    }

uniformSplit(amount: any, near: any, far: any, target: any): void

Parameters:

  • amount any
  • near any
  • far any
  • target any

Returns: void

Calls:

  • target.push
Code
function uniformSplit( amount, near, far, target ) {

            for ( let i = 1; i < amount; i ++ ) {

                target.push( ( near + ( far - near ) * i / amount ) / far );

            }

            target.push( 1 );

        }

logarithmicSplit(amount: any, near: any, far: any, target: any): void

Parameters:

  • amount any
  • near any
  • far any
  • target any

Returns: void

Calls:

  • target.push
Code
function logarithmicSplit( amount, near, far, target ) {

            for ( let i = 1; i < amount; i ++ ) {

                target.push( ( near * ( far / near ) ** ( i / amount ) ) / far );

            }

            target.push( 1 );

        }

practicalSplit(amount: any, near: any, far: any, lambda: any, target: any): void

Parameters:

  • amount any
  • near any
  • far any
  • lambda any
  • target any

Returns: void

Calls:

  • logarithmicSplit
  • uniformSplit
  • target.push
  • MathUtils.lerp
Code
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 );

        }

Classes

CSM

Class Code
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.updateFrustums();
        this._injectInclude();

    }

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

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

            const light = new DirectionalLight( 0xffffff, this.lightIntensity );
            light.castShadow = true;
            light.shadow.mapSize.width = this.shadowMapSize;
            light.shadow.mapSize.height = this.shadowMapSize;

            light.shadow.camera.near = this.lightNear;
            light.shadow.camera.far = this.lightFar;
            light.shadow.bias = this.shadowBias;

            this.parent.add( light );
            this.parent.add( light.target );
            this.lights.push( light );

        }

    }

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

        const camera = this.camera;
        camera.updateProjectionMatrix();
        this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
        this.mainFrustum.split( this.breaks, this.frustums );

    }

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

        const frustums = this.frustums;
        for ( let i = 0; i < frustums.length; i ++ ) {

            const light = this.lights[ i ];
            const shadowCam = light.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();

        }

    }

    /**
     * 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 );
        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 );

        }

    }

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

        const camera = this.camera;
        const frustums = this.frustums;

        // 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( new Vector3(), this.lightDirection, _up );
        _lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert();

        for ( let i = 0; i < frustums.length; i ++ ) {

            const light = this.lights[ i ];
            const shadowCam = light.shadow.camera;
            const texelWidth = ( shadowCam.right - shadowCam.left ) / this.shadowMapSize;
            const texelHeight = ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize;
            _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 );

            light.position.copy( _center );
            light.target.position.copy( _center );

            light.target.position.x += this.lightDirection.x;
            light.target.position.y += this.lightDirection.y;
            light.target.position.z += this.lightDirection.z;

        }

    }

    /**
     * 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 || {};
        material.defines.USE_CSM = 1;
        material.defines.CSM_CASCADES = this.cascades;

        if ( this.fade ) {

            material.defines.CSM_FADE = '';

        }

        const breaksVec2 = [];
        const scope = this;
        const shaders = this.shaders;

        material.onBeforeCompile = function ( shader ) {

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

            shader.uniforms.CSM_cascades = { value: breaksVec2 };
            shader.uniforms.cameraNear = { value: scope.camera.near };
            shader.uniforms.shadowFar = { value: far };

            shaders.set( material, shader );

        };

        shaders.set( material, null );

    }

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

        const far = Math.min( this.camera.far, this.maxFar );
        const shaders = this.shaders;

        shaders.forEach( function ( shader, material ) {

            if ( shader !== null ) {

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

            }

            if ( ! this.fade && 'CSM_FADE' in material.defines ) {

                delete material.defines.CSM_FADE;
                material.needsUpdate = true;

            } else if ( this.fade && ! ( 'CSM_FADE' in material.defines ) ) {

                material.defines.CSM_FADE = '';
                material.needsUpdate = true;

            }

        }, this );

    }

    /**
     * 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 ) {

            target.push( new Vector2() );

        }

        target.length = this.breaks.length;

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

            const amount = this.breaks[ i ];
            const prev = this.breaks[ i - 1 ] || 0;
            target[ i ].x = prev;
            target[ i ].y = amount;

        }

    }

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

        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 ++ ) {

            this.parent.remove( this.lights[ i ].target );
            this.parent.remove( this.lights[ i ] );

        }

    }

    /**
     * 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;
        shaders.forEach( function ( shader, material ) {

            delete material.onBeforeCompile;
            delete material.defines.USE_CSM;
            delete material.defines.CSM_CASCADES;
            delete material.defines.CSM_FADE;

            if ( shader !== null ) {

                delete shader.uniforms.CSM_cascades;
                delete shader.uniforms.cameraNear;
                delete shader.uniforms.shadowFar;

            }

            material.needsUpdate = true;

        } );
        shaders.clear();

    }

}

Methods

_createLights(): void
Code
_createLights() {

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

            const light = new DirectionalLight( 0xffffff, this.lightIntensity );
            light.castShadow = true;
            light.shadow.mapSize.width = this.shadowMapSize;
            light.shadow.mapSize.height = this.shadowMapSize;

            light.shadow.camera.near = this.lightNear;
            light.shadow.camera.far = this.lightFar;
            light.shadow.bias = this.shadowBias;

            this.parent.add( light );
            this.parent.add( light.target );
            this.lights.push( light );

        }

    }
_initCascades(): void
Code
_initCascades() {

        const camera = this.camera;
        camera.updateProjectionMatrix();
        this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
        this.mainFrustum.split( this.breaks, this.frustums );

    }
_updateShadowBounds(): void
Code
_updateShadowBounds() {

        const frustums = this.frustums;
        for ( let i = 0; i < frustums.length; i ++ ) {

            const light = this.lights[ i ];
            const shadowCam = light.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();

        }

    }
_getBreaks(): void
Code
_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 );

        }

    }
update(): void
Code
update() {

        const camera = this.camera;
        const frustums = this.frustums;

        // 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( new Vector3(), this.lightDirection, _up );
        _lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert();

        for ( let i = 0; i < frustums.length; i ++ ) {

            const light = this.lights[ i ];
            const shadowCam = light.shadow.camera;
            const texelWidth = ( shadowCam.right - shadowCam.left ) / this.shadowMapSize;
            const texelHeight = ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize;
            _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 );

            light.position.copy( _center );
            light.target.position.copy( _center );

            light.target.position.x += this.lightDirection.x;
            light.target.position.y += this.lightDirection.y;
            light.target.position.z += this.lightDirection.z;

        }

    }
_injectInclude(): void
Code
_injectInclude() {

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

    }
setupMaterial(material: Material): void
Code
setupMaterial( material ) {

        material.defines = material.defines || {};
        material.defines.USE_CSM = 1;
        material.defines.CSM_CASCADES = this.cascades;

        if ( this.fade ) {

            material.defines.CSM_FADE = '';

        }

        const breaksVec2 = [];
        const scope = this;
        const shaders = this.shaders;

        material.onBeforeCompile = function ( shader ) {

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

            shader.uniforms.CSM_cascades = { value: breaksVec2 };
            shader.uniforms.cameraNear = { value: scope.camera.near };
            shader.uniforms.shadowFar = { value: far };

            shaders.set( material, shader );

        };

        shaders.set( material, null );

    }
_updateUniforms(): void
Code
_updateUniforms() {

        const far = Math.min( this.camera.far, this.maxFar );
        const shaders = this.shaders;

        shaders.forEach( function ( shader, material ) {

            if ( shader !== null ) {

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

            }

            if ( ! this.fade && 'CSM_FADE' in material.defines ) {

                delete material.defines.CSM_FADE;
                material.needsUpdate = true;

            } else if ( this.fade && ! ( 'CSM_FADE' in material.defines ) ) {

                material.defines.CSM_FADE = '';
                material.needsUpdate = true;

            }

        }, this );

    }
_getExtendedBreaks(target: Vector2[]): void
Code
_getExtendedBreaks( target ) {

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

            target.push( new Vector2() );

        }

        target.length = this.breaks.length;

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

            const amount = this.breaks[ i ];
            const prev = this.breaks[ i - 1 ] || 0;
            target[ i ].x = prev;
            target[ i ].y = amount;

        }

    }
updateFrustums(): void
Code
updateFrustums() {

        this._getBreaks();
        this._initCascades();
        this._updateShadowBounds();
        this._updateUniforms();

    }
remove(): void
Code
remove() {

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

            this.parent.remove( this.lights[ i ].target );
            this.parent.remove( this.lights[ i ] );

        }

    }
dispose(): void
Code
dispose() {

        const shaders = this.shaders;
        shaders.forEach( function ( shader, material ) {

            delete material.onBeforeCompile;
            delete material.defines.USE_CSM;
            delete material.defines.CSM_CASCADES;
            delete material.defines.CSM_FADE;

            if ( shader !== null ) {

                delete shader.uniforms.CSM_cascades;
                delete shader.uniforms.cameraNear;
                delete shader.uniforms.shadowFar;

            }

            material.needsUpdate = true;

        } );
        shaders.clear();

    }