import { __decorate } from "../tslib.es6.js"; import { serialize } from "../Misc/decorators.js"; import { Matrix, Vector3 } from "../Maths/math.vector.js"; import { Node } from "../node.js"; import { Light } from "./light.js"; import { ShadowLight } from "./shadowLight.js"; Node.AddNodeConstructor("Light_Type_0", (name, scene) => { return () => new PointLight(name, Vector3.Zero(), scene); }); /** * A point light is a light defined by an unique point in world space. * The light is emitted in every direction from this point. * A good example of a point light is a standard light bulb. * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction */ export class PointLight extends ShadowLight { /** * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback * This specifies what angle the shadow will use to be created. * * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps. */ get shadowAngle() { return this._shadowAngle; } /** * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback * This specifies what angle the shadow will use to be created. * * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps. */ set shadowAngle(value) { this._shadowAngle = value; this.forceProjectionMatrixCompute(); } /** * Gets the direction if it has been set. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback */ get direction() { return this._direction; } /** * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback */ set direction(value) { const previousNeedCube = this.needCube(); this._direction = value; if (this.needCube() !== previousNeedCube && this._shadowGenerators) { const iterator = this._shadowGenerators.values(); for (let key = iterator.next(); key.done !== true; key = iterator.next()) { const shadowGenerator = key.value; shadowGenerator.recreateShadowMap(); } } } /** * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene. * A PointLight emits the light in every direction. * It can cast shadows. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it : * ```javascript * var pointLight = new PointLight("pl", camera.position, scene); * ``` * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction * @param name The light friendly name * @param position The position of the point light in the scene * @param scene The scene the lights belongs to */ constructor(name, position, scene) { super(name, scene); this._shadowAngle = Math.PI / 2; this.position = position; } /** * Returns the string "PointLight" * @returns the class name */ getClassName() { return "PointLight"; } /** * Returns the integer 0. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x */ getTypeID() { return Light.LIGHTTYPEID_POINTLIGHT; } /** * Specifies whether or not the shadowmap should be a cube texture. * @returns true if the shadowmap needs to be a cube texture. */ needCube() { return !this.direction; } /** * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer). * @param faceIndex The index of the face we are computed the direction to generate shadow * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true */ getShadowDirection(faceIndex) { if (this.direction) { return super.getShadowDirection(faceIndex); } else { switch (faceIndex) { case 0: return new Vector3(1.0, 0.0, 0.0); case 1: return new Vector3(-1.0, 0.0, 0.0); case 2: return new Vector3(0.0, -1.0, 0.0); case 3: return new Vector3(0.0, 1.0, 0.0); case 4: return new Vector3(0.0, 0.0, 1.0); case 5: return new Vector3(0.0, 0.0, -1.0); } } return Vector3.Zero(); } /** * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings : * - fov = PI / 2 * - aspect ratio : 1.0 * - z-near and far equal to the active camera minZ and maxZ. * Returns the PointLight. * @param matrix * @param viewMatrix * @param renderList */ // eslint-disable-next-line @typescript-eslint/no-unused-vars _setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) { const activeCamera = this.getScene().activeCamera; if (!activeCamera) { return; } const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ; const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ; const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer; Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, true, this._scene.getEngine().isNDCHalfZRange, undefined, useReverseDepthBuffer); } _buildUniformLayout() { this._uniformBuffer.addUniform("vLightData", 4); this._uniformBuffer.addUniform("vLightDiffuse", 4); this._uniformBuffer.addUniform("vLightSpecular", 4); this._uniformBuffer.addUniform("vLightFalloff", 4); this._uniformBuffer.addUniform("shadowsInfo", 3); this._uniformBuffer.addUniform("depthValues", 2); this._uniformBuffer.create(); } /** * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string). * @param effect The effect to update * @param lightIndex The index of the light in the effect to update * @returns The point light */ transferToEffect(effect, lightIndex) { if (this.computeTransformedInformation()) { this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex); } else { this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex); } this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex); return this; } transferToNodeMaterialEffect(effect, lightDataUniformName) { if (this.computeTransformedInformation()) { effect.setFloat3(lightDataUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z); } else { effect.setFloat3(lightDataUniformName, this.position.x, this.position.y, this.position.z); } return this; } /** * Prepares the list of defines specific to the light type. * @param defines the list of defines * @param lightIndex defines the index of the light for the effect */ prepareLightSpecificDefines(defines, lightIndex) { defines["POINTLIGHT" + lightIndex] = true; } } __decorate([ serialize() ], PointLight.prototype, "shadowAngle", null); //# sourceMappingURL=pointLight.js.map