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_1", (name, scene) => { return () => new DirectionalLight(name, Vector3.Zero(), scene); }); /** * A directional light is defined by a direction (what a surprise!). * The light is emitted from everywhere in the specified direction, and has an infinite range. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object. * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction */ export class DirectionalLight extends ShadowLight { /** * Fix frustum size for the shadow generation. This is disabled if the value is 0. */ get shadowFrustumSize() { return this._shadowFrustumSize; } /** * Specifies a fix frustum size for the shadow generation. */ set shadowFrustumSize(value) { this._shadowFrustumSize = value; this.forceProjectionMatrixCompute(); } /** * Gets the shadow projection scale against the optimal computed one. * 0.1 by default which means that the projection window is increase by 10% from the optimal size. * This does not impact in fixed frustum size (shadowFrustumSize being set) */ get shadowOrthoScale() { return this._shadowOrthoScale; } /** * Sets the shadow projection scale against the optimal computed one. * 0.1 by default which means that the projection window is increase by 10% from the optimal size. * This does not impact in fixed frustum size (shadowFrustumSize being set) */ set shadowOrthoScale(value) { this._shadowOrthoScale = value; this.forceProjectionMatrixCompute(); } /** * Gets or sets the orthoLeft property used to build the light frustum */ get orthoLeft() { return this._orthoLeft; } set orthoLeft(left) { this._orthoLeft = left; } /** * Gets or sets the orthoRight property used to build the light frustum */ get orthoRight() { return this._orthoRight; } set orthoRight(right) { this._orthoRight = right; } /** * Gets or sets the orthoTop property used to build the light frustum */ get orthoTop() { return this._orthoTop; } set orthoTop(top) { this._orthoTop = top; } /** * Gets or sets the orthoBottom property used to build the light frustum */ get orthoBottom() { return this._orthoBottom; } set orthoBottom(bottom) { this._orthoBottom = bottom; } /** * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3). * The directional light is emitted from everywhere in the given direction. * It can cast shadows. * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction * @param name The friendly name of the light * @param direction The direction of the light * @param scene The scene the light belongs to */ constructor(name, direction, scene) { super(name, scene); this._shadowFrustumSize = 0; this._shadowOrthoScale = 0.1; /** * Automatically compute the projection matrix to best fit (including all the casters) * on each frame. */ this.autoUpdateExtends = true; /** * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters) * on each frame. autoUpdateExtends must be set to true for this to work */ this.autoCalcShadowZBounds = false; // Cache this._orthoLeft = Number.MAX_VALUE; this._orthoRight = Number.MIN_VALUE; this._orthoTop = Number.MIN_VALUE; this._orthoBottom = Number.MAX_VALUE; this.position = direction.scale(-1.0); this.direction = direction; } /** * Returns the string "DirectionalLight". * @returns The class name */ getClassName() { return "DirectionalLight"; } /** * Returns the integer 1. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x */ getTypeID() { return Light.LIGHTTYPEID_DIRECTIONALLIGHT; } /** * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix. * Returns the DirectionalLight Shadow projection matrix. * @param matrix * @param viewMatrix * @param renderList */ _setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) { if (this.shadowFrustumSize > 0) { this._setDefaultFixedFrustumShadowProjectionMatrix(matrix); } else { this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList); } } /** * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix. * Returns the DirectionalLight Shadow projection matrix. * @param matrix */ _setDefaultFixedFrustumShadowProjectionMatrix(matrix) { const activeCamera = this.getScene().activeCamera; if (!activeCamera) { return; } Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix, this.getScene().getEngine().isNDCHalfZRange); } /** * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix. * Returns the DirectionalLight Shadow projection matrix. * @param matrix * @param viewMatrix * @param renderList */ _setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList) { const activeCamera = this.getScene().activeCamera; if (!activeCamera) { return; } // Check extends if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) { const tempVector3 = Vector3.Zero(); this._orthoLeft = Number.MAX_VALUE; this._orthoRight = -Number.MAX_VALUE; this._orthoTop = -Number.MAX_VALUE; this._orthoBottom = Number.MAX_VALUE; let shadowMinZ = Number.MAX_VALUE; let shadowMaxZ = -Number.MAX_VALUE; for (let meshIndex = 0; meshIndex < renderList.length; meshIndex++) { const mesh = renderList[meshIndex]; if (!mesh) { continue; } const boundingInfo = mesh.getBoundingInfo(); const boundingBox = boundingInfo.boundingBox; for (let index = 0; index < boundingBox.vectorsWorld.length; index++) { Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3); if (tempVector3.x < this._orthoLeft) { this._orthoLeft = tempVector3.x; } if (tempVector3.y < this._orthoBottom) { this._orthoBottom = tempVector3.y; } if (tempVector3.x > this._orthoRight) { this._orthoRight = tempVector3.x; } if (tempVector3.y > this._orthoTop) { this._orthoTop = tempVector3.y; } if (this.autoCalcShadowZBounds) { if (tempVector3.z < shadowMinZ) { shadowMinZ = tempVector3.z; } if (tempVector3.z > shadowMaxZ) { shadowMaxZ = tempVector3.z; } } } } if (this.autoCalcShadowZBounds) { this._shadowMinZ = shadowMinZ; this._shadowMaxZ = shadowMaxZ; } } const xOffset = this._orthoRight - this._orthoLeft; const yOffset = this._orthoTop - this._orthoBottom; 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.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, this.getScene().getEngine().isNDCHalfZRange); } _buildUniformLayout() { this._uniformBuffer.addUniform("vLightData", 4); this._uniformBuffer.addUniform("vLightDiffuse", 4); this._uniformBuffer.addUniform("vLightSpecular", 4); this._uniformBuffer.addUniform("shadowsInfo", 3); this._uniformBuffer.addUniform("depthValues", 2); this._uniformBuffer.create(); } /** * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name. * @param effect The effect to update * @param lightIndex The index of the light in the effect to update * @returns The directional light */ transferToEffect(effect, lightIndex) { if (this.computeTransformedInformation()) { this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex); return this; } this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex); return this; } transferToNodeMaterialEffect(effect, lightDataUniformName) { if (this.computeTransformedInformation()) { effect.setFloat3(lightDataUniformName, this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z); return this; } effect.setFloat3(lightDataUniformName, this.direction.x, this.direction.y, this.direction.z); return this; } /** * Gets the minZ used for shadow according to both the scene and the light. * * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5. * (when not using reverse depth buffer / NDC half Z range) * @param activeCamera The camera we are returning the min for * @returns the depth min z */ // eslint-disable-next-line @typescript-eslint/no-unused-vars getDepthMinZ(activeCamera) { const engine = this._scene.getEngine(); return !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1; } /** * Gets the maxZ used for shadow according to both the scene and the light. * * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5. * (when not using reverse depth buffer / NDC half Z range) * @param activeCamera The camera we are returning the max for * @returns the depth max z */ // eslint-disable-next-line @typescript-eslint/no-unused-vars getDepthMaxZ(activeCamera) { const engine = this._scene.getEngine(); return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1; } /** * 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["DIRLIGHT" + lightIndex] = true; } } __decorate([ serialize() ], DirectionalLight.prototype, "shadowFrustumSize", null); __decorate([ serialize() ], DirectionalLight.prototype, "shadowOrthoScale", null); __decorate([ serialize() ], DirectionalLight.prototype, "autoUpdateExtends", void 0); __decorate([ serialize() ], DirectionalLight.prototype, "autoCalcShadowZBounds", void 0); __decorate([ serialize("orthoLeft") ], DirectionalLight.prototype, "_orthoLeft", void 0); __decorate([ serialize("orthoRight") ], DirectionalLight.prototype, "_orthoRight", void 0); __decorate([ serialize("orthoTop") ], DirectionalLight.prototype, "_orthoTop", void 0); __decorate([ serialize("orthoBottom") ], DirectionalLight.prototype, "_orthoBottom", void 0); //# sourceMappingURL=directionalLight.js.map