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- 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
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