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- import type { Camera } from "../Cameras/camera";
- import type { Scene } from "../scene";
- import { Matrix, Vector3 } from "../Maths/math.vector";
- import type { AbstractMesh } from "../Meshes/abstractMesh";
- import { Light } from "./light";
- import { ShadowLight } from "./shadowLight";
- import type { Effect } from "../Materials/effect";
- /**
- * 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 declare class DirectionalLight extends ShadowLight {
- private _shadowFrustumSize;
- /**
- * Fix frustum size for the shadow generation. This is disabled if the value is 0.
- */
- get shadowFrustumSize(): number;
- /**
- * Specifies a fix frustum size for the shadow generation.
- */
- set shadowFrustumSize(value: number);
- private _shadowOrthoScale;
- /**
- * 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(): number;
- /**
- * 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: number);
- /**
- * Automatically compute the projection matrix to best fit (including all the casters)
- * on each frame.
- */
- autoUpdateExtends: boolean;
- /**
- * 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
- */
- autoCalcShadowZBounds: boolean;
- private _orthoLeft;
- private _orthoRight;
- private _orthoTop;
- private _orthoBottom;
- /**
- * Gets or sets the orthoLeft property used to build the light frustum
- */
- get orthoLeft(): number;
- set orthoLeft(left: number);
- /**
- * Gets or sets the orthoRight property used to build the light frustum
- */
- get orthoRight(): number;
- set orthoRight(right: number);
- /**
- * Gets or sets the orthoTop property used to build the light frustum
- */
- get orthoTop(): number;
- set orthoTop(top: number);
- /**
- * Gets or sets the orthoBottom property used to build the light frustum
- */
- get orthoBottom(): number;
- set orthoBottom(bottom: number);
- /**
- * 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: string, direction: Vector3, scene?: Scene);
- /**
- * Returns the string "DirectionalLight".
- * @returns The class name
- */
- getClassName(): string;
- /**
- * Returns the integer 1.
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * 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
- */
- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- /**
- * 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
- */
- protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
- /**
- * 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
- */
- protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- protected _buildUniformLayout(): void;
- /**
- * 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: Effect, lightIndex: string): DirectionalLight;
- transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
- /**
- * 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
- */
- getDepthMinZ(activeCamera: Camera): number;
- /**
- * 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
- */
- getDepthMaxZ(activeCamera: Camera): number;
- /**
- * 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: any, lightIndex: number): void;
- }
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