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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_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
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