module BABYLON { export class DirectionalLight extends Light implements IShadowLight { public position: Vector3; private _transformedDirection: Vector3; public transformedPosition: Vector3; private _worldMatrix: Matrix; public shadowOrthoScale = 0.5; constructor(name: string, public direction: Vector3, scene: Scene) { super(name, scene); this.position = direction.scale(-1); } public getAbsolutePosition(): Vector3 { return this.transformedPosition ? this.transformedPosition : this.position; } public setDirectionToTarget(target: Vector3): Vector3 { this.direction = Vector3.Normalize(target.subtract(this.position)); return this.direction; } public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void { var orthoLeft = Number.MAX_VALUE; var orthoRight = Number.MIN_VALUE; var orthoTop = Number.MIN_VALUE; var orthoBottom = Number.MAX_VALUE; var tempVector3 = Vector3.Zero(); var activeCamera = this.getScene().activeCamera; // Check extends for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) { var mesh = renderList[meshIndex]; if (!mesh) { continue; } var boundingInfo = mesh.getBoundingInfo(); if (!boundingInfo) { continue; } var boundingBox = boundingInfo.boundingBox; for (var index = 0; index < boundingBox.vectorsWorld.length; index++) { Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3); if (tempVector3.x < orthoLeft) orthoLeft = tempVector3.x; if (tempVector3.y < orthoBottom) orthoBottom = tempVector3.y; if (tempVector3.x > orthoRight) orthoRight = tempVector3.x; if (tempVector3.y > orthoTop) orthoTop = tempVector3.y; } } var xOffset = orthoRight - orthoLeft; var yOffset = orthoTop - orthoBottom; Matrix.OrthoOffCenterLHToRef( orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix); } public supportsVSM(): boolean { return true; } public needRefreshPerFrame(): boolean { return true; } public computeTransformedPosition(): boolean { if (this.parent && this.parent.getWorldMatrix) { if (!this.transformedPosition) { this.transformedPosition = Vector3.Zero(); } Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition); return true; } return false; } public transferToEffect(effect: Effect, directionUniformName: string): void { if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedDirection) { this._transformedDirection = Vector3.Zero(); } Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection); effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1); return; } effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1); } public _getWorldMatrix(): Matrix { if (!this._worldMatrix) { this._worldMatrix = Matrix.Identity(); } Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; } } }