module BABYLON { export class DirectionalLight extends ShadowLight { private _shadowFrustumSize = 0; /** * Fix frustum size for the shadow generation. This is disabled if the value is 0. */ @serialize() public get shadowFrustumSize(): number { return this._shadowFrustumSize } /** * Specifies a fix frustum size for the shadow generation. */ public set shadowFrustumSize(value: number) { this._shadowFrustumSize = value; this.forceProjectionMatrixCompute(); } private _shadowOrthoScale = 0.5; @serialize() public get shadowOrthoScale(): number { return this._shadowOrthoScale } public set shadowOrthoScale(value: number) { this._shadowOrthoScale = value; this.forceProjectionMatrixCompute(); } @serialize() public autoUpdateExtends = true; // Cache private _orthoLeft = Number.MAX_VALUE; private _orthoRight = Number.MIN_VALUE; private _orthoTop = Number.MIN_VALUE; private _orthoBottom = Number.MAX_VALUE; /** * 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 shawdows. * Documentation : http://doc.babylonjs.com/tutorials/lights */ constructor(name: string, direction: Vector3, scene: Scene) { super(name, scene); this.position = direction.scale(-1.0); this.direction = direction; } /** * Returns the string "DirectionalLight". */ public getClassName(): string { return "DirectionalLight"; } /** * Returns the integer 1. */ public getTypeID(): number { 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. */ protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void { if (this.shadowFrustumSize > 0) { this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix); } 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. */ protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix): void { var 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); } /** * 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. */ protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void { var activeCamera = this.getScene().activeCamera; if (!activeCamera) { return; } // Check extends if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) { var tempVector3 = Vector3.Zero(); this._orthoLeft = Number.MAX_VALUE; this._orthoRight = Number.MIN_VALUE; this._orthoTop = Number.MIN_VALUE; this._orthoBottom = Number.MAX_VALUE; for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) { var mesh = renderList[meshIndex]; if (!mesh) { continue; } var boundingInfo = mesh.getBoundingInfo(); var boundingBox = boundingInfo.boundingBox; for (var 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; } } } var xOffset = this._orthoRight - this._orthoLeft; var yOffset = this._orthoTop - this._orthoBottom; Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix); } protected _buildUniformLayout(): void { this._uniformBuffer.addUniform("vLightData", 4); this._uniformBuffer.addUniform("vLightDiffuse", 4); this._uniformBuffer.addUniform("vLightSpecular", 3); 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. * Returns the DirectionalLight. */ public transferToEffect(effect: Effect, lightIndex: string): DirectionalLight { 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; } /** * 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. * @param activeCamera */ public getDepthMinZ(activeCamera: Camera): number { return 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. * @param activeCamera */ public getDepthMaxZ(activeCamera: Camera): number { return 1; } } }