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- import { serializeAsColor3, serializeAsVector3 } from "../Misc/decorators";
- import { Nullable } from "../types";
- import { Scene } from "../scene";
- import { Matrix, Vector3 } from "../Maths/math.vector";
- import { Color3 } from "../Maths/math.color";
- import { Node } from "../node";
- import { Effect } from "../Materials/effect";
- import { Light } from "./light";
- import { IShadowGenerator } from "./Shadows/shadowGenerator";
- import { _TimeToken } from "../Instrumentation/timeToken";
- Node.AddNodeConstructor("Light_Type_3", (name, scene) => {
- return () => new HemisphericLight(name, Vector3.Zero(), scene);
- });
- /**
- * The HemisphericLight simulates the ambient environment light,
- * so the passed direction is the light reflection direction, not the incoming direction.
- */
- export class HemisphericLight extends Light {
- /**
- * The groundColor is the light in the opposite direction to the one specified during creation.
- * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
- */
- @serializeAsColor3()
- public groundColor = new Color3(0.0, 0.0, 0.0);
- /**
- * The light reflection direction, not the incoming direction.
- */
- @serializeAsVector3()
- public direction: Vector3;
- /**
- * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
- * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
- * The HemisphericLight can't cast shadows.
- * Documentation : https://doc.babylonjs.com/babylon101/lights
- * @param name The friendly name of the light
- * @param direction The direction of the light reflection
- * @param scene The scene the light belongs to
- */
- constructor(name: string, direction: Vector3, scene: Scene) {
- super(name, scene);
- this.direction = direction || Vector3.Up();
- }
- protected _buildUniformLayout(): void {
- this._uniformBuffer.addUniform("vLightData", 4);
- this._uniformBuffer.addUniform("vLightDiffuse", 4);
- this._uniformBuffer.addUniform("vLightSpecular", 4);
- this._uniformBuffer.addUniform("vLightGround", 3);
- this._uniformBuffer.addUniform("shadowsInfo", 3);
- this._uniformBuffer.addUniform("depthValues", 2);
- this._uniformBuffer.create();
- }
- /**
- * Returns the string "HemisphericLight".
- * @return The class name
- */
- public getClassName(): string {
- return "HemisphericLight";
- }
- /**
- * Sets the HemisphericLight direction towards the passed target (Vector3).
- * Returns the updated direction.
- * @param target The target the direction should point to
- * @return The computed direction
- */
- public setDirectionToTarget(target: Vector3): Vector3 {
- this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));
- return this.direction;
- }
- /**
- * Returns the shadow generator associated to the light.
- * @returns Always null for hemispheric lights because it does not support shadows.
- */
- public getShadowGenerator(): Nullable<IShadowGenerator> {
- return null;
- }
- /**
- * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The hemispheric light
- */
- public transferToEffect(effect: Effect, lightIndex: string): HemisphericLight {
- var normalizeDirection = Vector3.Normalize(this.direction);
- this._uniformBuffer.updateFloat4("vLightData",
- normalizeDirection.x,
- normalizeDirection.y,
- normalizeDirection.z,
- 0.0,
- lightIndex);
- this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
- return this;
- }
- public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {
- var normalizeDirection = Vector3.Normalize(this.direction);
- effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);
- return this;
- }
- /**
- * Computes the world matrix of the node
- * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
- * @param useWasUpdatedFlag defines a reserved property
- * @returns the world matrix
- */
- public computeWorldMatrix(): Matrix {
- if (!this._worldMatrix) {
- this._worldMatrix = Matrix.Identity();
- }
- return this._worldMatrix;
- }
- /**
- * Returns the integer 3.
- * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- public getTypeID(): number {
- return Light.LIGHTTYPEID_HEMISPHERICLIGHT;
- }
- /**
- * 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
- */
- public prepareLightSpecificDefines(defines: any, lightIndex: number): void {
- defines["HEMILIGHT" + lightIndex] = true;
- }
- }
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