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@animech-public/playcanvas

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import { math } from '../core/math/math.js'; import { Color } from '../core/math/color.js'; import { Mat4 } from '../core/math/mat4.js'; import { Vec2 } from '../core/math/vec2.js'; import { Vec3 } from '../core/math/vec3.js'; import { Vec4 } from '../core/math/vec4.js'; import { LIGHTTYPE_DIRECTIONAL, MASK_AFFECT_DYNAMIC, LIGHTFALLOFF_LINEAR, SHADOW_PCF3, BLUR_GAUSSIAN, LIGHTSHAPE_PUNCTUAL, SHADOWUPDATE_REALTIME, LIGHTTYPE_OMNI, SHADOW_PCSS, SHADOW_PCF5, SHADOW_VSM32, SHADOW_VSM16, SHADOW_VSM8, SHADOW_PCF1, MASK_BAKE, SHADOWUPDATE_NONE, SHADOWUPDATE_THISFRAME, LIGHTTYPE_SPOT } from './constants.js'; import { ShadowRenderer } from './renderer/shadow-renderer.js'; import { DepthState } from '../platform/graphics/depth-state.js'; const tmpVec = new Vec3(); const tmpBiases = { bias: 0, normalBias: 0 }; const chanId = { r: 0, g: 1, b: 2, a: 3 }; const lightTypes = { 'directional': LIGHTTYPE_DIRECTIONAL, 'omni': LIGHTTYPE_OMNI, 'point': LIGHTTYPE_OMNI, 'spot': LIGHTTYPE_SPOT }; // viewport in shadows map for cascades for directional light const directionalCascades = [[new Vec4(0, 0, 1, 1)], [new Vec4(0, 0, 0.5, 0.5), new Vec4(0, 0.5, 0.5, 0.5)], [new Vec4(0, 0, 0.5, 0.5), new Vec4(0, 0.5, 0.5, 0.5), new Vec4(0.5, 0, 0.5, 0.5)], [new Vec4(0, 0, 0.5, 0.5), new Vec4(0, 0.5, 0.5, 0.5), new Vec4(0.5, 0, 0.5, 0.5), new Vec4(0.5, 0.5, 0.5, 0.5)]]; let id = 0; /** * Class storing shadow rendering related private information * * @ignore */ class LightRenderData { constructor(device, camera, face, light) { // light this data belongs to this.light = light; // camera this applies to. Only used by directional light, as directional shadow map // is culled and rendered for each camera. Local lights' shadow is culled and rendered one time // and shared between cameras (even though it's not strictly correct and we can get shadows // from a mesh that is not visible by the camera) this.camera = camera; // camera used to cull / render the shadow map this.shadowCamera = ShadowRenderer.createShadowCamera(device, light._shadowType, light._type, face); // shadow view-projection matrix this.shadowMatrix = new Mat4(); // viewport for the shadow rendering to the texture (x, y, width, height) this.shadowViewport = new Vec4(0, 0, 1, 1); // scissor rectangle for the shadow rendering to the texture (x, y, width, height) this.shadowScissor = new Vec4(0, 0, 1, 1); // depth range compensation for PCSS with directional lights this.depthRangeCompensation = 0; this.projectionCompensation = 0; // face index, value is based on light type: // - spot: always 0 // - omni: cubemap face, 0..5 // - directional: 0 for simple shadows, cascade index for cascaded shadow map this.face = face; // visible shadow casters this.visibleCasters = []; // an array of view bind groups, single entry is used for shadows /** @type {import('../platform/graphics/bind-group.js').BindGroup[]} */ this.viewBindGroups = []; } // releases GPU resources destroy() { this.viewBindGroups.forEach(bg => { bg.defaultUniformBuffer.destroy(); bg.destroy(); }); this.viewBindGroups.length = 0; } // returns shadow buffer currently attached to the shadow camera get shadowBuffer() { const rt = this.shadowCamera.renderTarget; if (rt) { const light = this.light; if (light._type === LIGHTTYPE_OMNI) { return rt.colorBuffer; } return light._isPcf && light.device.supportsDepthShadow ? rt.depthBuffer : rt.colorBuffer; } return null; } } /** * A light. * * @ignore */ class Light { constructor(graphicsDevice, clusteredLighting) { /** * The Layers the light is on. * * @type {Set<import('./layer.js').Layer>} */ this.layers = new Set(); /** * True if the clustered lighting is enabled. * * @type {boolean} */ this.clusteredLighting = void 0; /** * The depth state used when rendering the shadow map. * * @type {DepthState} */ this.shadowDepthState = DepthState.DEFAULT.clone(); this.device = graphicsDevice; this.clusteredLighting = clusteredLighting; this.id = id++; // Light properties (defaults) this._type = LIGHTTYPE_DIRECTIONAL; this._color = new Color(0.8, 0.8, 0.8); this._intensity = 1; this._affectSpecularity = true; this._luminance = 0; this._castShadows = false; this._enabled = false; this._mask = MASK_AFFECT_DYNAMIC; this.isStatic = false; this.key = 0; this.bakeDir = true; this.bakeNumSamples = 1; this.bakeArea = 0; // Omni and spot properties this.attenuationStart = 10; this.attenuationEnd = 10; this._falloffMode = LIGHTFALLOFF_LINEAR; this._shadowType = SHADOW_PCF3; this._vsmBlurSize = 11; this.vsmBlurMode = BLUR_GAUSSIAN; this.vsmBias = 0.01 * 0.25; this._cookie = null; // light cookie texture (2D for spot, cubemap for omni) this.cookieIntensity = 1; this._cookieFalloff = true; this._cookieChannel = 'rgb'; this._cookieTransform = null; // 2d rotation/scale matrix (spot only) this._cookieTransformUniform = new Float32Array(4); this._cookieOffset = null; // 2d position offset (spot only) this._cookieOffsetUniform = new Float32Array(2); this._cookieTransformSet = false; this._cookieOffsetSet = false; // Spot properties this._innerConeAngle = 40; this._outerConeAngle = 45; // Directional properties this.cascades = null; // an array of Vec4 viewports per cascade this._shadowMatrixPalette = null; // a float array, 16 floats per cascade this._shadowCascadeDistances = null; this.numCascades = 1; this.cascadeDistribution = 0.5; // Light source shape properties this._shape = LIGHTSHAPE_PUNCTUAL; // Cache of light property data in a format more friendly for shader uniforms this._finalColor = new Float32Array([0.8, 0.8, 0.8]); const c = Math.pow(this._finalColor[0], 2.2); this._linearFinalColor = new Float32Array([c, c, c]); this._position = new Vec3(0, 0, 0); this._direction = new Vec3(0, 0, 0); this._innerConeAngleCos = Math.cos(this._innerConeAngle * Math.PI / 180); this._updateOuterAngle(this._outerConeAngle); this._usePhysicalUnits = undefined; // Shadow mapping resources this._shadowMap = null; this._shadowRenderParams = []; this._shadowCameraParams = []; // Shadow mapping properties this.shadowDistance = 40; this._shadowResolution = 1024; this._shadowBias = -0.0005; this.shadowIntensity = 1.0; this._normalOffsetBias = 0.0; this.shadowUpdateMode = SHADOWUPDATE_REALTIME; this.shadowUpdateOverrides = null; this._penumbraSize = 1.0; this._isVsm = false; this._isPcf = true; // cookie matrix (used in case the shadow mapping is disabled and so the shadow matrix cannot be used) this._cookieMatrix = null; // viewport of the cookie texture / shadow in the atlas this._atlasViewport = null; this.atlasViewportAllocated = false; // if true, atlas slot is allocated for the current frame this.atlasVersion = 0; // version of the atlas for the allocated slot, allows invalidation when atlas recreates slots this.atlasSlotIndex = 0; // allocated slot index, used for more persistent slot allocation this.atlasSlotUpdated = false; // true if the atlas slot was reassigned this frame (and content needs to be updated) this._node = null; // private rendering data this._renderData = []; // true if the light is visible by any camera within a frame this.visibleThisFrame = false; // maximum size of the light bounding sphere on the screen by any camera within a frame // (used to estimate shadow resolution), range [0..1] this.maxScreenSize = 0; this._updateShadowBias(); } destroy() { this._destroyShadowMap(); this.releaseRenderData(); this._renderData = null; } releaseRenderData() { if (this._renderData) { for (let i = 0; i < this._renderData.length; i++) { this._renderData[i].destroy(); } this._renderData.length = 0; } } addLayer(layer) { this.layers.add(layer); } removeLayer(layer) { this.layers.delete(layer); } set shadowBias(value) { if (this._shadowBias !== value) { this._shadowBias = value; this._updateShadowBias(); } } get shadowBias() { return this._shadowBias; } set numCascades(value) { if (!this.cascades || this.numCascades !== value) { this.cascades = directionalCascades[value - 1]; this._shadowMatrixPalette = new Float32Array(4 * 16); // always 4 this._shadowCascadeDistances = new Float32Array(4); // always 4 this._destroyShadowMap(); this.updateKey(); } } get numCascades() { return this.cascades.length; } set shadowMap(shadowMap) { if (this._shadowMap !== shadowMap) { this._destroyShadowMap(); this._shadowMap = shadowMap; } } get shadowMap() { return this._shadowMap; } set mask(value) { if (this._mask !== value) { this._mask = value; this.updateKey(); } } get mask() { return this._mask; } // returns number of render targets to render the shadow map get numShadowFaces() { const type = this._type; if (type === LIGHTTYPE_DIRECTIONAL) { return this.numCascades; } else if (type === LIGHTTYPE_OMNI) { return 6; } return 1; } set type(value) { if (this._type === value) { return; } this._type = value; this._destroyShadowMap(); this._updateShadowBias(); this.updateKey(); const stype = this._shadowType; this._shadowType = null; this.shadowUpdateOverrides = null; this.shadowType = stype; // refresh shadow type; switching from direct/spot to omni and back may change it } get type() { return this._type; } set shape(value) { if (this._shape === value) { return; } this._shape = value; this._destroyShadowMap(); this.updateKey(); const stype = this._shadowType; this._shadowType = null; this.shadowType = stype; // refresh shadow type; switching shape and back may change it } get shape() { return this._shape; } set usePhysicalUnits(value) { if (this._usePhysicalUnits !== value) { this._usePhysicalUnits = value; this._updateFinalColor(); } } get usePhysicalUnits() { return this._usePhysicalUnits; } set shadowType(value) { if (this._shadowType === value) { return; } const device = this.device; if (this._type === LIGHTTYPE_OMNI && value !== SHADOW_PCF3 && value !== SHADOW_PCSS) { value = SHADOW_PCF3; } // VSM or HW PCF for omni lights is not supported yet const supportsDepthShadow = device.supportsDepthShadow; if (value === SHADOW_PCF5 && !supportsDepthShadow) { value = SHADOW_PCF3; // fallback from HW PCF to old PCF } // fallback from vsm32 to vsm16 if (value === SHADOW_VSM32 && (!device.textureFloatRenderable || !device.textureFloatFilterable)) { value = SHADOW_VSM16; } // fallback from vsm16 to vsm8 if (value === SHADOW_VSM16 && !device.textureHalfFloatRenderable) { value = SHADOW_VSM8; } this._isVsm = value >= SHADOW_VSM8 && value <= SHADOW_VSM32; this._isPcf = value === SHADOW_PCF1 || value === SHADOW_PCF3 || value === SHADOW_PCF5; this._shadowType = value; this._destroyShadowMap(); this.updateKey(); } get shadowType() { return this._shadowType; } set enabled(value) { if (this._enabled !== value) { this._enabled = value; this.layersDirty(); } } get enabled() { return this._enabled; } set castShadows(value) { if (this._castShadows !== value) { this._castShadows = value; this._destroyShadowMap(); this.layersDirty(); this.updateKey(); } } get castShadows() { return this._castShadows && this._mask !== MASK_BAKE && this._mask !== 0; } get bakeShadows() { return this._castShadows && this._mask === MASK_BAKE; } set shadowResolution(value) { if (this._shadowResolution !== value) { if (this._type === LIGHTTYPE_OMNI) { value = Math.min(value, this.device.maxCubeMapSize); } else { value = Math.min(value, this.device.maxTextureSize); } this._shadowResolution = value; this._destroyShadowMap(); } } get shadowResolution() { return this._shadowResolution; } set vsmBlurSize(value) { if (this._vsmBlurSize === value) { return; } if (value % 2 === 0) value++; // don't allow even size this._vsmBlurSize = value; } get vsmBlurSize() { return this._vsmBlurSize; } set normalOffsetBias(value) { if (this._normalOffsetBias === value) { return; } if (!this._normalOffsetBias && value || this._normalOffsetBias && !value) { this.updateKey(); } this._normalOffsetBias = value; } get normalOffsetBias() { return this._normalOffsetBias; } set falloffMode(value) { if (this._falloffMode === value) { return; } this._falloffMode = value; this.updateKey(); } get falloffMode() { return this._falloffMode; } set innerConeAngle(value) { if (this._innerConeAngle === value) { return; } this._innerConeAngle = value; this._innerConeAngleCos = Math.cos(value * Math.PI / 180); if (this._usePhysicalUnits) { this._updateFinalColor(); } } get innerConeAngle() { return this._innerConeAngle; } set outerConeAngle(value) { if (this._outerConeAngle === value) { return; } this._outerConeAngle = value; this._updateOuterAngle(value); if (this._usePhysicalUnits) { this._updateFinalColor(); } } get outerConeAngle() { return this._outerConeAngle; } set penumbraSize(value) { this._penumbraSize = value; } get penumbraSize() { return this._penumbraSize; } _updateOuterAngle(angle) { const radAngle = angle * Math.PI / 180; this._outerConeAngleCos = Math.cos(radAngle); this._outerConeAngleSin = Math.sin(radAngle); } set intensity(value) { if (this._intensity !== value) { this._intensity = value; this._updateFinalColor(); } } get intensity() { return this._intensity; } set affectSpecularity(value) { if (this._type === LIGHTTYPE_DIRECTIONAL) { this._affectSpecularity = value; this.updateKey(); } } get affectSpecularity() { return this._affectSpecularity; } set luminance(value) { if (this._luminance !== value) { this._luminance = value; this._updateFinalColor(); } } get luminance() { return this._luminance; } get cookieMatrix() { if (!this._cookieMatrix) { this._cookieMatrix = new Mat4(); } return this._cookieMatrix; } get atlasViewport() { if (!this._atlasViewport) { this._atlasViewport = new Vec4(0, 0, 1, 1); } return this._atlasViewport; } set cookie(value) { if (this._cookie === value) { return; } this._cookie = value; this.updateKey(); } get cookie() { return this._cookie; } set cookieFalloff(value) { if (this._cookieFalloff === value) { return; } this._cookieFalloff = value; this.updateKey(); } get cookieFalloff() { return this._cookieFalloff; } set cookieChannel(value) { if (this._cookieChannel === value) { return; } if (value.length < 3) { const chr = value.charAt(value.length - 1); const addLen = 3 - value.length; for (let i = 0; i < addLen; i++) { value += chr; } } this._cookieChannel = value; this.updateKey(); } get cookieChannel() { return this._cookieChannel; } set cookieTransform(value) { if (this._cookieTransform === value) { return; } this._cookieTransform = value; this._cookieTransformSet = !!value; if (value && !this._cookieOffset) { this.cookieOffset = new Vec2(); // using transform forces using offset code this._cookieOffsetSet = false; } this.updateKey(); } get cookieTransform() { return this._cookieTransform; } set cookieOffset(value) { if (this._cookieOffset === value) { return; } const xformNew = !!(this._cookieTransformSet || value); if (xformNew && !value && this._cookieOffset) { this._cookieOffset.set(0, 0); } else { this._cookieOffset = value; } this._cookieOffsetSet = !!value; if (value && !this._cookieTransform) { this.cookieTransform = new Vec4(1, 1, 0, 0); // using offset forces using matrix code this._cookieTransformSet = false; } this.updateKey(); } get cookieOffset() { return this._cookieOffset; } // prepares light for the frame rendering beginFrame() { this.visibleThisFrame = this._type === LIGHTTYPE_DIRECTIONAL && this._enabled; this.maxScreenSize = 0; this.atlasViewportAllocated = false; this.atlasSlotUpdated = false; } // destroys shadow map related resources, called when shadow properties change and resources // need to be recreated _destroyShadowMap() { this.releaseRenderData(); if (this._shadowMap) { if (!this._shadowMap.cached) { this._shadowMap.destroy(); } this._shadowMap = null; } if (this.shadowUpdateMode === SHADOWUPDATE_NONE) { this.shadowUpdateMode = SHADOWUPDATE_THISFRAME; } if (this.shadowUpdateOverrides) { for (let i = 0; i < this.shadowUpdateOverrides.length; i++) { if (this.shadowUpdateOverrides[i] === SHADOWUPDATE_NONE) { this.shadowUpdateOverrides[i] = SHADOWUPDATE_THISFRAME; } } } } // returns LightRenderData with matching camera and face getRenderData(camera, face) { // returns existing for (let i = 0; i < this._renderData.length; i++) { const current = this._renderData[i]; if (current.camera === camera && current.face === face) { return current; } } // create new one const rd = new LightRenderData(this.device, camera, face, this); this._renderData.push(rd); return rd; } /** * Duplicates a light node but does not 'deep copy' the hierarchy. * * @returns {Light} A cloned Light. */ clone() { const clone = new Light(this.device, this.clusteredLighting); // Clone Light properties clone.type = this._type; clone.setColor(this._color); clone.intensity = this._intensity; clone.affectSpecularity = this._affectSpecularity; clone.luminance = this._luminance; clone.castShadows = this.castShadows; clone._enabled = this._enabled; // Omni and spot properties clone.attenuationStart = this.attenuationStart; clone.attenuationEnd = this.attenuationEnd; clone.falloffMode = this._falloffMode; clone.shadowType = this._shadowType; clone.vsmBlurSize = this._vsmBlurSize; clone.vsmBlurMode = this.vsmBlurMode; clone.vsmBias = this.vsmBias; clone.penumbraSize = this.penumbraSize; clone.shadowUpdateMode = this.shadowUpdateMode; clone.mask = this.mask; if (this.shadowUpdateOverrides) { clone.shadowUpdateOverrides = this.shadowUpdateOverrides.slice(); } // Spot properties clone.innerConeAngle = this._innerConeAngle; clone.outerConeAngle = this._outerConeAngle; // Directional properties clone.numCascades = this.numCascades; clone.cascadeDistribution = this.cascadeDistribution; // shape properties clone.shape = this._shape; // Shadow properties clone.shadowDepthState.copy(this.shadowDepthState); clone.shadowBias = this.shadowBias; clone.normalOffsetBias = this._normalOffsetBias; clone.shadowResolution = this._shadowResolution; clone.shadowDistance = this.shadowDistance; clone.shadowIntensity = this.shadowIntensity; // Cookies properties // clone.cookie = this._cookie; // clone.cookieIntensity = this.cookieIntensity; // clone.cookieFalloff = this._cookieFalloff; // clone.cookieChannel = this._cookieChannel; // clone.cookieTransform = this._cookieTransform; // clone.cookieOffset = this._cookieOffset; return clone; } /** * Get conversion factor for luminance -> light specific light unit. * * @param {number} type - The type of light. * @param {number} [outerAngle] - The outer angle of a spot light. * @param {number} [innerAngle] - The inner angle of a spot light. * @returns {number} The scaling factor to multiply with the luminance value. */ static getLightUnitConversion(type, outerAngle = Math.PI / 4, innerAngle = 0) { switch (type) { case LIGHTTYPE_SPOT: { const falloffEnd = Math.cos(outerAngle); const falloffStart = Math.cos(innerAngle); // https://github.com/mmp/pbrt-v4/blob/faac34d1a0ebd24928828fe9fa65b65f7efc5937/src/pbrt/lights.cpp#L1463 return 2 * Math.PI * (1 - falloffStart + (falloffStart - falloffEnd) / 2.0); } case LIGHTTYPE_OMNI: // https://google.github.io/filament/Filament.md.html#lighting/directlighting/punctuallights/pointlights return 4 * Math.PI; case LIGHTTYPE_DIRECTIONAL: // https://google.github.io/filament/Filament.md.html#lighting/directlighting/directionallights return 1; } } // returns the bias (.x) and normalBias (.y) value for lights as passed to shaders by uniforms // Note: this needs to be revisited and simplified // Note: vsmBias is not used at all for omni light, even though it is editable in the Editor _getUniformBiasValues(lightRenderData) { const farClip = lightRenderData.shadowCamera._farClip; switch (this._type) { case LIGHTTYPE_OMNI: tmpBiases.bias = this.shadowBias; tmpBiases.normalBias = this._normalOffsetBias; break; case LIGHTTYPE_SPOT: if (this._isVsm) { tmpBiases.bias = -0.00001 * 20; } else { tmpBiases.bias = this.shadowBias * 20; // approx remap from old bias values if (this.device.isWebGL1 && this.device.extStandardDerivatives) tmpBiases.bias *= -100; } tmpBiases.normalBias = this._isVsm ? this.vsmBias / (this.attenuationEnd / 7.0) : this._normalOffsetBias; break; case LIGHTTYPE_DIRECTIONAL: // make bias dependent on far plane because it's not constant for direct light // clip distance used is based on the nearest shadow cascade if (this._isVsm) { tmpBiases.bias = -0.00001 * 20; } else { tmpBiases.bias = this.shadowBias / farClip * 100; if (this.device.isWebGL1 && this.device.extStandardDerivatives) tmpBiases.bias *= -100; } tmpBiases.normalBias = this._isVsm ? this.vsmBias / (farClip / 7.0) : this._normalOffsetBias; break; } return tmpBiases; } getColor() { return this._color; } getBoundingSphere(sphere) { if (this._type === LIGHTTYPE_SPOT) { // based on https://bartwronski.com/2017/04/13/cull-that-cone/ const size = this.attenuationEnd; const angle = this._outerConeAngle; const cosAngle = this._outerConeAngleCos; const node = this._node; tmpVec.copy(node.up); if (angle > 45) { sphere.radius = size * this._outerConeAngleSin; tmpVec.mulScalar(-size * cosAngle); } else { sphere.radius = size / (2 * cosAngle); tmpVec.mulScalar(-sphere.radius); } sphere.center.add2(node.getPosition(), tmpVec); } else if (this._type === LIGHTTYPE_OMNI) { sphere.center = this._node.getPosition(); sphere.radius = this.attenuationEnd; } } getBoundingBox(box) { if (this._type === LIGHTTYPE_SPOT) { const range = this.attenuationEnd; const angle = this._outerConeAngle; const node = this._node; const scl = Math.abs(Math.sin(angle * math.DEG_TO_RAD) * range); box.center.set(0, -range * 0.5, 0); box.halfExtents.set(scl, range * 0.5, scl); box.setFromTransformedAabb(box, node.getWorldTransform(), true); } else if (this._type === LIGHTTYPE_OMNI) { box.center.copy(this._node.getPosition()); box.halfExtents.set(this.attenuationEnd, this.attenuationEnd, this.attenuationEnd); } } _updateShadowBias() { const device = this.device; if (device.isWebGL2 || device.isWebGPU) { if (this._type === LIGHTTYPE_OMNI && !this.clusteredLighting) { this.shadowDepthState.depthBias = 0; this.shadowDepthState.depthBiasSlope = 0; } else { const bias = this.shadowBias * -1000.0; this.shadowDepthState.depthBias = bias; this.shadowDepthState.depthBiasSlope = bias; } } } _updateFinalColor() { const color = this._color; const r = color.r; const g = color.g; const b = color.b; let i = this._intensity; // To calculate the lux, which is lm/m^2, we need to convert from luminous power if (this._usePhysicalUnits) { i = this._luminance / Light.getLightUnitConversion(this._type, this._outerConeAngle * math.DEG_TO_RAD, this._innerConeAngle * math.DEG_TO_RAD); } const finalColor = this._finalColor; const linearFinalColor = this._linearFinalColor; finalColor[0] = r * i; finalColor[1] = g * i; finalColor[2] = b * i; if (i >= 1) { linearFinalColor[0] = Math.pow(r, 2.2) * i; linearFinalColor[1] = Math.pow(g, 2.2) * i; linearFinalColor[2] = Math.pow(b, 2.2) * i; } else { linearFinalColor[0] = Math.pow(finalColor[0], 2.2); linearFinalColor[1] = Math.pow(finalColor[1], 2.2); linearFinalColor[2] = Math.pow(finalColor[2], 2.2); } } setColor() { if (arguments.length === 1) { this._color.set(arguments[0].r, arguments[0].g, arguments[0].b); } else if (arguments.length === 3) { this._color.set(arguments[0], arguments[1], arguments[2]); } this._updateFinalColor(); } layersDirty() { this.layers.forEach(layer => { layer.markLightsDirty(); }); } /** * Updates a integer key for the light. The key is used to identify all shader related features * of the light, and so needs to have all properties that modify the generated shader encoded. * Properties without an effect on the shader (color, shadow intensity) should not be encoded. */ updateKey() { // Key definition: // Bit // 31 : sign bit (leave) // 29 - 30 : type // 28 : cast shadows // 25 - 27 : shadow type // 23 - 24 : falloff mode // 22 : normal offset bias // 21 : cookie // 20 : cookie falloff // 18 - 19 : cookie channel R // 16 - 17 : cookie channel G // 14 - 15 : cookie channel B // 12 : cookie transform // 10 - 11 : light source shape // 8 - 9 : light num cascades // 7 : disable specular // 6 - 4 : mask let key = this._type << 29 | (this._castShadows ? 1 : 0) << 28 | this._shadowType << 25 | this._falloffMode << 23 | (this._normalOffsetBias !== 0.0 ? 1 : 0) << 22 | (this._cookie ? 1 : 0) << 21 | (this._cookieFalloff ? 1 : 0) << 20 | chanId[this._cookieChannel.charAt(0)] << 18 | (this._cookieTransform ? 1 : 0) << 12 | this._shape << 10 | this.numCascades - 1 << 8 | (this.affectSpecularity ? 1 : 0) << 7 | this.mask << 6; if (this._cookieChannel.length === 3) { key |= chanId[this._cookieChannel.charAt(1)] << 16; key |= chanId[this._cookieChannel.charAt(2)] << 14; } if (key !== this.key) { // The layer maintains lights split and sorted by the key, notify it when the key changes this.layersDirty(); } this.key = key; } } export { Light, lightTypes };