@openhps/core
Version:
Open Hybrid Positioning System - Core component
115 lines (107 loc) • 3.45 kB
JavaScript
import AnalyticLightNode from './AnalyticLightNode.js';
import { getDistanceAttenuation } from './LightUtils.js';
import { uniform } from '../core/UniformNode.js';
import { smoothstep } from '../math/MathNode.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { lightTargetDirection, lightProjectionUV } from '../accessors/Lights.js';
import { texture } from '../accessors/TextureNode.js';
/**
* Module for representing spot lights as nodes.
*
* @augments AnalyticLightNode
*/
class SpotLightNode extends AnalyticLightNode {
static get type() {
return 'SpotLightNode';
}
/**
* Constructs a new spot light node.
*
* @param {?SpotLight} [light=null] - The spot light source.
*/
constructor(light = null) {
super(light);
/**
* Uniform node representing the cone cosine.
*
* @type {UniformNode<float>}
*/
this.coneCosNode = uniform(0).setGroup(renderGroup);
/**
* Uniform node representing the penumbra cosine.
*
* @type {UniformNode<float>}
*/
this.penumbraCosNode = uniform(0).setGroup(renderGroup);
/**
* Uniform node representing the cutoff distance.
*
* @type {UniformNode<float>}
*/
this.cutoffDistanceNode = uniform(0).setGroup(renderGroup);
/**
* Uniform node representing the decay exponent.
*
* @type {UniformNode<float>}
*/
this.decayExponentNode = uniform(0).setGroup(renderGroup);
}
/**
* Overwritten to updated spot light specific uniforms.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
update(frame) {
super.update(frame);
const {
light
} = this;
this.coneCosNode.value = Math.cos(light.angle);
this.penumbraCosNode.value = Math.cos(light.angle * (1 - light.penumbra));
this.cutoffDistanceNode.value = light.distance;
this.decayExponentNode.value = light.decay;
}
/**
* Computes the spot attenuation for the given angle.
*
* @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
* @return {Node<float>} The spot attenuation.
*/
getSpotAttenuation(angleCosine) {
const {
coneCosNode,
penumbraCosNode
} = this;
return smoothstep(coneCosNode, penumbraCosNode, angleCosine);
}
setupDirect(builder) {
const {
colorNode,
cutoffDistanceNode,
decayExponentNode,
light
} = this;
const lightVector = this.getLightVector(builder);
const lightDirection = lightVector.normalize();
const angleCos = lightDirection.dot(lightTargetDirection(light));
const spotAttenuation = this.getSpotAttenuation(angleCos);
const lightDistance = lightVector.length();
const lightAttenuation = getDistanceAttenuation({
lightDistance,
cutoffDistance: cutoffDistanceNode,
decayExponent: decayExponentNode
});
let lightColor = colorNode.mul(spotAttenuation).mul(lightAttenuation);
if (light.map) {
const spotLightCoord = lightProjectionUV(light, builder.context.positionWorld);
const projectedTexture = texture(light.map, spotLightCoord.xy).onRenderUpdate(() => light.map);
const inSpotLightMap = spotLightCoord.mul(2.).sub(1.).abs().lessThan(1.).all();
lightColor = inSpotLightMap.select(lightColor.mul(projectedTexture), lightColor);
}
return {
lightColor,
lightDirection
};
}
}
export default SpotLightNode;