@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
216 lines (215 loc) • 7.28 kB
JavaScript
"use strict";
import { ParamConfig } from "../../engine/nodes/utils/params/ParamsConfig";
import {
Group,
Mesh,
Color,
Vector2,
DirectionalLight,
LineBasicMaterial,
BufferGeometry,
Float32BufferAttribute,
Line
} from "three";
import { CoreCameraHelper } from "../helpers/CoreCameraHelper";
import { ObjectType, registerObjectType } from "../geometry/Constant";
export const DEFAULT_DIRECTIONAL_LIGHT_PARAMS = {
color: new Color(1, 1, 1),
intensity: 1,
distance: 100,
//
showHelper: false,
name: "directionalLight",
//
castShadow: false,
shadowAutoUpdate: true,
shadowUpdateOnNextRender: false,
shadowRes: new Vector2(1024, 1024),
shadowSize: new Vector2(2, 2),
shadowBias: 1e-3,
shadowRadius: 0,
debugShadow: false,
//
raymarchingPenumbra: 0,
// keep as 0 by default since it's more performant
raymarchingShadowBiasAngle: 0.01,
raymarchingShadowBiasDistance: 0.1
};
const DEFAULT = DEFAULT_DIRECTIONAL_LIGHT_PARAMS;
export function DirectionalLightParamConfig(Base) {
return class Mixin extends Base {
constructor() {
super(...arguments);
this.light = ParamConfig.FOLDER();
/** @param light color */
this.color = ParamConfig.COLOR(DEFAULT.color.toArray(), {
// conversion: ColorConversion.SRGB_TO_LINEAR,
});
/** @param light intensity */
this.intensity = ParamConfig.FLOAT(DEFAULT.intensity, {
range: [0, 2],
rangeLocked: [true, false]
});
/** @param light distance */
this.distance = ParamConfig.FLOAT(DEFAULT.distance, {
range: [0, 100],
rangeLocked: [true, false]
});
// helper
/** @param toggle to show helper */
this.showHelper = ParamConfig.BOOLEAN(DEFAULT.showHelper);
/** @param light name */
this.name = ParamConfig.STRING("`$OS`");
// shadows
this.shadow = ParamConfig.FOLDER();
/** @param toggle on to cast shadows */
this.castShadow = ParamConfig.BOOLEAN(DEFAULT.castShadow);
/** @param toggle off if the shadows do not need to be regenerated */
this.shadowAutoUpdate = ParamConfig.BOOLEAN(DEFAULT.shadowAutoUpdate, {
visibleIf: { castShadow: 1 }
});
/** @param press button to update the shadows on next render */
this.shadowUpdateOnNextRender = ParamConfig.BOOLEAN(DEFAULT.shadowUpdateOnNextRender, {
visibleIf: { castShadow: 1, shadowAutoUpdate: 0 }
});
/** @param shadow resolution */
this.shadowRes = ParamConfig.VECTOR2(DEFAULT.shadowRes.toArray(), {
visibleIf: { castShadow: true }
});
/** @param shadow size */
this.shadowSize = ParamConfig.VECTOR2(DEFAULT.shadowSize.toArray(), {
visibleIf: { castShadow: true }
});
/** @param shadow bias */
this.shadowBias = ParamConfig.FLOAT(DEFAULT.shadowBias, {
visibleIf: { castShadow: true },
range: [-0.01, 0.01],
rangeLocked: [false, false]
});
/** @param shadows radius. This only has effect when setting the ROP/WebGLRenderer's shadowMapType to VSM */
this.shadowRadius = ParamConfig.FLOAT(DEFAULT.shadowRadius, {
visibleIf: { castShadow: 1 },
range: [0, 10],
rangeLocked: [true, false]
});
/** @param display shadow on a plane behind the light */
// debugShadow = ParamConfig.BOOLEAN(DEFAULT.debugShadow, {
// visibleIf: {castShadow: 1},
// });
// raymarching
this.raymarching = ParamConfig.FOLDER();
/** @param this affects the shadows cast inside raymarchingBuilder materials */
this.raymarchingPenumbra = ParamConfig.FLOAT(DEFAULT.raymarchingPenumbra);
/** @param shadow bias */
this.raymarchingShadowBiasAngle = ParamConfig.FLOAT(DEFAULT.raymarchingShadowBiasAngle, {
range: [0, 1],
rangeLocked: [true, false]
});
/** @param shadow bias */
this.raymarchingShadowBiasDistance = ParamConfig.FLOAT(DEFAULT.raymarchingShadowBiasDistance, {
range: [0, 1],
rangeLocked: [true, false]
});
}
};
}
export class DirectionalLightContainer extends Group {
constructor(options, nodeName) {
super();
this.nodeName = nodeName;
this._light = new DirectionalLight();
this._target = this._light.target;
this.showHelper = false;
this.matrixAutoUpdate = false;
registerObjectType({
type: ObjectType.DIRECTIONAL_LIGHT,
checkFunc: (o) => {
if (o.isDirectionalLight) {
return ObjectType.DIRECTIONAL_LIGHT;
}
},
ctor: DirectionalLight,
humanName: "DirectionalLight"
});
this.showHelper = options.showHelper;
this._light.position.set(0, 0, 1);
this._light.updateMatrix();
this._target.updateMatrix();
this._light.matrixAutoUpdate = false;
this._target.matrixAutoUpdate = false;
this.name = `DirectionalLightContainer_${nodeName}`;
this._light.name = `DirectionalLight_${nodeName}`;
this._target.name = `DirectionalLightTarget_${nodeName}`;
this.add(this._light);
this.add(this._target);
this.updateHelper();
}
light() {
return this._light;
}
copy(source, recursive) {
this._light.copy(source.light(), false);
super.copy(source, false);
this._light.target = this._target;
this.updateHelper();
return this;
}
clone(recursive) {
const cloned = new DirectionalLightContainer({ showHelper: this.showHelper }, this.nodeName);
cloned.copy(this);
return cloned;
}
updateHelper() {
if (this.showHelper) {
this.__helper__ = this.__helper__ || new CoreDirectionalLightHelper(this);
this.add(this.__helper__.object);
this.__helper__.update();
} else {
if (this.__helper__) {
this.remove(this.__helper__.object);
}
}
}
}
export class CoreDirectionalLightHelper {
constructor(container) {
this.container = container;
this.object = new Mesh();
this._lineMaterial = new LineBasicMaterial();
this._square = new Line();
this.createAndBuildObject();
}
createAndBuildObject() {
this.buildHelper();
this.update();
}
buildHelper() {
const light = this.container.light();
const geometry = new BufferGeometry();
const size = 1;
geometry.setAttribute(
"position",
new Float32BufferAttribute(
[-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0],
3
)
);
this._square.geometry = geometry;
this._square.material = this._lineMaterial;
this._square.updateMatrix();
this._square.matrixAutoUpdate = false;
this.object.add(this._square);
this._cameraHelper = new CoreCameraHelper(light.shadow.camera);
this._cameraHelper.updateMatrix();
this._cameraHelper.matrixAutoUpdate = false;
this.object.add(this._cameraHelper);
this.object.name = `CoreDirectionalLightHelper_${this.container.nodeName}`;
this._square.name = `CoreDirectionalLightHelperSquare_${this.container.nodeName}`;
this._cameraHelper.name = `CoreDirectionalLightHelperCameraHelper_${this.container.nodeName}`;
}
update() {
this.object.updateMatrix();
this._cameraHelper.update();
this._lineMaterial.color.copy(this.container.light().color);
}
}