@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
135 lines (134 loc) • 4.77 kB
JavaScript
"use strict";
import { ParamConfig } from "../../engine/nodes/utils/params/ParamsConfig";
import { Vector2, Color, Mesh, Vector3, SphereGeometry } from "three";
import { LIGHT_HELPER_MAT } from "./_Base";
export const DEFAULT_POINT_LIGHT_PARAMS = {
color: new Color(1, 1, 1),
intensity: 2,
decay: 2,
distance: 100,
name: "pointLight",
//
castShadow: false,
shadowAutoUpdate: true,
shadowUpdateOnNextRender: false,
shadowRes: new Vector2(1024, 1024),
shadowBias: 1e-4,
shadowNear: 1,
shadowFar: 100,
// debugShadow: false,
//
showHelper: false,
helperSize: 1,
//
raymarchingPenumbra: 0,
// keep as 0 by default since it's more performant
raymarchingShadowBiasAngle: 0.01,
raymarchingShadowBiasDistance: 0.1
};
const DEFAULT = DEFAULT_POINT_LIGHT_PARAMS;
export function PointLightParamConfig(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, 10],
rangeLocked: [true, false]
});
/** @param light decay */
this.decay = ParamConfig.FLOAT(DEFAULT.decay, {
range: [0, 10],
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 helper size */
this.helperSize = ParamConfig.FLOAT(1, { visibleIf: { showHelper: 1 } });
/** @param light name */
this.name = ParamConfig.STRING("`$OS`");
// shadows
this.shadow = ParamConfig.FOLDER();
/** @param toggle 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 res */
this.shadowRes = ParamConfig.VECTOR2(DEFAULT.shadowRes.toArray(), { visibleIf: { castShadow: 1 } });
/** @param shadow bias */
this.shadowBias = ParamConfig.FLOAT(DEFAULT.shadowBias, {
visibleIf: { castShadow: 1 },
range: [-0.01, 0.01],
rangeLocked: [false, false]
});
/** @param shadow camera near */
this.shadowNear = ParamConfig.FLOAT(DEFAULT.shadowNear, { visibleIf: { castShadow: 1 } });
/** @param shadow camera far */
this.shadowFar = ParamConfig.FLOAT(DEFAULT.shadowFar, { visibleIf: { castShadow: 1 } });
/** @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 CorePointLightHelper {
constructor() {
this._material = LIGHT_HELPER_MAT.clone();
this._matrixScale = new Vector3(1, 1, 1);
}
createObject() {
return new Mesh();
}
createAndBuildObject(options) {
const object = this.createObject();
this.buildHelper(object);
this.update(object, options);
return object;
}
buildHelper(object) {
const size = 1;
object.geometry = new SphereGeometry(size, 4, 2);
object.matrixAutoUpdate = false;
object.material = this._material;
return object;
}
update(object, options) {
const size = options.helperSize;
this._matrixScale.set(size, size, size);
object.matrix.identity();
object.matrix.scale(this._matrixScale);
this._material.color.copy(options.light.color);
}
}