@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
82 lines (81 loc) • 3.39 kB
JavaScript
;
import { LightUserDataRaymarching } from "./../../../core/lights/Common";
import { BaseSopOperation } from "./_Base";
import { InputCloneMode } from "../../../engine/poly/InputCloneMode";
import { isBooleanTrue } from "../../../core/BooleanValue";
import {
DEFAULT_DIRECTIONAL_LIGHT_PARAMS,
DirectionalLightContainer
} from "../../../core/lights/DirectionalLight";
export class DirectionalLightSopOperation extends BaseSopOperation {
static type() {
return "directionalLight";
}
cook(_, params) {
const container = this.createLight(params);
if (!container) {
return this.createCoreGroupFromObjects([]);
}
container.light().name = params.name;
this.updateLightParams(container, params);
this.updateShadowParams(container, params);
return this.createCoreGroupFromObjects([container]);
}
createLight(params) {
var _a;
const nodeName = (_a = this._node) == null ? void 0 : _a.name();
const container = new DirectionalLightContainer({ showHelper: params.showHelper }, nodeName || "");
const light = container.light();
light.matrixAutoUpdate = false;
light.castShadow = true;
light.shadow.bias = -1e-3;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
light.shadow.camera.near = 0.1;
return container;
}
updateLightParams(container, params) {
const light = container.light();
light.color = params.color;
light.intensity = params.intensity;
light.shadow.camera.far = params.distance;
light.userData[LightUserDataRaymarching.PENUMBRA] = params.raymarchingPenumbra;
light.userData[LightUserDataRaymarching.SHADOW_BIAS_ANGLE] = params.raymarchingShadowBiasAngle;
light.userData[LightUserDataRaymarching.SHADOW_BIAS_DISTANCE] = params.raymarchingShadowBiasDistance;
}
updateShadowParams(container, params) {
const light = container.light();
light.shadow.autoUpdate = isBooleanTrue(params.shadowAutoUpdate);
light.shadow.needsUpdate = isBooleanTrue(params.shadowUpdateOnNextRender);
light.castShadow = isBooleanTrue(params.castShadow);
light.shadow.mapSize.copy(params.shadowRes);
light.shadow.bias = params.shadowBias;
light.shadow.radius = params.shadowRadius;
const shadowCamera = light.shadow.camera;
const shadowSize = params.shadowSize;
shadowCamera.left = -shadowSize.x * 0.5;
shadowCamera.right = shadowSize.x * 0.5;
shadowCamera.top = shadowSize.y * 0.5;
shadowCamera.bottom = -shadowSize.y * 0.5;
shadowCamera.updateProjectionMatrix();
container.updateHelper();
}
// private __debugShadowMesh: Mesh<PlaneGeometry, MeshBasicMaterial> | undefined;
// private _debugShadowMesh(light: DirectionalLight) {
// return (this.__debugShadowMesh = this.__debugShadowMesh || this._createDebugShadowMesh(light));
// }
// private _createDebugShadowMesh(light: DirectionalLight) {
// const material = new MeshBasicMaterial({
// color: new Color(1, 1, 1),
// map: light.shadow.map.texture,
// side: DoubleSide,
// });
// const mesh = new Mesh(new PlaneGeometry(5, 5, 2, 2), material);
// mesh.position.z = 1;
// mesh.castShadow = false;
// mesh.receiveShadow = false;
// return mesh;
// }
}
DirectionalLightSopOperation.DEFAULT_PARAMS = DEFAULT_DIRECTIONAL_LIGHT_PARAMS;
DirectionalLightSopOperation.INPUT_CLONED_STATE = InputCloneMode.NEVER;