@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
import {BaseSopOperation} from './_Base';
import {CoreGroup} from '../../../core/geometry/Group';
import {InputCloneMode} from '../../../engine/poly/InputCloneMode';
import {isBooleanTrue} from '../../../core/BooleanValue';
import {
SpotLightParams,
DEFAULT_SPOT_LIGHT_PARAMS,
SpotLightContainer,
SpotLightContainerParams,
} from '../../../core/lights/SpotLight';
import {LightUserDataRaymarching} from '../../../core/lights/Common';
import {SpotLight} from 'three';
import {NodeContext} from '../../poly/NodeContext';
export class SpotLightSopOperation extends BaseSopOperation {
static override readonly DEFAULT_PARAMS: SpotLightParams = DEFAULT_SPOT_LIGHT_PARAMS;
static override readonly INPUT_CLONED_STATE = InputCloneMode.NEVER;
static override type(): Readonly<'spotLight'> {
return 'spotLight';
}
override async cook(inputCoreGroups: CoreGroup[], params: SpotLightParams) {
const container = this.createLight(params);
container.light().name = params.name;
await this.updateLightParams(container, params);
this.updateShadowParams(container, params);
container.updateParams(params);
container.updateHelper();
container.updateVolumetric();
return this.createCoreGroupFromObjects([container]);
}
createLight(params: SpotLightContainerParams) {
const container = new SpotLightContainer(params, this._node?.name() || '_');
const light = container.light();
light.matrixAutoUpdate = false;
light.castShadow = true;
light.shadow.bias = -0.001;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
light.shadow.camera.near = 0.1;
return container;
}
async updateLightParams(container: SpotLightContainer, params: SpotLightParams): Promise<void> {
const light = container.light();
light.color = params.color;
light.intensity = params.intensity;
light.angle = params.angle * (Math.PI / 180);
light.penumbra = params.penumbra;
light.decay = params.decay;
light.distance = params.distance;
// TODO: consider allow power to be edited
// (maybe it will need a setting to toggle physicallyCorrect, which would then show the power param)
// this.light.power = 1;
// this._helperController.update();
// this._volumetricController.update();
light.userData[LightUserDataRaymarching.PENUMBRA] = params.raymarchingPenumbra;
light.userData[LightUserDataRaymarching.SHADOW_BIAS_ANGLE] = params.raymarchingShadowBiasAngle;
light.userData[LightUserDataRaymarching.SHADOW_BIAS_DISTANCE] = params.raymarchingShadowBiasDistance;
await this._updateLightMap(light, params);
}
private async _updateLightMap(light: SpotLight, params: SpotLightParams) {
if (!params.tmap) {
light.map = null;
return;
}
const textureNode = params.map.nodeWithContext(NodeContext.COP, this.states?.error);
if (textureNode) {
const container = await textureNode.compute();
const texture = container.coreContent();
if (!texture) {
this.states?.error.set(`texture invalid. (error: '${textureNode.states.error.message()}')`);
}
light.map = texture || null;
} else {
this.states?.error.set(`no texture node found`);
}
}
updateShadowParams(container: SpotLightContainer, params: SpotLightParams) {
const light = container.light();
light.castShadow = isBooleanTrue(params.castShadow);
light.shadow.autoUpdate = isBooleanTrue(params.shadowAutoUpdate);
light.shadow.needsUpdate = isBooleanTrue(params.shadowUpdateOnNextRender);
light.shadow.mapSize.copy(params.shadowRes);
const map = light.shadow.map;
if (map) {
map.setSize(params.shadowRes.x, params.shadowRes.y);
}
// if (light.castShadow && isBooleanTrue(params.debugShadow)) {
// light.add(this._debugShadowMesh(light));
// } else {
// if (this.__debugShadowMesh) {
// light.remove(this.__debugShadowMesh);
// }
// }
light.shadow.bias = params.shadowBias;
light.shadow.radius = params.shadowRadius;
light.shadow.camera.near = params.shadowNear;
light.shadow.camera.far = params.shadowFar;
light.shadow.camera.updateProjectionMatrix();
container.updateHelper();
}
// private __debugShadowMesh: Mesh<PlaneGeometry, MeshBasicMaterial> | undefined;
// private _debugShadowMesh(light: SpotLight) {
// return (this.__debugShadowMesh = this.__debugShadowMesh || this._createDebugShadowMesh(light));
// }
// private _createDebugShadowMesh(light: SpotLight) {
// 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;
// }
}