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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { Color } from '../../../core/math/color.js' * @import { EventHandle } from '../../../core/event-handle.js' * @import { LightComponentData } from './data.js' * @import { Light } from '../../../scene/light.js' * @import { Texture } from '../../../platform/graphics/texture.js' * @import { Vec2 } from '../../../core/math/vec2.js' */ /** * The LightComponent enables an {@link Entity} to light the scene. There are three types of light: * * - `directional`: A global light that emits light in the direction of the negative y-axis of the * owner entity. Emulates light sources that appear to be infinitely far away such as the sun. The * owner entity's position is effectively ignored. * - `omni`: A local light that emits light in all directions from the owner entity's position. * Emulates candles, lamps, bulbs, etc. * - `spot`: A local light that emits light similarly to an omni light but is bounded by a cone * centered on the owner entity's negative y-axis. Emulates flashlights, spotlights, etc. * * You should never need to use the LightComponent constructor directly. To add an LightComponent * to an {@link Entity}, use {@link Entity#addComponent}: * * ```javascript * const entity = new pc.Entity(); * entity.addComponent('light', { * type: 'omni', * color: new pc.Color(1, 0, 0), * intensity: 2 * }); * ``` * * Once the LightComponent is added to the entity, you can access it via the {@link Entity#light} * property: * * ```javascript * entity.light.intensity = 3; // Set the intensity of the light * * console.log(entity.light.intensity); // Get the intensity of the light * ``` * * Relevant Engine API examples: * * - [Area Lights](https://playcanvas.github.io/#/graphics/area-lights) * - [Clustered Area Lights](https://playcanvas.github.io/#/graphics/clustered-area-lights) * - [Clustered Lighting](https://playcanvas.github.io/#/graphics/clustered-lighting) * - [Clustered Onmi Shadows](https://playcanvas.github.io/#/graphics/clustered-omni-shadows) * - [Clustered Spot Shadows](https://playcanvas.github.io/#/graphics/clustered-spot-shadows) * - [Lights](https://playcanvas.github.io/#/graphics/lights) * * @hideconstructor * @category Graphics */ export class LightComponent extends Component { /** * @type {EventHandle|null} * @private */ private _evtLayersChanged; /** * @type {EventHandle|null} * @private */ private _evtLayerAdded; /** * @type {EventHandle|null} * @private */ private _evtLayerRemoved; /** @private */ private _cookieAsset; /** @private */ private _cookieAssetId; /** @private */ private _cookieAssetAdd; /** @private */ private _cookieMatrix; /** * @type {LightComponentData} * @ignore */ get data(): LightComponentData; /** * @type {Light} * @ignore */ set light(arg: Light); /** * @type {Light} * @ignore */ get light(): Light; /** * Sets the type of the light. Can be: * * - "directional": A light that is infinitely far away and lights the entire scene from one * direction. * - "omni": An omni-directional light that illuminates in all directions from the light source. * - "spot": An omni-directional light but is bounded by a cone. * * Defaults to "directional". * * @type {string} */ set type(arg: string); /** * Gets the type of the light. * * @type {string} */ get type(): string; /** * Sets the color of the light. The alpha component of the color is ignored. Defaults to white * (`[1, 1, 1]`). * * @type {Color}; */ set color(arg: Color); /** * Gets the color of the light. * * @type {Color}; */ get color(): Color; /** * Sets the brightness of the light. Defaults to 1. * * @type {number} */ set intensity(arg: number); /** * Gets the brightness of the light. * * @type {number} */ get intensity(): number; /** * Sets the physically-based luminance. Only used if `scene.physicalUnits` is true. Defaults to 0. * * @type {number} */ set luminance(arg: number); /** * Gets the physically-based luminance. * * @type {number} */ get luminance(): number; /** * Sets the light source shape. Can be: * * - {@link LIGHTSHAPE_PUNCTUAL}: Infinitesimally small point. * - {@link LIGHTSHAPE_RECT}: Rectangle shape. * - {@link LIGHTSHAPE_DISK}: Disk shape. * - {@link LIGHTSHAPE_SPHERE}: Sphere shape. * * Defaults to pc.LIGHTSHAPE_PUNCTUAL. * * @type {number} */ set shape(arg: number); /** * Gets the light source shape. * * @type {number} */ get shape(): number; /** * Sets whether material specularity will be affected by this light. Ignored for lights other * than {@link LIGHTTYPE_DIRECTIONAL}. Defaults to true. * * @type {boolean} */ set affectSpecularity(arg: boolean); /** * Gets whether material specularity will be affected by this light. * * @type {boolean} */ get affectSpecularity(): boolean; /** * Sets whether the light will cast shadows. Defaults to false. * * @type {boolean} */ set castShadows(arg: boolean); /** * Gets whether the light will cast shadows. * * @type {boolean} */ get castShadows(): boolean; /** * Sets the distance from the viewpoint beyond which shadows are no longer rendered. Affects * directional lights only. Defaults to 40. * * @type {number} */ set shadowDistance(arg: number); /** * Gets the distance from the viewpoint beyond which shadows are no longer rendered. * * @type {number} */ get shadowDistance(): number; /** * Sets the intensity of the shadow darkening. 0 having no effect and 1 meaning shadows are * entirely black. Defaults to 1. * * @type {number} */ set shadowIntensity(arg: number); /** * Gets the intensity of the shadow darkening. * * @type {number} */ get shadowIntensity(): number; /** * Sets the size of the texture used for the shadow map. Valid sizes are 64, 128, 256, 512, * 1024, 2048. Defaults to 1024. * * @type {number} */ set shadowResolution(arg: number); /** * Gets the size of the texture used for the shadow map. * * @type {number} */ get shadowResolution(): number; /** * Set the depth bias for tuning the appearance of the shadow mapping generated by this light. Valid * range is 0 to 1. Defaults to 0.05. * * @type {number} */ set shadowBias(arg: number); /** * Get the depth bias for tuning the appearance of the shadow mapping generated by this light. * * @type {number} */ get shadowBias(): number; /** * Sets the number of shadow cascades. Can be 1, 2, 3 or 4. Defaults to 1, representing no * cascades. * * @type {number} */ set numCascades(arg: number); /** * Gets the number of shadow cascades. * * @type {number} */ get numCascades(): number; /** * Sets the blend factor for cascaded shadow maps, defining the fraction of each cascade level * used for blending between adjacent cascades. The value should be between 0 and 1, with * a default of 0, which disables blending between cascades. * * @type {number} */ set cascadeBlend(value: number); /** * Gets the blend factor for cascaded shadow maps. * * @type {number} */ get cascadeBlend(): number; /** * Sets the number of samples used to bake this light into the lightmap. Defaults to 1. Maximum * value is 255. * * @type {number} */ set bakeNumSamples(arg: number); /** * Gets the number of samples used to bake this light into the lightmap. * * @type {number} */ get bakeNumSamples(): number; /** * Sets the penumbra angle in degrees, allowing for a soft shadow boundary. Defaults to 0. * Requires `bake` to be set to true and the light type is {@link LIGHTTYPE_DIRECTIONAL}. * * @type {number} */ set bakeArea(arg: number); /** * Gets the penumbra angle in degrees. * * @type {number} */ get bakeArea(): number; /** * Sets the distribution of subdivision of the camera frustum for individual shadow cascades. * Only used if {@link LightComponent#numCascades} is larger than 1. Can be a value in range of * 0 and 1. Value of 0 represents a linear distribution, value of 1 represents a logarithmic * distribution. Defaults to 0.5. Larger value increases the resolution of the shadows in the * near distance. * * @type {number} */ set cascadeDistribution(arg: number); /** * Gets the distribution of subdivision of the camera frustum for individual shadow cascades. * * @type {number} */ get cascadeDistribution(): number; /** * Sets the normal offset depth bias. Valid range is 0 to 1. Defaults to 0. * * @type {number} */ set normalOffsetBias(arg: number); /** * Gets the normal offset depth bias. * * @type {number} */ get normalOffsetBias(): number; /** * Sets the range of the light. Affects omni and spot lights only. Defaults to 10. * * @type {number} */ set range(arg: number); /** * Gets the range of the light. * * @type {number} */ get range(): number; /** * Sets the angle at which the spotlight cone starts to fade off. The angle is specified in * degrees. Affects spot lights only. Defaults to 40. * * @type {number} */ set innerConeAngle(arg: number); /** * Gets the angle at which the spotlight cone starts to fade off. * * @type {number} */ get innerConeAngle(): number; /** * Sets the angle at which the spotlight cone has faded to nothing. The angle is specified in * degrees. Affects spot lights only. Defaults to 45. * * @type {number} */ set outerConeAngle(arg: number); /** * Gets the angle at which the spotlight cone has faded to nothing. * * @type {number} */ get outerConeAngle(): number; /** * Sets the fall off mode for the light. This controls the rate at which a light attenuates * from its position. Can be: * * - {@link LIGHTFALLOFF_LINEAR}: Linear. * - {@link LIGHTFALLOFF_INVERSESQUARED}: Inverse squared. * * Affects omni and spot lights only. Defaults to {@link LIGHTFALLOFF_LINEAR}. * * @type {number} */ set falloffMode(arg: number); /** * Gets the fall off mode for the light. * * @type {number} */ get falloffMode(): number; /** * Sets the type of shadows being rendered by this light. Can be: * * - {@link SHADOW_PCF1_32F} * - {@link SHADOW_PCF3_32F} * - {@link SHADOW_PCF5_32F} * - {@link SHADOW_PCF1_16F} * - {@link SHADOW_PCF3_16F} * - {@link SHADOW_PCF5_16F} * - {@link SHADOW_VSM_16F} * - {@link SHADOW_VSM_32F} * - {@link SHADOW_PCSS_32F} * * @type {number} */ set shadowType(arg: number); /** * Gets the type of shadows being rendered by this light. * * @type {number} */ get shadowType(): number; /** * Sets the number of samples used for blurring a variance shadow map. Only uneven numbers * work, even are incremented. Minimum value is 1, maximum is 25. Defaults to 11. * * @type {number} */ set vsmBlurSize(arg: number); /** * Gets the number of samples used for blurring a variance shadow map. * * @type {number} */ get vsmBlurSize(): number; /** * Sets the blurring mode for variance shadow maps. Can be: * * - {@link BLUR_BOX}: Box filter. * - {@link BLUR_GAUSSIAN}: Gaussian filter. May look smoother than box, but requires more samples. * * @type {number} */ set vsmBlurMode(arg: number); /** * Gets the blurring mode for variance shadow maps. * * @type {number} */ get vsmBlurMode(): number; /** * Sets the VSM bias value. * * @type {number} */ set vsmBias(arg: number); /** * Gets the VSM bias value. * * @type {number} */ get vsmBias(): number; /** * Sets the texture asset to be used as the cookie for this light. Only spot and omni lights can * have cookies. Defaults to null. * * @type {number|null} */ set cookieAsset(arg: number | null); /** * Gets the texture asset to be used as the cookie for this light. * * @type {number|null} */ get cookieAsset(): number | null; /** * Sets the texture to be used as the cookie for this light. Only spot and omni lights can have * cookies. Defaults to null. * * @type {Texture|null} */ set cookie(arg: Texture | null); /** * Gets the texture to be used as the cookie for this light. * * @type {Texture|null} */ get cookie(): Texture | null; /** * Sets the cookie texture intensity. Defaults to 1. * * @type {number} */ set cookieIntensity(arg: number); /** * Gets the cookie texture intensity. * * @type {number} */ get cookieIntensity(): number; /** * Sets whether normal spotlight falloff is active when a cookie texture is set. When set to * false, a spotlight will work like a pure texture projector (only fading with distance). * Default is false. * * @type {boolean} */ set cookieFalloff(arg: boolean); /** * Gets whether normal spotlight falloff is active when a cookie texture is set. * * @type {boolean} */ get cookieFalloff(): boolean; /** * Sets the color channels of the cookie texture to use. Can be "r", "g", "b", "a", "rgb". * * @type {string} */ set cookieChannel(arg: string); /** * Gets the color channels of the cookie texture to use. * * @type {string} */ get cookieChannel(): string; /** * Sets the angle for spotlight cookie rotation (in degrees). * * @type {number} */ set cookieAngle(arg: number); /** * Gets the angle for spotlight cookie rotation (in degrees). * * @type {number} */ get cookieAngle(): number; /** * Sets the spotlight cookie scale. * * @type {Vec2|null} */ set cookieScale(arg: Vec2 | null); /** * Gets the spotlight cookie scale. * * @type {Vec2|null} */ get cookieScale(): Vec2 | null; /** * Sets the spotlight cookie position offset. * * @type {Vec2|null} */ set cookieOffset(arg: Vec2 | null); /** * Gets the spotlight cookie position offset. * * @type {Vec2|null} */ get cookieOffset(): Vec2 | null; /** * Sets the shadow update model. This tells the renderer how often shadows must be updated for * this light. Can be: * * - {@link SHADOWUPDATE_NONE}: Don't render shadows. * - {@link SHADOWUPDATE_THISFRAME}: Render shadows only once (then automatically switches * to {@link SHADOWUPDATE_NONE}. * - {@link SHADOWUPDATE_REALTIME}: Render shadows every frame (default). * * @type {number} */ set shadowUpdateMode(arg: number); /** * Gets the shadow update model. * * @type {number} */ get shadowUpdateMode(): number; /** * Sets the mask to determine which {@link MeshInstance}s are lit by this light. Defaults to 1. * * @type {number} */ set mask(arg: number); /** * Gets the mask to determine which {@link MeshInstance}s are lit by this light. * * @type {number} */ get mask(): number; /** * Sets whether the light will affect non-lightmapped objects. * * @type {boolean} */ set affectDynamic(arg: boolean); /** * Gets whether the light will affect non-lightmapped objects. * * @type {boolean} */ get affectDynamic(): boolean; /** * Sets whether the light will affect lightmapped objects. * * @type {boolean} */ set affectLightmapped(arg: boolean); /** * Gets whether the light will affect lightmapped objects. * * @type {boolean} */ get affectLightmapped(): boolean; /** * Sets whether the light will be rendered into lightmaps. * * @type {boolean} */ set bake(arg: boolean); /** * Gets whether the light will be rendered into lightmaps. * * @type {boolean} */ get bake(): boolean; /** * Sets whether the light's direction will contribute to directional lightmaps. The light must * be enabled and `bake` set to true. Be aware, that directional lightmap is an approximation * and can only hold single direction per pixel. Intersecting multiple lights with bakeDir=true * may lead to incorrect look of specular/bump-mapping in the area of intersection. The error * is not always visible though, and highly scene-dependent. * * @type {boolean} */ set bakeDir(arg: boolean); /** * Gets whether the light's direction will contribute to directional lightmaps. * * @type {boolean} */ get bakeDir(): boolean; /** * Sets whether the light ever moves. This is an optimization hint. * * @type {boolean} */ set isStatic(arg: boolean); /** * Gets whether the light ever moves. * * @type {boolean} */ get isStatic(): boolean; /** * Sets the array of layer IDs ({@link Layer#id}) to which this light should belong. Don't * push/pop/splice or modify this array. If you want to change it, set a new one instead. * * @type {number[]} */ set layers(arg: number[]); /** * Gets the array of layer IDs ({@link Layer#id}) to which this light should belong. * * @type {number[]} */ get layers(): number[]; /** * Sets an array of SHADOWUPDATE_ settings per shadow cascade. Set to undefined if not used. * * @type {number[] | null} */ set shadowUpdateOverrides(values: number[] | null); /** * Gets an array of SHADOWUPDATE_ settings per shadow cascade. * * @type {number[] | null} */ get shadowUpdateOverrides(): number[] | null; /** * Sets the number of shadow samples used for soft shadows when the shadow type is * {@link SHADOW_PCSS_32F}. This value must be a positive whole number starting at 1. Higher * values result in smoother shadows but can significantly decrease performance. Defaults to 16. * * @type {number} */ set shadowSamples(value: number); /** * Gets the number of shadow samples used for soft shadows. * * @type {number} */ get shadowSamples(): number; /** * Sets the number of blocker samples used for soft shadows when the shadow type is * {@link SHADOW_PCSS_32F}. These samples are used to estimate the distance between the shadow * caster and the shadow receiver, which is then used for the estimation of contact hardening in * the shadow. This value must be a positive whole number starting at 0. Higher values improve * shadow quality by considering more occlusion points, but can decrease performance. When set * to 0, contact hardening is disabled and the shadow has constant softness. Defaults to 16. Note * that this values can be lower than shadowSamples to optimize performance, often without large * impact on quality. * * @type {number} */ set shadowBlockerSamples(value: number); /** * Gets the number of blocker samples used for contact hardening shadows. * * @type {number} */ get shadowBlockerSamples(): number; /** * Sets the size of penumbra for contact hardening shadows. For area lights, acts as a * multiplier with the dimensions of the area light. For punctual and directional lights it's * the area size of the light. Defaults to 1. * * @type {number} */ set penumbraSize(value: number); /** * Gets the size of penumbra for contact hardening shadows. * * @type {number} */ get penumbraSize(): number; /** * Sets the falloff rate for shadow penumbra for contact hardening shadows. This is a value larger * than or equal to 1. This parameter determines how quickly the shadow softens with distance. * Higher values result in a faster softening of the shadow, while lower values produce a more * gradual transition. Defaults to 1. * * @type {number} */ set penumbraFalloff(value: number); /** * Gets the falloff rate for shadow penumbra for contact hardening shadows. * * @type {number} */ get penumbraFalloff(): number; /** @ignore */ _setValue(name: any, value: any, setFunc: any, skipEqualsCheck: any): void; addLightToLayers(): void; removeLightFromLayers(): void; onLayersChanged(oldComp: any, newComp: any): void; onLayerAdded(layer: any): void; onLayerRemoved(layer: any): void; refreshProperties(): void; onCookieAssetSet(): void; onCookieAssetAdd(asset: any): void; onCookieAssetLoad(): void; onCookieAssetRemove(): void; onRemove(): void; } import { Component } from '../component.js'; import type { LightComponentData } from './data.js'; import type { Light } from '../../../scene/light.js'; import type { Color } from '../../../core/math/color.js'; import type { Texture } from '../../../platform/graphics/texture.js'; import type { Vec2 } from '../../../core/math/vec2.js';