three
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JavaScript 3D library
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JavaScript
import AnalyticLightNode from './AnalyticLightNode.js';
import { getDistanceAttenuation } from './LightUtils.js';
import { uniform } from '../core/UniformNode.js';
import { smoothstep } from '../math/MathNode.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { lightTargetDirection, lightProjectionUV } from '../accessors/Lights.js';
import { texture } from '../accessors/TextureNode.js';
/**
* Module for representing spot lights as nodes.
*
* @augments AnalyticLightNode
*/
class SpotLightNode extends AnalyticLightNode {
static get type() {
return 'SpotLightNode';
}
/**
* Constructs a new spot light node.
*
* @param {?SpotLight} [light=null] - The spot light source.
*/
constructor( light = null ) {
super( light );
/**
* Uniform node representing the cone cosine.
*
* @type {UniformNode<float>}
*/
this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the penumbra cosine.
*
* @type {UniformNode<float>}
*/
this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the cutoff distance.
*
* @type {UniformNode<float>}
*/
this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the decay exponent.
*
* @type {UniformNode<float>}
*/
this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the light color.
*
* @type {UniformNode<Color>}
*/
this.colorNode = uniform( this.color ).setGroup( renderGroup );
}
/**
* Overwritten to updated spot light specific uniforms.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
update( frame ) {
super.update( frame );
const { light } = this;
this.coneCosNode.value = Math.cos( light.angle );
this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
this.cutoffDistanceNode.value = light.distance;
this.decayExponentNode.value = light.decay;
}
/**
* Computes the spot attenuation for the given angle.
*
* @param {NodeBuilder} builder - The node builder.
* @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
* @return {Node<float>} The spot attenuation.
*/
getSpotAttenuation( builder, angleCosine ) {
const { coneCosNode, penumbraCosNode } = this;
return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
}
getLightCoord( builder ) {
const properties = builder.getNodeProperties( this );
let projectionUV = properties.projectionUV;
if ( projectionUV === undefined ) {
projectionUV = lightProjectionUV( this.light, builder.context.positionWorld );
properties.projectionUV = projectionUV;
}
return projectionUV;
}
setupDirect( builder ) {
const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
const lightVector = this.getLightVector( builder );
const lightDirection = lightVector.normalize();
const angleCos = lightDirection.dot( lightTargetDirection( light ) );
const spotAttenuation = this.getSpotAttenuation( builder, angleCos );
const lightDistance = lightVector.length();
const lightAttenuation = getDistanceAttenuation( {
lightDistance,
cutoffDistance: cutoffDistanceNode,
decayExponent: decayExponentNode
} );
let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
let projected, lightCoord;
if ( light.colorNode ) {
lightCoord = this.getLightCoord( builder );
projected = light.colorNode( lightCoord );
} else if ( light.map ) {
lightCoord = this.getLightCoord( builder );
projected = texture( light.map, lightCoord.xy ).onRenderUpdate( () => light.map );
}
if ( projected ) {
const inSpotLightMap = lightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();
lightColor = inSpotLightMap.select( lightColor.mul( projected ), lightColor );
}
return { lightColor, lightDirection };
}
}
export default SpotLightNode;