/** * @author mrdoob / http://mrdoob.com/ */ import { Color } from '../../math/Color.js'; import { Matrix4 } from '../../math/Matrix4.js'; import { Vector2 } from '../../math/Vector2.js'; import { Vector3 } from '../../math/Vector3.js'; function UniformsCache() { var lights = {}; return { get: function ( light ) { if ( lights[ light.id ] !== undefined ) { return lights[ light.id ]; } var uniforms; switch ( light.type ) { case 'DirectionalLight': uniforms = { direction: new Vector3(), color: new Color(), shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2() }; break; case 'SpotLight': uniforms = { position: new Vector3(), direction: new Vector3(), color: new Color(), distance: 0, coneCos: 0, penumbraCos: 0, decay: 0, shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2() }; break; case 'PointLight': uniforms = { position: new Vector3(), color: new Color(), distance: 0, decay: 0, shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2(), shadowCameraNear: 1, shadowCameraFar: 1000 }; break; case 'HemisphereLight': uniforms = { direction: new Vector3(), skyColor: new Color(), groundColor: new Color() }; break; case 'RectAreaLight': uniforms = { color: new Color(), position: new Vector3(), halfWidth: new Vector3(), halfHeight: new Vector3() // TODO (abelnation): set RectAreaLight shadow uniforms }; break; } lights[ light.id ] = uniforms; return uniforms; } }; } var count = 0; function WebGLLights() { var cache = new UniformsCache(); var state = { id: count ++, hash: { stateID: - 1, directionalLength: - 1, pointLength: - 1, spotLength: - 1, rectAreaLength: - 1, hemiLength: - 1, shadowsLength: - 1 }, ambient: [ 0, 0, 0 ], directional: [], directionalShadowMap: [], directionalShadowMatrix: [], spot: [], spotShadowMap: [], spotShadowMatrix: [], rectArea: [], point: [], pointShadowMap: [], pointShadowMatrix: [], hemi: [] }; var vector3 = new Vector3(); var matrix4 = new Matrix4(); var matrix42 = new Matrix4(); function setup( lights, shadows, camera ) { var r = 0, g = 0, b = 0; var directionalLength = 0; var pointLength = 0; var spotLength = 0; var rectAreaLength = 0; var hemiLength = 0; var viewMatrix = camera.matrixWorldInverse; for ( var i = 0, l = lights.length; i < l; i ++ ) { var light = lights[ i ]; var color = light.color; var intensity = light.intensity; var distance = light.distance; var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; if ( light.isAmbientLight ) { r += color.r * intensity; g += color.g * intensity; b += color.b * intensity; } else if ( light.isDirectionalLight ) { var uniforms = cache.get( light ); uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); uniforms.direction.setFromMatrixPosition( light.matrixWorld ); vector3.setFromMatrixPosition( light.target.matrixWorld ); uniforms.direction.sub( vector3 ); uniforms.direction.transformDirection( viewMatrix ); uniforms.shadow = light.castShadow; if ( light.castShadow ) { var shadow = light.shadow; uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; } state.directionalShadowMap[ directionalLength ] = shadowMap; state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; state.directional[ directionalLength ] = uniforms; directionalLength ++; } else if ( light.isSpotLight ) { var uniforms = cache.get( light ); uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix ); uniforms.color.copy( color ).multiplyScalar( intensity ); uniforms.distance = distance; uniforms.direction.setFromMatrixPosition( light.matrixWorld ); vector3.setFromMatrixPosition( light.target.matrixWorld ); uniforms.direction.sub( vector3 ); uniforms.direction.transformDirection( viewMatrix ); uniforms.coneCos = Math.cos( light.angle ); uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); uniforms.decay = light.decay; uniforms.shadow = light.castShadow; if ( light.castShadow ) { var shadow = light.shadow; uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; } state.spotShadowMap[ spotLength ] = shadowMap; state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; state.spot[ spotLength ] = uniforms; spotLength ++; } else if ( light.isRectAreaLight ) { var uniforms = cache.get( light ); // (a) intensity is the total visible light emitted //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); // (b) intensity is the brightness of the light uniforms.color.copy( color ).multiplyScalar( intensity ); uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix ); // extract local rotation of light to derive width/height half vectors matrix42.identity(); matrix4.copy( light.matrixWorld ); matrix4.premultiply( viewMatrix ); matrix42.extractRotation( matrix4 ); uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); uniforms.halfWidth.applyMatrix4( matrix42 ); uniforms.halfHeight.applyMatrix4( matrix42 ); // TODO (abelnation): RectAreaLight distance? // uniforms.distance = distance; state.rectArea[ rectAreaLength ] = uniforms; rectAreaLength ++; } else if ( light.isPointLight ) { var uniforms = cache.get( light ); uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix ); uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); uniforms.distance = light.distance; uniforms.decay = light.decay; uniforms.shadow = light.castShadow; if ( light.castShadow ) { var shadow = light.shadow; uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; uniforms.shadowCameraNear = shadow.camera.near; uniforms.shadowCameraFar = shadow.camera.far; } state.pointShadowMap[ pointLength ] = shadowMap; state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; state.point[ pointLength ] = uniforms; pointLength ++; } else if ( light.isHemisphereLight ) { var uniforms = cache.get( light ); uniforms.direction.setFromMatrixPosition( light.matrixWorld ); uniforms.direction.transformDirection( viewMatrix ); uniforms.direction.normalize(); uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); state.hemi[ hemiLength ] = uniforms; hemiLength ++; } } state.ambient[ 0 ] = r; state.ambient[ 1 ] = g; state.ambient[ 2 ] = b; state.directional.length = directionalLength; state.spot.length = spotLength; state.rectArea.length = rectAreaLength; state.point.length = pointLength; state.hemi.length = hemiLength; state.hash.stateID = state.id; state.hash.directionalLength = directionalLength; state.hash.pointLength = pointLength; state.hash.spotLength = spotLength; state.hash.rectAreaLength = rectAreaLength; state.hash.hemiLength = hemiLength; state.hash.shadowsLength = shadows.length; } return { setup: setup, state: state }; } export { WebGLLights };