@zephyr3d/scene 0.9.22 → 0.9.24

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Files changed (234) hide show
  1. package/dist/animation/joint_dynamics/collision.js +1 -7
  2. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  3. package/dist/animation/joint_dynamics/constraints.js +2 -17
  4. package/dist/animation/joint_dynamics/constraints.js.map +1 -1
  5. package/dist/animation/joint_dynamics/controller.js +2 -20
  6. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  7. package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
  8. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  9. package/dist/animation/joint_dynamics/solver.js +14 -60
  10. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  11. package/dist/animation/joint_dynamics/types.js +3 -3
  12. package/dist/animation/joint_dynamics/types.js.map +1 -1
  13. package/dist/app/app.js +23 -0
  14. package/dist/app/app.js.map +1 -1
  15. package/dist/app/scriptregistry.js +16 -53
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +2 -0
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +22 -0
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/blitter/bilateralblur.js +3 -1
  22. package/dist/blitter/bilateralblur.js.map +1 -1
  23. package/dist/blitter/blitter.js +3 -3
  24. package/dist/blitter/blitter.js.map +1 -1
  25. package/dist/camera/camera.js +398 -45
  26. package/dist/camera/camera.js.map +1 -1
  27. package/dist/camera/perspectivecamera.js +69 -2
  28. package/dist/camera/perspectivecamera.js.map +1 -1
  29. package/dist/index.d.ts +9113 -8740
  30. package/dist/index.js +10 -2
  31. package/dist/index.js.map +1 -1
  32. package/dist/material/blinn.js +1 -1
  33. package/dist/material/blinn.js.map +1 -1
  34. package/dist/material/lambert.js +3 -3
  35. package/dist/material/lambert.js.map +1 -1
  36. package/dist/material/material.js +8 -5
  37. package/dist/material/material.js.map +1 -1
  38. package/dist/material/meshmaterial.js +17 -10
  39. package/dist/material/meshmaterial.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  41. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  43. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
  45. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
  47. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  48. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
  49. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  50. package/dist/material/mixins/lit.js +33 -11
  51. package/dist/material/mixins/lit.js.map +1 -1
  52. package/dist/material/mixins/pbr/brdf.js +44 -12
  53. package/dist/material/mixins/pbr/brdf.js.map +1 -1
  54. package/dist/material/mixins/pbr/common.js +149 -14
  55. package/dist/material/mixins/pbr/common.js.map +1 -1
  56. package/dist/material/mtoon.js +7 -4
  57. package/dist/material/mtoon.js.map +1 -1
  58. package/dist/material/pbrblueprint.js +5 -1
  59. package/dist/material/pbrblueprint.js.map +1 -1
  60. package/dist/material/pbrmr.js +1 -1
  61. package/dist/material/pbrmr.js.map +1 -1
  62. package/dist/material/pbrsg.js +1 -1
  63. package/dist/material/pbrsg.js.map +1 -1
  64. package/dist/material/shader/helper.js +512 -334
  65. package/dist/material/shader/helper.js.map +1 -1
  66. package/dist/material/skin.js +2 -2
  67. package/dist/material/skin.js.map +1 -1
  68. package/dist/material/terrain-cm.js +5 -5
  69. package/dist/material/terrain-cm.js.map +1 -1
  70. package/dist/material/water.js +6 -4
  71. package/dist/material/water.js.map +1 -1
  72. package/dist/posteffect/bloom.js +54 -4
  73. package/dist/posteffect/bloom.js.map +1 -1
  74. package/dist/posteffect/compositor.js +41 -0
  75. package/dist/posteffect/compositor.js.map +1 -1
  76. package/dist/posteffect/posteffect.js +35 -0
  77. package/dist/posteffect/posteffect.js.map +1 -1
  78. package/dist/posteffect/sao.js +7 -6
  79. package/dist/posteffect/sao.js.map +1 -1
  80. package/dist/posteffect/skinsss.js +3 -3
  81. package/dist/posteffect/skinsss.js.map +1 -1
  82. package/dist/posteffect/ssgi.js +988 -436
  83. package/dist/posteffect/ssgi.js.map +1 -1
  84. package/dist/posteffect/ssr.js +83 -45
  85. package/dist/posteffect/ssr.js.map +1 -1
  86. package/dist/posteffect/sss.js +18 -15
  87. package/dist/posteffect/sss.js.map +1 -1
  88. package/dist/posteffect/taa.js +5 -4
  89. package/dist/posteffect/taa.js.map +1 -1
  90. package/dist/posteffect/tonemap.js +15 -3
  91. package/dist/posteffect/tonemap.js.map +1 -1
  92. package/dist/render/abuffer_oit.js +2 -2
  93. package/dist/render/abuffer_oit.js.map +1 -1
  94. package/dist/render/cluster_light.js +22 -16
  95. package/dist/render/cluster_light.js.map +1 -1
  96. package/dist/render/drawable_mixin.js +8 -5
  97. package/dist/render/drawable_mixin.js.map +1 -1
  98. package/dist/render/dualdepthpeeling_oit.js +10 -5
  99. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  100. package/dist/render/envlight.js +298 -5
  101. package/dist/render/envlight.js.map +1 -1
  102. package/dist/render/gpu_picking.js +7 -5
  103. package/dist/render/gpu_picking.js.map +1 -1
  104. package/dist/render/hzb.js +28 -19
  105. package/dist/render/hzb.js.map +1 -1
  106. package/dist/render/lightpass.js +18 -4
  107. package/dist/render/lightpass.js.map +1 -1
  108. package/dist/render/render_queue.js +37 -4
  109. package/dist/render/render_queue.js.map +1 -1
  110. package/dist/render/renderer.js +8 -3
  111. package/dist/render/renderer.js.map +1 -1
  112. package/dist/render/rendergraph/blackboard.js +20 -48
  113. package/dist/render/rendergraph/blackboard.js.map +1 -1
  114. package/dist/render/rendergraph/device_pool_allocator.js +18 -58
  115. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  116. package/dist/render/rendergraph/executor.js +89 -115
  117. package/dist/render/rendergraph/executor.js.map +1 -1
  118. package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
  119. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  120. package/dist/render/rendergraph/frame_graph_context.js +1 -1
  121. package/dist/render/rendergraph/frame_graph_context.js.map +1 -1
  122. package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
  123. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
  124. package/dist/render/rendergraph/history_resource_manager.js +74 -140
  125. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  126. package/dist/render/rendergraph/history_resources.js +7 -5
  127. package/dist/render/rendergraph/history_resources.js.map +1 -1
  128. package/dist/render/rendergraph/render_context.js +19 -0
  129. package/dist/render/rendergraph/render_context.js.map +1 -0
  130. package/dist/render/rendergraph/render_pipeline.js +315 -0
  131. package/dist/render/rendergraph/render_pipeline.js.map +1 -0
  132. package/dist/render/rendergraph/rendergraph.js +158 -141
  133. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  134. package/dist/render/rendergraph/scene_render_context.js +267 -0
  135. package/dist/render/rendergraph/scene_render_context.js.map +1 -0
  136. package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
  137. package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
  138. package/dist/render/rendergraph/types.js +19 -31
  139. package/dist/render/rendergraph/types.js.map +1 -1
  140. package/dist/render/renderpass.js +3 -3
  141. package/dist/render/renderpass.js.map +1 -1
  142. package/dist/render/shadow_mask_pass.js +7 -6
  143. package/dist/render/shadow_mask_pass.js.map +1 -1
  144. package/dist/render/sky.js +257 -95
  145. package/dist/render/sky.js.map +1 -1
  146. package/dist/render/weightedblended_oit.js +4 -3
  147. package/dist/render/weightedblended_oit.js.map +1 -1
  148. package/dist/scene/basesprite.js +2 -0
  149. package/dist/scene/basesprite.js.map +1 -1
  150. package/dist/scene/batchgroup.js +10 -0
  151. package/dist/scene/batchgroup.js.map +1 -1
  152. package/dist/scene/environment.js +61 -2
  153. package/dist/scene/environment.js.map +1 -1
  154. package/dist/scene/light.js +178 -10
  155. package/dist/scene/light.js.map +1 -1
  156. package/dist/scene/meshdrawable.js +89 -2
  157. package/dist/scene/meshdrawable.js.map +1 -1
  158. package/dist/scene/msdftext.js +2 -0
  159. package/dist/scene/msdftext.js.map +1 -1
  160. package/dist/scene/msdftextsprite.js +2 -0
  161. package/dist/scene/msdftextsprite.js.map +1 -1
  162. package/dist/scene/particlesys.js +2 -0
  163. package/dist/scene/particlesys.js.map +1 -1
  164. package/dist/scene/scene.js +34 -1
  165. package/dist/scene/scene.js.map +1 -1
  166. package/dist/scene/terrain-cm/grass.js +2 -1
  167. package/dist/scene/terrain-cm/grass.js.map +1 -1
  168. package/dist/scene/terrain-cm/terrain-cm.js +2 -0
  169. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  170. package/dist/scene/water.js +2 -0
  171. package/dist/scene/water.js.map +1 -1
  172. package/dist/shaders/atmosphere.js +5 -4
  173. package/dist/shaders/atmosphere.js.map +1 -1
  174. package/dist/shaders/fog.js +10 -3
  175. package/dist/shaders/fog.js.map +1 -1
  176. package/dist/shaders/shadow.js +149 -40
  177. package/dist/shaders/shadow.js.map +1 -1
  178. package/dist/shaders/ssgi_reprojection.js +118 -0
  179. package/dist/shaders/ssgi_reprojection.js.map +1 -0
  180. package/dist/shaders/ssr.js +322 -154
  181. package/dist/shaders/ssr.js.map +1 -1
  182. package/dist/shadow/esm.js +10 -7
  183. package/dist/shadow/esm.js.map +1 -1
  184. package/dist/shadow/pcf_opt.js +12 -12
  185. package/dist/shadow/pcf_opt.js.map +1 -1
  186. package/dist/shadow/pcf_pd.js +12 -12
  187. package/dist/shadow/pcf_pd.js.map +1 -1
  188. package/dist/shadow/pcss.js +16 -11
  189. package/dist/shadow/pcss.js.map +1 -1
  190. package/dist/shadow/shadow_impl.js +29 -3
  191. package/dist/shadow/shadow_impl.js.map +1 -1
  192. package/dist/shadow/shadowmapper.js +5 -2
  193. package/dist/shadow/shadowmapper.js.map +1 -1
  194. package/dist/shadow/ssm.js +13 -13
  195. package/dist/shadow/ssm.js.map +1 -1
  196. package/dist/shadow/vsm.js +7 -7
  197. package/dist/shadow/vsm.js.map +1 -1
  198. package/dist/utility/physical.js +74 -0
  199. package/dist/utility/physical.js.map +1 -0
  200. package/dist/utility/rendermipmap.js +2 -2
  201. package/dist/utility/rendermipmap.js.map +1 -1
  202. package/dist/utility/serialization/manager.js +3 -1
  203. package/dist/utility/serialization/manager.js.map +1 -1
  204. package/dist/utility/serialization/scene/animation.js +3 -1
  205. package/dist/utility/serialization/scene/animation.js.map +1 -1
  206. package/dist/utility/serialization/scene/batch.js +3 -1
  207. package/dist/utility/serialization/scene/batch.js.map +1 -1
  208. package/dist/utility/serialization/scene/camera.js +598 -2
  209. package/dist/utility/serialization/scene/camera.js.map +1 -1
  210. package/dist/utility/serialization/scene/light.js +180 -9
  211. package/dist/utility/serialization/scene/light.js.map +1 -1
  212. package/dist/utility/serialization/scene/material.js +43 -3
  213. package/dist/utility/serialization/scene/material.js.map +1 -1
  214. package/dist/utility/serialization/scene/mesh.js +3 -1
  215. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  216. package/dist/utility/serialization/scene/node.js +3 -1
  217. package/dist/utility/serialization/scene/node.js.map +1 -1
  218. package/dist/utility/serialization/scene/particle.js +3 -1
  219. package/dist/utility/serialization/scene/particle.js.map +1 -1
  220. package/dist/utility/serialization/scene/primitive.js +2 -0
  221. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  222. package/dist/utility/serialization/scene/scene.js +70 -0
  223. package/dist/utility/serialization/scene/scene.js.map +1 -1
  224. package/dist/utility/serialization/scene/sprite.js +3 -1
  225. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  226. package/dist/utility/serialization/scene/terrain.js +3 -1
  227. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  228. package/dist/utility/serialization/scene/text.js +3 -0
  229. package/dist/utility/serialization/scene/text.js.map +1 -1
  230. package/dist/utility/serialization/scene/water.js +3 -1
  231. package/dist/utility/serialization/scene/water.js.map +1 -1
  232. package/dist/values.js +59 -65
  233. package/dist/values.js.map +1 -1
  234. package/package.json +3 -3
@@ -27,12 +27,14 @@ import '../../../render/rendergraph/forward_plus_builder.js';
27
27
  import '../../../render/lightpass.js';
28
28
  import '../../../render/sky.js';
29
29
  import '../../../render/clipmap.js';
30
+ import '../../../render/envlight.js';
30
31
  import '../../../render/dualdepthpeeling_oit.js';
31
32
  import '../../../shaders/atmosphere.js';
33
+ import '../../../render/rendergraph/scene_render_context.js';
32
34
  import { SceneNode } from '../../../scene/scene_node.js';
33
35
  import { Mesh } from '../../../scene/mesh.js';
34
- import '../../../scene/basesprite.js';
35
36
  import '../../../scene/meshdrawable.js';
37
+ import '../../../scene/basesprite.js';
36
38
  import '../../../material/msdf_text.js';
37
39
  import '../../../scene/water.js';
38
40
  import '../../../scene/particlesys.js';
@@ -84,6 +86,9 @@ import '../../../scene/raycast_visitor.js';
84
86
  },
85
87
  set (value) {
86
88
  this.intensity = value.num[0];
89
+ },
90
+ isHidden () {
91
+ return this.scene?.lightingMode === 'physical';
87
92
  }
88
93
  },
89
94
  {
@@ -632,6 +637,27 @@ import '../../../scene/raycast_visitor.js';
632
637
  },
633
638
  getProps () {
634
639
  return defineProps([
640
+ {
641
+ name: 'Illuminance',
642
+ description: 'Physical illuminance in lux',
643
+ type: 'float',
644
+ default: 100000,
645
+ options: {
646
+ label: 'Illuminance (lux)',
647
+ animatable: true,
648
+ minValue: 0,
649
+ group: 'Physical'
650
+ },
651
+ get (value) {
652
+ value.num[0] = this.illuminance;
653
+ },
654
+ set (value) {
655
+ this.illuminance = value.num[0];
656
+ },
657
+ isHidden () {
658
+ return this.scene?.lightingMode !== 'physical';
659
+ }
660
+ },
635
661
  {
636
662
  name: 'SunLight',
637
663
  description: 'If true, this light will act as sun light and affect sky atmosphere rendering',
@@ -662,15 +688,55 @@ import '../../../scene/raycast_visitor.js';
662
688
  },
663
689
  getProps () {
664
690
  return defineProps([
691
+ {
692
+ // Storage only, never shown: candela is the unit the shader consumes and the only one
693
+ // safe to persist, but LuminousPower below is the single field authors edit.
694
+ name: 'LuminousIntensity',
695
+ description: 'Physical luminous intensity in candela',
696
+ type: 'float',
697
+ default: 100,
698
+ options: {
699
+ minValue: 0
700
+ },
701
+ get (value) {
702
+ value.num[0] = this.luminousIntensity;
703
+ },
704
+ set (value) {
705
+ this.luminousIntensity = value.num[0];
706
+ },
707
+ isHidden: ()=>true
708
+ },
709
+ {
710
+ // The authored field. Non-persistent because LuminousIntensity above is the value of
711
+ // record -- saving both would put the same quantity in the scene file twice.
712
+ name: 'LuminousPower',
713
+ description: 'Physical luminous flux in lumen (4pi x candela)',
714
+ type: 'float',
715
+ options: {
716
+ label: 'Luminous power (lm)',
717
+ animatable: true,
718
+ minValue: 0,
719
+ group: 'Physical'
720
+ },
721
+ isPersistent: ()=>false,
722
+ get (value) {
723
+ value.num[0] = this.luminousPower;
724
+ },
725
+ set (value) {
726
+ this.luminousPower = value.num[0];
727
+ },
728
+ isHidden () {
729
+ return this.scene?.lightingMode !== 'physical';
730
+ }
731
+ },
665
732
  {
666
733
  name: 'Range',
667
- description: 'Light range in world unit',
734
+ description: 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',
668
735
  type: 'float',
669
736
  default: 10,
670
737
  options: {
671
738
  animatable: true,
672
- minValue: 0,
673
- maxValue: 1000
739
+ minValue: 0
674
740
  },
675
741
  get (value) {
676
742
  value.num[0] = this.range;
@@ -748,15 +814,57 @@ import '../../../scene/raycast_visitor.js';
748
814
  },
749
815
  getProps () {
750
816
  return defineProps([
817
+ {
818
+ // Storage only, never shown. Persisting candela is also required for correctness here:
819
+ // the lumen conversion depends on the outer cone angle, which is a separate property
820
+ // applied later in this list, so a persisted lumen value would be converted back against
821
+ // the constructor's default angle on load -- silently changing the brightness of every
822
+ // spot light whose cone is not 45 degrees.
823
+ name: 'LuminousIntensity',
824
+ description: 'Physical luminous intensity in candela',
825
+ type: 'float',
826
+ default: 1000,
827
+ options: {
828
+ minValue: 0
829
+ },
830
+ get (value) {
831
+ value.num[0] = this.luminousIntensity;
832
+ },
833
+ set (value) {
834
+ this.luminousIntensity = value.num[0];
835
+ },
836
+ isHidden: ()=>true
837
+ },
838
+ {
839
+ // The authored field. See LuminousIntensity above for why it is not the persisted one.
840
+ name: 'LuminousPower',
841
+ description: 'Physical luminous flux in lumen (2pi(1-cos(outer)) x candela)',
842
+ type: 'float',
843
+ options: {
844
+ label: 'Luminous power (lm)',
845
+ animatable: true,
846
+ minValue: 0,
847
+ group: 'Physical'
848
+ },
849
+ isPersistent: ()=>false,
850
+ get (value) {
851
+ value.num[0] = this.luminousPower;
852
+ },
853
+ set (value) {
854
+ this.luminousPower = value.num[0];
855
+ },
856
+ isHidden () {
857
+ return this.scene?.lightingMode !== 'physical';
858
+ }
859
+ },
751
860
  {
752
861
  name: 'Range',
753
- description: 'Light range in world unit',
862
+ description: 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',
754
863
  type: 'float',
755
864
  default: 10,
756
865
  options: {
757
866
  animatable: true,
758
- minValue: 0,
759
- maxValue: 1000
867
+ minValue: 0
760
868
  },
761
869
  get (value) {
762
870
  value.num[0] = this.range;
@@ -780,6 +888,49 @@ import '../../../scene/raycast_visitor.js';
780
888
  },
781
889
  set (value) {
782
890
  this.cutoff = Math.cos(degree2radian(value.num[0]) * 0.5);
891
+ },
892
+ isHidden () {
893
+ return this.scene?.lightingMode === 'physical';
894
+ }
895
+ },
896
+ {
897
+ name: 'PhysicalInnerConeAngle',
898
+ description: 'Physical inner cone half-angle in degrees',
899
+ type: 'float',
900
+ default: 22.5,
901
+ options: {
902
+ animatable: true,
903
+ minValue: 0,
904
+ maxValue: 90
905
+ },
906
+ get (value) {
907
+ value.num[0] = radian2degree(this.innerConeAngle);
908
+ },
909
+ set (value) {
910
+ this.innerConeAngle = degree2radian(value.num[0]);
911
+ },
912
+ isHidden () {
913
+ return this.scene?.lightingMode !== 'physical';
914
+ }
915
+ },
916
+ {
917
+ name: 'PhysicalOuterConeAngle',
918
+ description: 'Physical outer cone half-angle in degrees',
919
+ type: 'float',
920
+ default: 45,
921
+ options: {
922
+ animatable: true,
923
+ minValue: 0.01,
924
+ maxValue: 90
925
+ },
926
+ get (value) {
927
+ value.num[0] = radian2degree(this.outerConeAngle);
928
+ },
929
+ set (value) {
930
+ this.outerConeAngle = degree2radian(value.num[0]);
931
+ },
932
+ isHidden () {
933
+ return this.scene?.lightingMode !== 'physical';
783
934
  }
784
935
  }
785
936
  ]);
@@ -800,6 +951,27 @@ import '../../../scene/raycast_visitor.js';
800
951
  },
801
952
  getProps () {
802
953
  return defineProps([
954
+ {
955
+ name: 'Luminance',
956
+ description: 'Physical luminance in candela per square meter (nit)',
957
+ type: 'float',
958
+ default: 100,
959
+ options: {
960
+ label: 'Luminance (nit)',
961
+ animatable: true,
962
+ minValue: 0,
963
+ group: 'Physical'
964
+ },
965
+ get (value) {
966
+ value.num[0] = this.luminance;
967
+ },
968
+ set (value) {
969
+ this.luminance = value.num[0];
970
+ },
971
+ isHidden () {
972
+ return this.scene?.lightingMode !== 'physical';
973
+ }
974
+ },
803
975
  {
804
976
  name: 'Range',
805
977
  description: 'Light range in world unit',
@@ -807,8 +979,7 @@ import '../../../scene/raycast_visitor.js';
807
979
  default: 10,
808
980
  options: {
809
981
  animatable: true,
810
- minValue: 0,
811
- maxValue: 1000
982
+ minValue: 0
812
983
  },
813
984
  get (value) {
814
985
  value.num[0] = this.range;
@@ -1 +1 @@
1
- {"version":3,"file":"light.js","sources":["../../../../src/utility/serialization/scene/light.ts"],"sourcesContent":["import type { BaseLight } from '../../../scene/light';\r\nimport { DirectionalLight, PointLight, PunctualLight, RectLight, SpotLight } from '../../../scene/light';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { AABB, degree2radian, radian2degree, Vector4 } from '@zephyr3d/base';\r\nimport { ClipmapTerrain, Mesh, SceneNode } from '../../../scene';\r\nimport type { ShadowMode } from '../../../shadow';\r\n\r\n/** @internal */\r\nexport function getPunctualLightClass(): SerializableClass {\r\n return {\r\n ctor: PunctualLight,\r\n parent: SceneNode,\r\n name: 'PunctualLight',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Color',\r\n description: 'Light color',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n options: {\r\n animatable: true\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.color.x;\r\n value.num[1] = this.color.y;\r\n value.num[2] = this.color.z;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.color = new Vector4(value.num[0], value.num[1], value.num[2], 1);\r\n }\r\n },\r\n {\r\n name: 'Intensity',\r\n description: 'Light intensity',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: BaseLight, value) {\r\n value.num[0] = this.intensity;\r\n },\r\n set(this: BaseLight, value) {\r\n this.intensity = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'CastShadow',\r\n description: 'if true, the light cast shadows',\r\n type: 'bool',\r\n phase: 0,\r\n default: false,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.castShadow;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.castShadow = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'ShadowType',\r\n description: 'Which type of shadow this light product',\r\n type: 'string',\r\n phase: 1,\r\n default: 'hard',\r\n options: {\r\n enum: {\r\n labels: ['Hard', 'PCF', 'PCSS', 'VSM', 'ESM', 'PCF-OPT (deprecated)', 'PCF-PD (deprecated)'],\r\n values: ['hard', 'pcf', 'pcss', 'vsm', 'esm', 'pcf-opt', 'pcf-pd']\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.str[0] = this.shadow.mode;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.mode = value.str[0] as ShadowMode;\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowDistance',\r\n description: 'Maximum shadow distance',\r\n type: 'float',\r\n phase: 1,\r\n default: 2000,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5000\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowDistance;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowDistance = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowMapSize',\r\n description: 'Shadow map resolution',\r\n phase: 1,\r\n type: 'int',\r\n default: 1024,\r\n options: {\r\n enum: {\r\n labels: ['128x128', '256x256', '512x512', '1024x1024', '2048x2048', '4096x4096'],\r\n values: [128, 256, 512, 1024, 2048, 4096]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowMapSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowMapSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowRegion',\r\n description: 'World space AABB, objects inside this AABB can cast shadows',\r\n phase: 1,\r\n type: 'object',\r\n default: null,\r\n options: {\r\n edit: 'aabb',\r\n objectTypes: [AABB]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n create(this: PunctualLight) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n this.scene!.rootNode.iterate((child) => {\r\n if (child instanceof Mesh || child instanceof ClipmapTerrain) {\r\n if (child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()!.toAABB();\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n if (!aabb.isValid()) {\r\n aabb.minPoint.setXYZ(-1, -1, -1);\r\n aabb.maxPoint.setXYZ(1, 1, 1);\r\n }\r\n return aabb;\r\n },\r\n get(this: PunctualLight, value) {\r\n value.object[0] = this.shadow.shadowRegion.region;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowRegion.setRegion(value.object[0] as AABB);\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowDepthBias',\r\n description: 'Shadow depth bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.5,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.depthBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.depthBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNormalBias',\r\n description: 'Shadow normal bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.normalBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.normalBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNearClip',\r\n description: 'Near clip distance for shadow camera',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0.01,\r\n maxValue: 10\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.nearClip;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.nearClip = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && !this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowStrength',\r\n description: 'Shadow strength, 0 means disabled and 1 means full effect',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowStrength;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowStrength = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowCascades',\r\n description: 'Cascade count for CSM',\r\n type: 'int',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.numShadowCascades;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.numShadowCascades = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'PCFKernelSize',\r\n description: 'Kernel size for PCF shadow',\r\n phase: 2,\r\n type: 'int',\r\n default: 5,\r\n options: {\r\n enum: {\r\n labels: ['3x3', '5x5', '7x7'],\r\n values: [3, 5, 7]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcfKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcfKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && (this.shadow.mode === 'pcf' || this.shadow.mode === 'pcf-opt');\r\n }\r\n },\r\n {\r\n name: 'PCSSLightRadius',\r\n description: 'Light radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 64\r\n },\r\n default: 8,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssLightRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssLightRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSBlockerSampleCount',\r\n description: 'Blocker search sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 24,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssBlockerSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssBlockerSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSFilterSampleCount',\r\n description: 'Filter sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssFilterSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssFilterSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSMaxFilterRadius',\r\n description: 'Maximum filter radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 128\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssMaxFilterRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssMaxFilterRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSTemporalJitter',\r\n description: 'If true, rotate PCSS sampling pattern over frames for TAA accumulation',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.pcssTemporalJitter;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssTemporalJitter = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurKernelSize',\r\n description: 'Blur kernel size of VSM shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n default: 5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurRadius',\r\n description: 'Blur radius for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n default: 4,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMDarkness',\r\n description: 'Darkness for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n default: 0.5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmDarkness;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmDarkness = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'ESMDepthScale',\r\n description: 'Depth scale value for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 2000\r\n },\r\n default: 200,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmDepthScale;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmDepthScale = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlur',\r\n description: 'If true, enable bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmBlur;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlur = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMLogSpaceBlur',\r\n description: 'If true, enable log space bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmLogSpace;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmLogSpace = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlurKernelSize',\r\n description: 'Blur kernel size for ESM shadow',\r\n type: 'int',\r\n phase: 2,\r\n default: 5,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n },\r\n {\r\n name: 'ESMBlurRadius',\r\n description: 'Blur radius for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n default: 4,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getDirectionalLightClass(): SerializableClass {\r\n return {\r\n ctor: DirectionalLight,\r\n name: 'DirectionalLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new DirectionalLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'SunLight',\r\n description: 'If true, this light will act as sun light and affect sky atmosphere rendering',\r\n type: 'bool',\r\n default: false,\r\n get(this: DirectionalLight, value) {\r\n value.bool[0] = this.sunLight;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.sunLight = value.bool[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getPointLightClass(): SerializableClass {\r\n return {\r\n ctor: PointLight,\r\n name: 'PointLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new PointLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Range',\r\n description: 'Light range in world unit',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: PointLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'DiffuseScale',\r\n description: 'Diffuse light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.diffuseScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.diffuseScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SpecularScale',\r\n description: 'Specular light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.specularScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.specularScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SourceRadius',\r\n description: 'Apparent radius of the light source for soft shadows and highlights',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.sourceRadius;\r\n },\r\n set(this: PointLight, value) {\r\n this.sourceRadius = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getSpotLightClass(): SerializableClass {\r\n return {\r\n ctor: SpotLight,\r\n name: 'SpotLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new SpotLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Range',\r\n description: 'Light range in world unit',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: SpotLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'BeamAngle',\r\n description: 'Beam angle of cone',\r\n type: 'float',\r\n default: 90,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 180\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(Math.acos(this.cutoff) * 2);\r\n },\r\n set(this: SpotLight, value) {\r\n this.cutoff = Math.cos(degree2radian(value.num[0]) * 0.5);\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getRectLightClass(): SerializableClass {\r\n return {\r\n ctor: RectLight,\r\n name: 'RectLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new RectLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Range',\r\n description: 'Light range in world unit',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: RectLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Width',\r\n description: 'Width of the light',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.width;\r\n },\r\n set(this: RectLight, value) {\r\n this.width = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Height',\r\n description: 'Height of the light',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.height;\r\n },\r\n set(this: RectLight, value) {\r\n this.height = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n 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1
+ {"version":3,"file":"light.js","sources":["../../../../src/utility/serialization/scene/light.ts"],"sourcesContent":["import type { BaseLight } from '../../../scene/light';\r\nimport { DirectionalLight, PointLight, PunctualLight, RectLight, SpotLight } from '../../../scene/light';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { AABB, degree2radian, radian2degree, Vector4 } from '@zephyr3d/base';\r\nimport { ClipmapTerrain, Mesh, SceneNode } from '../../../scene';\r\nimport type { ShadowMode } from '../../../shadow';\r\n\r\n/** @internal */\r\nexport function getPunctualLightClass(): SerializableClass {\r\n return {\r\n ctor: PunctualLight,\r\n parent: SceneNode,\r\n name: 'PunctualLight',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Color',\r\n description: 'Light color',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n options: {\r\n animatable: true\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.color.x;\r\n value.num[1] = this.color.y;\r\n value.num[2] = this.color.z;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.color = new Vector4(value.num[0], value.num[1], value.num[2], 1);\r\n }\r\n },\r\n {\r\n name: 'Intensity',\r\n description: 'Light intensity',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: BaseLight, value) {\r\n value.num[0] = this.intensity;\r\n },\r\n set(this: BaseLight, value) {\r\n this.intensity = value.num[0];\r\n },\r\n isHidden(this: BaseLight) {\r\n return this.scene?.lightingMode === 'physical';\r\n }\r\n },\r\n {\r\n name: 'CastShadow',\r\n description: 'if true, the light cast shadows',\r\n type: 'bool',\r\n phase: 0,\r\n default: false,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.castShadow;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.castShadow = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'ShadowType',\r\n description: 'Which type of shadow this light product',\r\n type: 'string',\r\n phase: 1,\r\n default: 'hard',\r\n options: {\r\n enum: {\r\n labels: ['Hard', 'PCF', 'PCSS', 'VSM', 'ESM', 'PCF-OPT (deprecated)', 'PCF-PD (deprecated)'],\r\n values: ['hard', 'pcf', 'pcss', 'vsm', 'esm', 'pcf-opt', 'pcf-pd']\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.str[0] = this.shadow.mode;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.mode = value.str[0] as ShadowMode;\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowDistance',\r\n description: 'Maximum shadow distance',\r\n type: 'float',\r\n phase: 1,\r\n default: 2000,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5000\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowDistance;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowDistance = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowMapSize',\r\n description: 'Shadow map resolution',\r\n phase: 1,\r\n type: 'int',\r\n default: 1024,\r\n options: {\r\n enum: {\r\n labels: ['128x128', '256x256', '512x512', '1024x1024', '2048x2048', '4096x4096'],\r\n values: [128, 256, 512, 1024, 2048, 4096]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowMapSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowMapSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowRegion',\r\n description: 'World space AABB, objects inside this AABB can cast shadows',\r\n phase: 1,\r\n type: 'object',\r\n default: null,\r\n options: {\r\n edit: 'aabb',\r\n objectTypes: [AABB]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n create(this: PunctualLight) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n this.scene!.rootNode.iterate((child) => {\r\n if (child instanceof Mesh || child instanceof ClipmapTerrain) {\r\n if (child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()!.toAABB();\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n if (!aabb.isValid()) {\r\n aabb.minPoint.setXYZ(-1, -1, -1);\r\n aabb.maxPoint.setXYZ(1, 1, 1);\r\n }\r\n return aabb;\r\n },\r\n get(this: PunctualLight, value) {\r\n value.object[0] = this.shadow.shadowRegion.region;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowRegion.setRegion(value.object[0] as AABB);\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowDepthBias',\r\n description: 'Shadow depth bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.5,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.depthBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.depthBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNormalBias',\r\n description: 'Shadow normal bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.normalBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.normalBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNearClip',\r\n description: 'Near clip distance for shadow camera',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0.01,\r\n maxValue: 10\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.nearClip;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.nearClip = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && !this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowStrength',\r\n description: 'Shadow strength, 0 means disabled and 1 means full effect',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowStrength;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowStrength = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowCascades',\r\n description: 'Cascade count for CSM',\r\n type: 'int',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.numShadowCascades;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.numShadowCascades = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'PCFKernelSize',\r\n description: 'Kernel size for PCF shadow',\r\n phase: 2,\r\n type: 'int',\r\n default: 5,\r\n options: {\r\n enum: {\r\n labels: ['3x3', '5x5', '7x7'],\r\n values: [3, 5, 7]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcfKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcfKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && (this.shadow.mode === 'pcf' || this.shadow.mode === 'pcf-opt');\r\n }\r\n },\r\n {\r\n name: 'PCSSLightRadius',\r\n description: 'Light radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 64\r\n },\r\n default: 8,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssLightRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssLightRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSBlockerSampleCount',\r\n description: 'Blocker search sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 24,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssBlockerSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssBlockerSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSFilterSampleCount',\r\n description: 'Filter sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssFilterSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssFilterSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSMaxFilterRadius',\r\n description: 'Maximum filter radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 128\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssMaxFilterRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssMaxFilterRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSTemporalJitter',\r\n description: 'If true, rotate PCSS sampling pattern over frames for TAA accumulation',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.pcssTemporalJitter;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssTemporalJitter = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurKernelSize',\r\n description: 'Blur kernel size of VSM shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n default: 5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurRadius',\r\n description: 'Blur radius for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n default: 4,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMDarkness',\r\n description: 'Darkness for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n default: 0.5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmDarkness;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmDarkness = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'ESMDepthScale',\r\n description: 'Depth scale value for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 2000\r\n },\r\n default: 200,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmDepthScale;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmDepthScale = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlur',\r\n description: 'If true, enable bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmBlur;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlur = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMLogSpaceBlur',\r\n description: 'If true, enable log space bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmLogSpace;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmLogSpace = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlurKernelSize',\r\n description: 'Blur kernel size for ESM shadow',\r\n type: 'int',\r\n phase: 2,\r\n default: 5,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n },\r\n {\r\n name: 'ESMBlurRadius',\r\n description: 'Blur radius for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n default: 4,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getDirectionalLightClass(): SerializableClass {\r\n return {\r\n ctor: DirectionalLight,\r\n name: 'DirectionalLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new DirectionalLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Illuminance',\r\n description: 'Physical illuminance in lux',\r\n type: 'float',\r\n default: 100000,\r\n options: {\r\n label: 'Illuminance (lux)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n get(this: DirectionalLight, value) {\r\n value.num[0] = this.illuminance;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.illuminance = value.num[0];\r\n },\r\n isHidden(this: DirectionalLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'SunLight',\r\n description: 'If true, this light will act as sun light and affect sky atmosphere rendering',\r\n type: 'bool',\r\n default: false,\r\n get(this: DirectionalLight, value) {\r\n value.bool[0] = this.sunLight;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.sunLight = value.bool[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getPointLightClass(): SerializableClass {\r\n return {\r\n ctor: PointLight,\r\n name: 'PointLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new PointLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n // Storage only, never shown: candela is the unit the shader consumes and the only one\r\n // safe to persist, but LuminousPower below is the single field authors edit.\r\n name: 'LuminousIntensity',\r\n description: 'Physical luminous intensity in candela',\r\n type: 'float',\r\n default: 100,\r\n options: {\r\n minValue: 0\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.luminousIntensity;\r\n },\r\n set(this: PointLight, value) {\r\n this.luminousIntensity = value.num[0];\r\n },\r\n isHidden: () => true\r\n },\r\n {\r\n // The authored field. Non-persistent because LuminousIntensity above is the value of\r\n // record -- saving both would put the same quantity in the scene file twice.\r\n name: 'LuminousPower',\r\n description: 'Physical luminous flux in lumen (4pi x candela)',\r\n type: 'float',\r\n options: {\r\n label: 'Luminous power (lm)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n isPersistent: () => false,\r\n get(this: PointLight, value) {\r\n value.num[0] = this.luminousPower;\r\n },\r\n set(this: PointLight, value) {\r\n this.luminousPower = value.num[0];\r\n },\r\n isHidden(this: PointLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description:\r\n 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: PointLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'DiffuseScale',\r\n description: 'Diffuse light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.diffuseScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.diffuseScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SpecularScale',\r\n description: 'Specular light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.specularScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.specularScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SourceRadius',\r\n description: 'Apparent radius of the light source for soft shadows and highlights',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.sourceRadius;\r\n },\r\n set(this: PointLight, value) {\r\n this.sourceRadius = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getSpotLightClass(): SerializableClass {\r\n return {\r\n ctor: SpotLight,\r\n name: 'SpotLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new SpotLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n // Storage only, never shown. Persisting candela is also required for correctness here:\r\n // the lumen conversion depends on the outer cone angle, which is a separate property\r\n // applied later in this list, so a persisted lumen value would be converted back against\r\n // the constructor's default angle on load -- silently changing the brightness of every\r\n // spot light whose cone is not 45 degrees.\r\n name: 'LuminousIntensity',\r\n description: 'Physical luminous intensity in candela',\r\n type: 'float',\r\n default: 1000,\r\n options: {\r\n minValue: 0\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.luminousIntensity;\r\n },\r\n set(this: SpotLight, value) {\r\n this.luminousIntensity = value.num[0];\r\n },\r\n isHidden: () => true\r\n },\r\n {\r\n // The authored field. See LuminousIntensity above for why it is not the persisted one.\r\n name: 'LuminousPower',\r\n description: 'Physical luminous flux in lumen (2pi(1-cos(outer)) x candela)',\r\n type: 'float',\r\n options: {\r\n label: 'Luminous power (lm)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n isPersistent: () => false,\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.luminousPower;\r\n },\r\n set(this: SpotLight, value) {\r\n this.luminousPower = value.num[0];\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description:\r\n 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: SpotLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'BeamAngle',\r\n description: 'Beam angle of cone',\r\n type: 'float',\r\n default: 90,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 180\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(Math.acos(this.cutoff) * 2);\r\n },\r\n set(this: SpotLight, value) {\r\n this.cutoff = Math.cos(degree2radian(value.num[0]) * 0.5);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode === 'physical';\r\n }\r\n },\r\n {\r\n name: 'PhysicalInnerConeAngle',\r\n description: 'Physical inner cone half-angle in degrees',\r\n type: 'float',\r\n default: 22.5,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 90\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(this.innerConeAngle);\r\n },\r\n set(this: SpotLight, value) {\r\n this.innerConeAngle = degree2radian(value.num[0]);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'PhysicalOuterConeAngle',\r\n description: 'Physical outer cone half-angle in degrees',\r\n type: 'float',\r\n default: 45,\r\n options: {\r\n animatable: true,\r\n minValue: 0.01,\r\n maxValue: 90\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(this.outerConeAngle);\r\n },\r\n set(this: SpotLight, value) {\r\n this.outerConeAngle = degree2radian(value.num[0]);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getRectLightClass(): SerializableClass {\r\n return {\r\n ctor: RectLight,\r\n name: 'RectLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new RectLight(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Luminance',\r\n description: 'Physical luminance in candela per square meter (nit)',\r\n type: 'float',\r\n default: 100,\r\n options: {\r\n label: 'Luminance (nit)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.luminance;\r\n },\r\n set(this: RectLight, value) {\r\n this.luminance = value.num[0];\r\n },\r\n isHidden(this: RectLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description: 'Light range in world unit',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: RectLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Width',\r\n description: 'Width of the light',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.width;\r\n },\r\n set(this: RectLight, value) {\r\n this.width = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Height',\r\n description: 'Height of the light',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.height;\r\n },\r\n set(this: RectLight, value) {\r\n this.height = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n 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@@ -326,12 +326,11 @@ function getPBRCommonProps(manager) {
326
326
  },
327
327
  {
328
328
  name: 'EmissiveStrength',
329
- description: 'Intensity multiplier for the emissive color and emissive texture',
329
+ description: 'Display-referred intensity multiplier for the emissive color and texture, used by legacy ' + 'lighting. Physical lighting uses EmissiveLuminance instead.',
330
330
  type: 'float',
331
331
  options: {
332
332
  animatable: true,
333
- minValue: 0,
334
- maxValue: 1
333
+ minValue: 0
335
334
  },
336
335
  get (value) {
337
336
  value.num[0] = this.emissiveStrength;
@@ -344,6 +343,47 @@ function getPBRCommonProps(manager) {
344
343
  return this.$isInstance ? this.coreMaterial.emissiveStrength : 1;
345
344
  }
346
345
  },
346
+ {
347
+ name: 'EmissiveLuminance',
348
+ description: 'Emissive multiplier used by physical lighting. With EmissiveExposureWeight at 1 it is a ' + 'luminance in cd/m²: a display is 200-1000, a neon sign 5,000-20,000, a sunlit white ' + 'surface ~25,000. With the weight at 0, as on imported glTF/FBX materials, the exposure ' + 'cancels out and it is a display-referred multiplier where the useful range is about [0, 1].',
349
+ type: 'float',
350
+ options: {
351
+ animatable: true,
352
+ minValue: 0
353
+ },
354
+ get (value) {
355
+ value.num[0] = this.emissiveLuminance;
356
+ },
357
+ set (value) {
358
+ this.emissiveLuminance = value.num[0];
359
+ },
360
+ isHidden: createBlueprintOutputHiddenPredicate(),
361
+ getDefaultValue () {
362
+ return this.$isInstance ? this.coreMaterial.emissiveLuminance : 1000;
363
+ }
364
+ },
365
+ {
366
+ name: 'EmissiveExposureWeight',
367
+ description: 'How strongly the emissive term follows camera exposure, and therefore what unit ' + 'EmissiveLuminance carries. 1 reads it as a cd/m² luminance that dims as the camera stops ' + 'down; 0 cancels the exposure out, making it a display-referred multiplier that ignores ' + 'aperture, shutter and ISO. Imported glTF/FBX materials are set to 0.',
368
+ type: 'float',
369
+ options: {
370
+ animatable: true,
371
+ minValue: 0,
372
+ maxValue: 1
373
+ },
374
+ get (value) {
375
+ value.num[0] = this.emissiveExposureWeight;
376
+ },
377
+ set (value) {
378
+ this.emissiveExposureWeight = value.num[0];
379
+ },
380
+ // Materials are not scene-bound, so this cannot be gated on lightingMode. It is inert in
381
+ // legacy anyway (pre-exposure is 1 there), so it stays visible like the other emissive props.
382
+ isHidden: createBlueprintOutputHiddenPredicate(),
383
+ getDefaultValue () {
384
+ return this.$isInstance ? this.coreMaterial.emissiveExposureWeight : 1;
385
+ }
386
+ },
347
387
  {
348
388
  name: 'RectSpecularScale',
349
389
  type: 'float',