vanta-engine 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +61 -0
- package/dist/engine.d.ts +18 -0
- package/dist/engine.d.ts.map +1 -0
- package/dist/engine.js +23 -0
- package/dist/engine.js.map +1 -0
- package/dist/graphics/assets/asset_format/format.d.ts +115 -0
- package/dist/graphics/assets/asset_format/format.d.ts.map +1 -0
- package/dist/graphics/assets/asset_format/format.js +29 -0
- package/dist/graphics/assets/asset_format/format.js.map +1 -0
- package/dist/graphics/assets/asset_loaders/obj.d.ts +127 -0
- package/dist/graphics/assets/asset_loaders/obj.d.ts.map +1 -0
- package/dist/graphics/assets/asset_loaders/obj.js +762 -0
- package/dist/graphics/assets/asset_loaders/obj.js.map +1 -0
- package/dist/graphics/assets/material.d.ts +33 -0
- package/dist/graphics/assets/material.d.ts.map +1 -0
- package/dist/graphics/assets/material.js +104 -0
- package/dist/graphics/assets/material.js.map +1 -0
- package/dist/graphics/assets/mesh.d.ts +17 -0
- package/dist/graphics/assets/mesh.d.ts.map +1 -0
- package/dist/graphics/assets/mesh.js +47 -0
- package/dist/graphics/assets/mesh.js.map +1 -0
- package/dist/graphics/assets/model.d.ts +13 -0
- package/dist/graphics/assets/model.d.ts.map +1 -0
- package/dist/graphics/assets/model.js +18 -0
- package/dist/graphics/assets/model.js.map +1 -0
- package/dist/graphics/assets/texture.d.ts +93 -0
- package/dist/graphics/assets/texture.d.ts.map +1 -0
- package/dist/graphics/assets/texture.js +318 -0
- package/dist/graphics/assets/texture.js.map +1 -0
- package/dist/graphics/assets/uniform_buffer.d.ts +28 -0
- package/dist/graphics/assets/uniform_buffer.d.ts.map +1 -0
- package/dist/graphics/assets/uniform_buffer.js +132 -0
- package/dist/graphics/assets/uniform_buffer.js.map +1 -0
- package/dist/graphics/assets/vaos.d.ts +9 -0
- package/dist/graphics/assets/vaos.d.ts.map +1 -0
- package/dist/graphics/assets/vaos.js +98 -0
- package/dist/graphics/assets/vaos.js.map +1 -0
- package/dist/graphics/framebuffer.d.ts +77 -0
- package/dist/graphics/framebuffer.d.ts.map +1 -0
- package/dist/graphics/framebuffer.js +265 -0
- package/dist/graphics/framebuffer.js.map +1 -0
- package/dist/graphics/graphics_manager.d.ts +70 -0
- package/dist/graphics/graphics_manager.d.ts.map +1 -0
- package/dist/graphics/graphics_manager.js +503 -0
- package/dist/graphics/graphics_manager.js.map +1 -0
- package/dist/graphics/shader_program.d.ts +66 -0
- package/dist/graphics/shader_program.d.ts.map +1 -0
- package/dist/graphics/shader_program.js +92 -0
- package/dist/graphics/shader_program.js.map +1 -0
- package/dist/graphics/utility.d.ts +4 -0
- package/dist/graphics/utility.d.ts.map +1 -0
- package/dist/graphics/utility.js +33 -0
- package/dist/graphics/utility.js.map +1 -0
- package/dist/hook_manager.d.ts +33 -0
- package/dist/hook_manager.d.ts.map +1 -0
- package/dist/hook_manager.js +102 -0
- package/dist/hook_manager.js.map +1 -0
- package/dist/index.d.ts +27 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +27 -0
- package/dist/index.js.map +1 -0
- package/dist/input/input_manager.d.ts +41 -0
- package/dist/input/input_manager.d.ts.map +1 -0
- package/dist/input/input_manager.js +121 -0
- package/dist/input/input_manager.js.map +1 -0
- package/dist/node/camera3d.d.ts +10 -0
- package/dist/node/camera3d.d.ts.map +1 -0
- package/dist/node/camera3d.js +25 -0
- package/dist/node/camera3d.js.map +1 -0
- package/dist/node/lights/directional_light.d.ts +20 -0
- package/dist/node/lights/directional_light.d.ts.map +1 -0
- package/dist/node/lights/directional_light.js +111 -0
- package/dist/node/lights/directional_light.js.map +1 -0
- package/dist/node/lights/light.d.ts +15 -0
- package/dist/node/lights/light.d.ts.map +1 -0
- package/dist/node/lights/light.js +24 -0
- package/dist/node/lights/light.js.map +1 -0
- package/dist/node/lights/point_light.d.ts +26 -0
- package/dist/node/lights/point_light.d.ts.map +1 -0
- package/dist/node/lights/point_light.js +109 -0
- package/dist/node/lights/point_light.js.map +1 -0
- package/dist/node/lights/spot_light.d.ts +13 -0
- package/dist/node/lights/spot_light.d.ts.map +1 -0
- package/dist/node/lights/spot_light.js +35 -0
- package/dist/node/lights/spot_light.js.map +1 -0
- package/dist/node/lights.d.ts +43 -0
- package/dist/node/lights.d.ts.map +1 -0
- package/dist/node/lights.js +201 -0
- package/dist/node/lights.js.map +1 -0
- package/dist/node/object3d.d.ts +10 -0
- package/dist/node/object3d.d.ts.map +1 -0
- package/dist/node/object3d.js +60 -0
- package/dist/node/object3d.js.map +1 -0
- package/dist/node/skybox.d.ts +15 -0
- package/dist/node/skybox.d.ts.map +1 -0
- package/dist/node/skybox.js +33 -0
- package/dist/node/skybox.js.map +1 -0
- package/dist/node/sprite2d.d.ts +14 -0
- package/dist/node/sprite2d.d.ts.map +1 -0
- package/dist/node/sprite2d.js +33 -0
- package/dist/node/sprite2d.js.map +1 -0
- package/dist/node.d.ts +76 -0
- package/dist/node.d.ts.map +1 -0
- package/dist/node.js +308 -0
- package/dist/node.js.map +1 -0
- package/dist/scene.d.ts +19 -0
- package/dist/scene.d.ts.map +1 -0
- package/dist/scene.js +50 -0
- package/dist/scene.js.map +1 -0
- package/dist/shader_language/grammar.d.ts +2 -0
- package/dist/shader_language/grammar.d.ts.map +1 -0
- package/dist/shader_language/grammar.js +971 -0
- package/dist/shader_language/grammar.js.map +1 -0
- package/dist/shader_language/tokenizer.d.ts +3 -0
- package/dist/shader_language/tokenizer.d.ts.map +1 -0
- package/dist/shader_language/tokenizer.js +50 -0
- package/dist/shader_language/tokenizer.js.map +1 -0
- package/dist/shaders/default_2d.fs.d.ts +3 -0
- package/dist/shaders/default_2d.fs.d.ts.map +1 -0
- package/dist/shaders/default_2d.fs.js +14 -0
- package/dist/shaders/default_2d.fs.js.map +1 -0
- package/dist/shaders/default_2d.vs.d.ts +3 -0
- package/dist/shaders/default_2d.vs.d.ts.map +1 -0
- package/dist/shaders/default_2d.vs.js +16 -0
- package/dist/shaders/default_2d.vs.js.map +1 -0
- package/dist/shaders/default_3d.fs.d.ts +3 -0
- package/dist/shaders/default_3d.fs.d.ts.map +1 -0
- package/dist/shaders/default_3d.fs.js +327 -0
- package/dist/shaders/default_3d.fs.js.map +1 -0
- package/dist/shaders/default_3d.vs.d.ts +3 -0
- package/dist/shaders/default_3d.vs.d.ts.map +1 -0
- package/dist/shaders/default_3d.vs.js +36 -0
- package/dist/shaders/default_3d.vs.js.map +1 -0
- package/dist/shaders/default_directional_shadow.fs.d.ts +3 -0
- package/dist/shaders/default_directional_shadow.fs.d.ts.map +1 -0
- package/dist/shaders/default_directional_shadow.fs.js +6 -0
- package/dist/shaders/default_directional_shadow.fs.js.map +1 -0
- package/dist/shaders/default_directional_shadow.vs.d.ts +3 -0
- package/dist/shaders/default_directional_shadow.vs.d.ts.map +1 -0
- package/dist/shaders/default_directional_shadow.vs.js +11 -0
- package/dist/shaders/default_directional_shadow.vs.js.map +1 -0
- package/dist/shaders/default_point_shadow.fs.d.ts +3 -0
- package/dist/shaders/default_point_shadow.fs.d.ts.map +1 -0
- package/dist/shaders/default_point_shadow.fs.js +18 -0
- package/dist/shaders/default_point_shadow.fs.js.map +1 -0
- package/dist/shaders/default_point_shadow.vs.d.ts +3 -0
- package/dist/shaders/default_point_shadow.vs.d.ts.map +1 -0
- package/dist/shaders/default_point_shadow.vs.js +14 -0
- package/dist/shaders/default_point_shadow.vs.js.map +1 -0
- package/dist/shaders/default_skybox.fs.d.ts +3 -0
- package/dist/shaders/default_skybox.fs.d.ts.map +1 -0
- package/dist/shaders/default_skybox.fs.js +14 -0
- package/dist/shaders/default_skybox.fs.js.map +1 -0
- package/dist/shaders/default_skybox.vs.d.ts +3 -0
- package/dist/shaders/default_skybox.vs.d.ts.map +1 -0
- package/dist/shaders/default_skybox.vs.js +23 -0
- package/dist/shaders/default_skybox.vs.js.map +1 -0
- package/dist/utility.d.ts +5 -0
- package/dist/utility.d.ts.map +1 -0
- package/dist/utility.js +19 -0
- package/dist/utility.js.map +1 -0
- package/package.json +47 -0
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import { Mat3, Mat4, Quat, Vec3, Vec4 } from "@vicimpa/glm";
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import { Light } from "./light.js";
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export class DirectionalLight extends Light {
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constructor(engine, name, color, ambient, diffuse, specular, energy, shader_program = null) {
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super(engine, name, color, ambient, diffuse, specular, energy);
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this.directional_light_space_matrix = new Mat4();
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this.ambient = ambient;
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this.diffuse = diffuse;
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this.specular = specular;
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this.shadow_index = this.engine.graphics_manager.directional_lights.length;
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this.framebuffer = this.engine.graphics_manager.directional_shadow_depth_buffer;
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this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.create_default_directional_shadow_shader_program();
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}
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draw_shadow_map(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
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if (this.engine.main_scene.main_camera_3d) {
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this.engine.main_scene.rendering_depth_map = true;
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this.shader_program.use();
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this.framebuffer.use();
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this.framebuffer.set_attachment_texture_index("depth", this.shadow_index);
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this.framebuffer.clear();
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const corners = this.get_frustum_corners_world_space(this.engine.main_scene.main_camera_3d.get_projection_matrix(this.engine.canvas), this.engine.main_scene.main_camera_3d.get_view_matrix());
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const light_dir = new Vec4(1, 0, 0, 1).applyQuat(this.rotation).xyz;
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this.directional_light_space_matrix = this.get_light_space_matrix(light_dir, corners);
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this.engine.graphics_manager.set_uniform("u_light_space_matrix", this.directional_light_space_matrix);
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this.engine.main_scene.render(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time);
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this.engine.graphics_manager.unuse_framebuffer();
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this.engine.graphics_manager.clear_shader();
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this.engine.main_scene.rendering_depth_map = false;
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}
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else {
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throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
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}
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}
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set_uniforms(array_name, index) {
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if (this.engine.main_scene.main_camera_3d) {
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const world_matrix = this.get_world_matrix();
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const world_mat3 = new Mat3().fromMat4(world_matrix);
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const world_rotation = new Quat().fromMat3(world_mat3).normalize();
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const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
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this.engine.graphics_manager.set_uniform(`${array_name}[${index}].rotation`, world_rotation_matrix);
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this.engine.graphics_manager.set_uniform(`u_directional_light_space_matrix[${index}]`, this.directional_light_space_matrix);
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super.set_uniforms(array_name, index);
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}
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else {
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throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
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}
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}
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on_parented() {
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this.engine.graphics_manager.directional_lights.push(this);
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this.engine.graphics_manager.resize_directional_shadow_map();
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}
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on_removed(node, engine, parent) {
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let light_index = this.engine.graphics_manager.directional_lights.indexOf(this);
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if (light_index > -1) {
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this.engine.graphics_manager.directional_lights.splice(light_index, 1);
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}
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this.engine.graphics_manager.resize_directional_shadow_map();
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}
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get_frustum_corners_world_space(projection_matrix, view_matrix) {
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const inv = projection_matrix.clone().mul(view_matrix).invert();
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var frustum_corners = [];
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for (var x = 0; x < 2; ++x) {
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for (var y = 0; y < 2; ++y) {
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for (var z = 0; z < 2; ++z) {
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const pt = new Vec4(2.0 * x - 1.0, 2.0 * y - 1.0, 2.0 * z - 1.0, 1.0).applyMat4(inv);
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frustum_corners.push(pt.div(pt.w)); // Perspective divide
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}
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}
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}
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return frustum_corners;
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}
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get_light_space_matrix(light_dir, corners) {
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const center = new Vec3(0, 0, 0);
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for (const v of corners)
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center.add(v.xyz);
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center.div(corners.length);
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let radius = 0;
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for (const v of corners) {
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radius = Math.max(radius, v.xyz.clone().sub(center).length());
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}
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if (this.engine.main_scene.main_camera_3d)
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radius /= this.engine.main_scene.main_camera_3d.far_plane;
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const world_up = new Vec3(0, 1, 0);
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const normalized_dir = light_dir.clone().normalize();
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let up = world_up;
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if (Math.abs(normalized_dir.dot(world_up)) > 0.99) {
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up = new Vec3(0, 0, 1);
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}
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const light_view = new Mat4().lookAt(center.clone().sub(normalized_dir.clone().mul(radius)), center, up);
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var min_x = Number.MAX_VALUE;
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var max_x = Number.MIN_VALUE;
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var min_y = Number.MAX_VALUE;
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var max_y = Number.MIN_VALUE;
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var min_z = Number.MAX_VALUE;
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var max_z = Number.MIN_VALUE;
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for (const v of corners) {
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const trf = v.clone().applyMat4(light_view);
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min_x = Math.min(min_x, trf.x);
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max_x = Math.max(max_x, trf.x);
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min_y = Math.min(min_y, trf.y);
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max_y = Math.max(max_y, trf.y);
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min_z = Math.min(min_z, trf.z);
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max_z = Math.max(max_z, trf.z);
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}
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const z_margin = 10.0;
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min_z -= z_margin;
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max_z += z_margin;
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return new Mat4().orthoZO(min_x, max_x, min_y, max_y, max_z, min_z).mul(light_view);
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}
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}
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//# sourceMappingURL=directional_light.js.map
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{"version":3,"file":"directional_light.js","sourceRoot":"","sources":["../../../src/node/lights/directional_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AAK5D,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,MAAM,OAAO,gBAAiB,SAAQ,KAAK;IAQvC,YACI,MAAa,EACb,IAAW,EACX,KAAU,EACV,OAAc,EACd,OAAc,EACd,QAAe,EACf,MAAa,EACb,iBAAoC,IAAI;QAExC,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,CAAC,CAAC;QAZnE,mCAA8B,GAAQ,IAAI,IAAI,EAAE,CAAC;QAa7C,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,MAAM,CAAC;QAC3E,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,+BAA+B,CAAC;QAChF,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,gDAAgD,EAAE,CAAC;IAC5I,CAAC;IAED,eAAe,CAAC,WAAiB,EAAE,oBAA0B,EAAE,oBAA0B,EAAE,IAAY,EAAE,UAAkB;QACvH,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC;YAExC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,mBAAmB,GAAG,IAAI,CAAA;YAEjD,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,CAAC;YAE1B,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,CAAC;YAGvB,IAAI,CAAC,WAAW,CAAC,4BAA4B,CAAC,OAAO,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAE1E,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;YAEzB,MAAM,OAAO,GAAG,IAAI,CAAC,+BAA+B,CAChD,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,EAC/E,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc,CAAC,eAAe,EAAE,CAC1D,CAAC;YAEF,MAAM,SAAS,GAAG,IAAI,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC;YAEpE,IAAI,CAAC,8BAA8B,GAAG,IAAI,CAAC,sBAAsB,CAC7D,SAAS,EACT,OAAO,CACV,CAAC;YAEF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,sBAAsB,EAAE,IAAI,CAAC,8BAA8B,CAAC,CAAC;YAEtG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,MAAM,CACzB,WAAW,EACX,oBAAoB,EACpB,oBAAoB,EACpB,IAAI,EAAE,UAAU,CACnB,CAAC;YAGF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,iBAAiB,EAAE,CAAC;YAEjD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,YAAY,EAAE,CAAC;YAC5C,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACvD,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,CAAC,yBAAyB,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,4EAA4E,CAAC,CAAA;QACjJ,CAAC;IACL,CAAC;IAED,YAAY,CAAC,UAAkB,EAAE,KAAa;QAC1C,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,CAAC;YACxC,MAAM,YAAY,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;YAC7C,MAAM,UAAU,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;YACrD,MAAM,cAAc,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,SAAS,EAAE,CAAC;YACnE,MAAM,qBAAqB,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;YAElE,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,qBAAqB,CAAC,CAAC;YACpG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,oCAAoC,KAAK,GAAG,EAAE,IAAI,CAAC,8BAA8B,CAAC,CAAC;YAC5H,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;QAC1C,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,CAAC,yBAAyB,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,4EAA4E,CAAC,CAAA;QACjJ,CAAC;IACL,CAAC;IAES,WAAW;QACjB,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC3D,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,6BAA6B,EAAE,CAAC;IACjE,CAAC;IAES,UAAU,CAAC,IAAS,EAAE,MAAa,EAAE,MAAW;QACtD,IAAI,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAChF,IAAI,WAAW,GAAG,CAAC,CAAC,EAAE,CAAC;YACnB,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC;QAC3E,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,6BAA6B,EAAE,CAAC;IACjE,CAAC;IAED,+BAA+B,CAAC,iBAAsB,EAAE,WAAgB;QACpE,MAAM,GAAG,GAAQ,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC,MAAM,EAAE,CAAC;QACrE,IAAI,eAAe,GAAU,EAAE,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;YACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;oBACzB,MAAM,EAAE,GAAG,IAAI,IAAI,CACf,GAAG,GAAG,CAAC,GAAG,GAAG,EACb,GAAG,GAAG,CAAC,GAAG,GAAG,EACb,GAAG,GAAG,CAAC,GAAG,GAAG,EACb,GAAG,CACN,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;oBACjB,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,qBAAqB;gBAC7D,CAAC;YACL,CAAC;QACL,CAAC;QACD,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED,sBAAsB,CAAC,SAAe,EAAE,OAAc;QAClD,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACjC,KAAK,MAAM,CAAC,IAAI,OAAO;YAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAC3C,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAE3B,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,KAAK,MAAM,CAAC,IAAI,OAAO,EAAE,CAAC;YACtB,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;QAClE,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc;YACrC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc,CAAC,SAAS,CAAA;QAE7D,MAAM,QAAQ,GAAG,IAAI,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACnC,MAAM,cAAc,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,SAAS,EAAE,CAAC;QAErD,IAAI,EAAE,GAAG,QAAQ,CAAC;QAClB,IAAI,IAAI,CAAC,GAAG,CAAC,cAAc,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC;YAChD,EAAE,GAAG,IAAI,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC3B,CAAC;QAED,MAAM,UAAU,GAAG,IAAI,IAAI,EAAE,CAAC,MAAM,CAChC,MAAM,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,EACtD,MAAM,EACN,EAAE,CACL,CAAC;QAEF,IAAI,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,IAAI,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,IAAI,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,IAAI,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,IAAI,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC;QAC7B,IAAI,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC;QAE7B,KAAK,MAAM,CAAC,IAAI,OAAO,EAAE,CAAC;YACtB,MAAM,GAAG,GAAG,CAAC,CAAC,KAAK,EAAE,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;YAC5C,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;YAC/B,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;QACnC,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC;QACtB,KAAK,IAAI,QAAQ,CAAC;QAClB,KAAK,IAAI,QAAQ,CAAC;QAElB,OAAO,IAAI,IAAI,EAAE,CAAC,OAAO,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;IACxF,CAAC;CACJ"}
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@@ -0,0 +1,15 @@
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|
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1
|
+
import { Vec3 } from "@vicimpa/glm";
|
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2
|
+
import Engine from "../../engine.ts";
|
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3
|
+
import { Node3D } from "../../node.ts";
|
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4
|
+
import { ShaderProgram } from "../../graphics/shader_program.ts";
|
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5
|
+
export declare class Light extends Node3D {
|
|
6
|
+
color: Vec3;
|
|
7
|
+
ambient: number;
|
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8
|
+
diffuse: number;
|
|
9
|
+
specular: number;
|
|
10
|
+
energy: number;
|
|
11
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number);
|
|
12
|
+
set_shader_uniforms(shader_program: ShaderProgram, array_name: string, index: number): void;
|
|
13
|
+
set_uniforms(array_name: string, index: number): void;
|
|
14
|
+
}
|
|
15
|
+
//# sourceMappingURL=light.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"light.d.ts","sourceRoot":"","sources":["../../../src/node/lights/light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAoB,IAAI,EAAQ,MAAM,cAAc,CAAC;AAC5D,OAAO,MAAM,MAAM,iBAAiB,CAAC;AACrC,OAAO,EAAQ,MAAM,EAAE,MAAM,eAAe,CAAC;AAC7C,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AAMjE,qBAAa,KAAM,SAAQ,MAAM;IAC7B,KAAK,EAAC,IAAI,CAAC;IACX,OAAO,EAAC,MAAM,CAAC;IACf,OAAO,EAAC,MAAM,CAAC;IACf,QAAQ,EAAC,MAAM,CAAC;IAChB,MAAM,EAAC,MAAM,CAAC;gBAGV,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM;IAYjB,mBAAmB,CAAC,cAAc,EAAC,aAAa,EAAE,UAAU,EAAC,MAAM,EAAE,KAAK,EAAC,MAAM,GAAG,IAAI;IAMxF,YAAY,CAAC,UAAU,EAAC,MAAM,EAAE,KAAK,EAAC,MAAM,GAAG,IAAI;CAOtD"}
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
import { Node3D } from "../../node.js";
|
|
2
|
+
export class Light extends Node3D {
|
|
3
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy) {
|
|
4
|
+
super(engine, name);
|
|
5
|
+
this.color = color;
|
|
6
|
+
this.ambient = ambient;
|
|
7
|
+
this.diffuse = diffuse;
|
|
8
|
+
this.specular = specular;
|
|
9
|
+
this.energy = energy;
|
|
10
|
+
}
|
|
11
|
+
set_shader_uniforms(shader_program, array_name, index) {
|
|
12
|
+
shader_program.use();
|
|
13
|
+
this.set_uniforms(array_name, index);
|
|
14
|
+
this.engine.graphics_manager.clear_shader();
|
|
15
|
+
}
|
|
16
|
+
set_uniforms(array_name, index) {
|
|
17
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].color`, this.color);
|
|
18
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].ambient`, this.ambient);
|
|
19
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].diffuse`, this.diffuse);
|
|
20
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].specular`, this.specular);
|
|
21
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].energy`, this.energy);
|
|
22
|
+
}
|
|
23
|
+
}
|
|
24
|
+
//# sourceMappingURL=light.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"light.js","sourceRoot":"","sources":["../../../src/node/lights/light.ts"],"names":[],"mappings":"AAEA,OAAO,EAAQ,MAAM,EAAE,MAAM,eAAe,CAAC;AAO7C,MAAM,OAAO,KAAM,SAAQ,MAAM;IAO7B,YACI,MAAa,EACb,IAAW,EACX,KAAU,EACV,OAAc,EACd,OAAc,EACd,QAAe,EACf,MAAa;QAEb,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAID,mBAAmB,CAAC,cAA4B,EAAE,UAAiB,EAAE,KAAY;QAC7E,cAAc,CAAC,GAAG,EAAE,CAAC;QACrB,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,YAAY,EAAE,CAAC;IAChD,CAAC;IAED,YAAY,CAAC,UAAiB,EAAE,KAAY;QACxC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACtF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,WAAW,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC1F,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,WAAW,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC1F,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC5F,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,UAAU,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC5F,CAAC;CACJ"}
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
import { Mat4, Vec3 } from "@vicimpa/glm";
|
|
2
|
+
import Engine from "../../engine.ts";
|
|
3
|
+
import { Node } from "../../node.ts";
|
|
4
|
+
import { Light } from "./light.ts";
|
|
5
|
+
import { ShaderProgram } from "../../graphics/shader_program.ts";
|
|
6
|
+
import { Framebuffer } from "../../graphics/framebuffer.ts";
|
|
7
|
+
export declare class PointLight extends Light {
|
|
8
|
+
private stored_range;
|
|
9
|
+
shadow_index_offset: number;
|
|
10
|
+
shader_program: ShaderProgram;
|
|
11
|
+
framebuffer: Framebuffer;
|
|
12
|
+
shadow_projection: Mat4;
|
|
13
|
+
parent_world_matrix: Mat4;
|
|
14
|
+
point_light_space_matrices: Mat4[];
|
|
15
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, range: number, shader_program?: ShaderProgram | null);
|
|
16
|
+
get range(): number;
|
|
17
|
+
set range(value: number);
|
|
18
|
+
private update_lsms;
|
|
19
|
+
protected on_change_range(value: number): void;
|
|
20
|
+
protected on_change_position(new_value: Vec3): void;
|
|
21
|
+
draw_shadow_map(view_matrix: Mat4, projection_matrix_3d: Mat4, projection_matrix_2d: Mat4, time: number, delta_time: number): void;
|
|
22
|
+
set_uniforms(array_name: string, index: number): void;
|
|
23
|
+
protected on_parented(): void;
|
|
24
|
+
protected on_removed(node: this, engine: Engine, parent: Node): void;
|
|
25
|
+
}
|
|
26
|
+
//# sourceMappingURL=point_light.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"point_light.d.ts","sourceRoot":"","sources":["../../../src/node/lights/point_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAQ,MAAM,cAAc,CAAC;AAChD,OAAO,MAAM,MAAM,iBAAiB,CAAC;AACrC,OAAO,EAAE,IAAI,EAAU,MAAM,eAAe,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAkB,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAe5E,qBAAa,UAAW,SAAQ,KAAK;IACjC,OAAO,CAAC,YAAY,CAAQ;IAC5B,mBAAmB,EAAC,MAAM,CAAC;IAE3B,cAAc,EAAC,aAAa,CAAC;IAC7B,WAAW,EAAC,WAAW,CAAC;IAExB,iBAAiB,EAAC,IAAI,CAAc;IAEpC,mBAAmB,EAAC,IAAI,CAAc;IAEtC,0BAA0B,EAAC,IAAI,EAAE,CAO/B;gBAGE,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,KAAK,EAAC,MAAM,EACZ,cAAc,GAAC,aAAa,GAAC,IAAW;IAa5C,IAAI,KAAK,IAAG,MAAM,CAEjB;IAED,IAAI,KAAK,CAAC,KAAK,EAAC,MAAM,EAGrB;IAED,OAAO,CAAC,WAAW;IAcnB,SAAS,CAAC,eAAe,CAAC,KAAK,EAAC,MAAM;IAKtC,SAAS,CAAC,kBAAkB,CAAC,SAAS,EAAE,IAAI,GAAG,IAAI;IAInD,eAAe,CAAC,WAAW,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI;IAkDlI,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAWrD,SAAS,CAAC,WAAW,IAAI,IAAI;IAK7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAQpE"}
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@@ -0,0 +1,109 @@
|
|
|
1
|
+
import { Mat4, Vec3 } from "@vicimpa/glm";
|
|
2
|
+
import { Node3D } from "../../node.js";
|
|
3
|
+
import { Light } from "./light.js";
|
|
4
|
+
// TODO: FIX SHADOWS NEGATED BY OBJECTS UNDERNEATH OBJECTS ONTOP OF THE OBJECTS
|
|
5
|
+
const point_light_shadow_lookat_values = [
|
|
6
|
+
[new Vec3(1.0, 0.0, 0.0), new Vec3(0.0, 1.0, 0.0)], // +X: Up is -Y
|
|
7
|
+
[new Vec3(-1.0, 0.0, 0.0), new Vec3(0.0, 1.0, 0.0)], // -X: Up is -Y
|
|
8
|
+
[new Vec3(0.0, 1.0, 0.0), new Vec3(0.0, 0.0, 1.0)], // +Y: Up is +Z
|
|
9
|
+
[new Vec3(0.0, -1.0, 0.0), new Vec3(0.0, 0.0, -1.0)], // -Y: Up is -Z
|
|
10
|
+
[new Vec3(0.0, 0.0, 1.0), new Vec3(0.0, 1.0, 0.0)], // +Z: Up is -Y
|
|
11
|
+
[new Vec3(0.0, 0.0, -1.0), new Vec3(0.0, 1.0, 0.0)], // -Z: Up is -Y
|
|
12
|
+
];
|
|
13
|
+
export class PointLight extends Light {
|
|
14
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy, range, shader_program = null) {
|
|
15
|
+
super(engine, name, color, ambient, diffuse, specular, energy);
|
|
16
|
+
this.shadow_projection = new Mat4();
|
|
17
|
+
this.parent_world_matrix = new Mat4();
|
|
18
|
+
this.point_light_space_matrices = [
|
|
19
|
+
new Mat4(),
|
|
20
|
+
new Mat4(),
|
|
21
|
+
new Mat4(),
|
|
22
|
+
new Mat4(),
|
|
23
|
+
new Mat4(),
|
|
24
|
+
new Mat4(),
|
|
25
|
+
];
|
|
26
|
+
this.ambient = ambient;
|
|
27
|
+
this.diffuse = diffuse;
|
|
28
|
+
this.specular = specular;
|
|
29
|
+
this.stored_range = range;
|
|
30
|
+
this.range = range;
|
|
31
|
+
this.shadow_index_offset = this.engine.graphics_manager.point_lights.length * 6;
|
|
32
|
+
this.framebuffer = this.engine.graphics_manager.point_shadow_depth_buffer;
|
|
33
|
+
this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.create_default_point_shadow_shader_program();
|
|
34
|
+
}
|
|
35
|
+
get range() {
|
|
36
|
+
return this.stored_range;
|
|
37
|
+
}
|
|
38
|
+
set range(value) {
|
|
39
|
+
this.stored_range = value;
|
|
40
|
+
this.on_change_range(value);
|
|
41
|
+
}
|
|
42
|
+
update_lsms() {
|
|
43
|
+
const get_world_position = this.get_world_position();
|
|
44
|
+
for (let i = 0; i < 6; ++i) {
|
|
45
|
+
const [center_offset, up] = point_light_shadow_lookat_values[i];
|
|
46
|
+
const offset_position = get_world_position.clone().add(center_offset);
|
|
47
|
+
const view = new Mat4().lookAt(get_world_position, offset_position, up);
|
|
48
|
+
this.point_light_space_matrices[i] = this.shadow_projection.clone().mul(view);
|
|
49
|
+
}
|
|
50
|
+
}
|
|
51
|
+
on_change_range(value) {
|
|
52
|
+
this.shadow_projection = new Mat4().perspectiveZO(90.0 * Math.PI / 180, 1, 0.1, value);
|
|
53
|
+
this.update_lsms();
|
|
54
|
+
}
|
|
55
|
+
on_change_position(new_value) {
|
|
56
|
+
this.update_lsms();
|
|
57
|
+
}
|
|
58
|
+
draw_shadow_map(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
|
|
59
|
+
if (this.engine.main_scene.main_camera_3d) {
|
|
60
|
+
this.engine.main_scene.rendering_depth_map = true;
|
|
61
|
+
if (this.parent instanceof Node3D) {
|
|
62
|
+
const parent_world_matrix = this.parent.get_world_matrix();
|
|
63
|
+
if (!this.parent_world_matrix.equals(parent_world_matrix)) {
|
|
64
|
+
this.parent_world_matrix = parent_world_matrix;
|
|
65
|
+
this.update_lsms();
|
|
66
|
+
}
|
|
67
|
+
}
|
|
68
|
+
this.shader_program.use();
|
|
69
|
+
this.framebuffer.use();
|
|
70
|
+
this.engine.graphics_manager.set_uniform(`origin`, this.get_world_position());
|
|
71
|
+
this.engine.graphics_manager.set_uniform(`range`, this.range);
|
|
72
|
+
for (var i = 0; i < 6; ++i) {
|
|
73
|
+
this.framebuffer.set_attachment_texture_index("depth", this.shadow_index_offset + i);
|
|
74
|
+
this.framebuffer.clear();
|
|
75
|
+
// Set uniforms
|
|
76
|
+
this.engine.graphics_manager.set_uniform(`u_light_space_matrix`, this.point_light_space_matrices[i]);
|
|
77
|
+
// Render shadows to map
|
|
78
|
+
this.engine.main_scene.render(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time);
|
|
79
|
+
}
|
|
80
|
+
this.engine.graphics_manager.unuse_framebuffer();
|
|
81
|
+
this.engine.graphics_manager.clear_shader();
|
|
82
|
+
this.engine.main_scene.rendering_depth_map = false;
|
|
83
|
+
}
|
|
84
|
+
else {
|
|
85
|
+
throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
|
|
86
|
+
}
|
|
87
|
+
}
|
|
88
|
+
set_uniforms(array_name, index) {
|
|
89
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].position`, this.get_world_position());
|
|
90
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].range`, this.range);
|
|
91
|
+
// Set shadow map uniforms
|
|
92
|
+
this.engine.graphics_manager.set_uniform(`point_light_shadow_maps`, this.framebuffer.attachment_info_map["depth"].texture);
|
|
93
|
+
this.engine.graphics_manager.set_uniform(`u_point_light_space_matrix[${index * 6}]`, this.point_light_space_matrices);
|
|
94
|
+
super.set_uniforms(array_name, index);
|
|
95
|
+
}
|
|
96
|
+
on_parented() {
|
|
97
|
+
this.engine.graphics_manager.point_lights.push(this);
|
|
98
|
+
this.engine.graphics_manager.resize_point_shadow_map();
|
|
99
|
+
}
|
|
100
|
+
on_removed(node, engine, parent) {
|
|
101
|
+
super.on_removed(node, engine, parent);
|
|
102
|
+
let light_index = this.engine.graphics_manager.point_lights.indexOf(this);
|
|
103
|
+
if (light_index > -1) {
|
|
104
|
+
this.engine.graphics_manager.point_lights.splice(light_index, 1);
|
|
105
|
+
}
|
|
106
|
+
this.engine.graphics_manager.resize_point_shadow_map();
|
|
107
|
+
}
|
|
108
|
+
}
|
|
109
|
+
//# sourceMappingURL=point_light.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
import { Vec3 } from "@vicimpa/glm";
|
|
2
|
+
import Engine from "../../engine.ts";
|
|
3
|
+
import { Light } from "./light.ts";
|
|
4
|
+
import { Node } from "../../node.ts";
|
|
5
|
+
export declare class SpotLight extends Light {
|
|
6
|
+
range: number;
|
|
7
|
+
cookie_radius: number;
|
|
8
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, range: number, cookie_radius: number);
|
|
9
|
+
set_uniforms(array_name: string, index: number): void;
|
|
10
|
+
protected on_parented(): void;
|
|
11
|
+
protected on_removed(node: this, engine: Engine, parent: Node): void;
|
|
12
|
+
}
|
|
13
|
+
//# sourceMappingURL=spot_light.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"spot_light.d.ts","sourceRoot":"","sources":["../../../src/node/lights/spot_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAoB,IAAI,EAAQ,MAAM,cAAc,CAAC;AAC5D,OAAO,MAAM,MAAM,iBAAiB,CAAC;AACrC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAErC,qBAAa,SAAU,SAAQ,KAAK;IAChC,KAAK,EAAC,MAAM,CAAC;IACb,aAAa,EAAC,MAAM,CAAC;gBAGjB,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,KAAK,EAAC,MAAM,EACZ,aAAa,EAAC,MAAM;IAUxB,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAmBrD,SAAS,CAAC,WAAW,IAAI,IAAI;IAI7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAMpE"}
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
import { Mat3, Mat4, Quat, Vec3, Vec4 } from "@vicimpa/glm";
|
|
2
|
+
import { Light } from "./light.js";
|
|
3
|
+
export class SpotLight extends Light {
|
|
4
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy, range, cookie_radius) {
|
|
5
|
+
super(engine, name, color, ambient, diffuse, specular, energy);
|
|
6
|
+
this.ambient = ambient;
|
|
7
|
+
this.diffuse = diffuse;
|
|
8
|
+
this.specular = specular;
|
|
9
|
+
this.range = range;
|
|
10
|
+
this.cookie_radius = cookie_radius;
|
|
11
|
+
}
|
|
12
|
+
set_uniforms(array_name, index) {
|
|
13
|
+
const world_matrix = this.get_world_matrix();
|
|
14
|
+
const transformed_position = new Vec4(this.position.x, this.position.y, this.position.z, 1.0)
|
|
15
|
+
.applyMat4(world_matrix);
|
|
16
|
+
const world_mat3 = new Mat3().fromMat4(world_matrix);
|
|
17
|
+
const world_rotation = new Quat().fromMat3(world_mat3).normalize();
|
|
18
|
+
const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
|
|
19
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].position`, new Vec3(world_matrix[12], world_matrix[13], world_matrix[14]));
|
|
20
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].rotation`, world_rotation_matrix);
|
|
21
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].range`, this.range);
|
|
22
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].cookie_radius`, this.cookie_radius);
|
|
23
|
+
super.set_uniforms(array_name, index);
|
|
24
|
+
}
|
|
25
|
+
on_parented() {
|
|
26
|
+
this.engine.graphics_manager.spot_lights.push(this);
|
|
27
|
+
}
|
|
28
|
+
on_removed(node, engine, parent) {
|
|
29
|
+
let light_index = this.engine.graphics_manager.spot_lights.indexOf(this);
|
|
30
|
+
if (light_index > -1) {
|
|
31
|
+
this.engine.graphics_manager.spot_lights.splice(light_index, 1);
|
|
32
|
+
}
|
|
33
|
+
}
|
|
34
|
+
}
|
|
35
|
+
//# sourceMappingURL=spot_light.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"spot_light.js","sourceRoot":"","sources":["../../../src/node/lights/spot_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AAE5D,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAGnC,MAAM,OAAO,SAAU,SAAQ,KAAK;IAIhC,YACI,MAAa,EACb,IAAW,EACX,KAAU,EACV,OAAc,EACd,OAAc,EACd,QAAe,EACf,MAAa,EACb,KAAY,EACZ,aAAoB;QAEpB,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAED,YAAY,CAAC,UAAkB,EAAE,KAAa;QAC1C,MAAM,YAAY,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAE7C,MAAM,oBAAoB,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,GAAG,CAAC;aACxF,SAAS,CAAC,YAAY,CAAC,CAAC;QAE7B,MAAM,UAAU,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QAErD,MAAM,cAAc,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,SAAS,EAAE,CAAC;QAEnE,MAAM,qBAAqB,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;QAElE,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,IAAI,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,EAAE,YAAY,CAAC,EAAE,CAAC,EAAE,YAAY,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC7I,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,qBAAqB,CAAC,CAAC;QACpG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACtF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,iBAAiB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACtG,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAES,WAAW;QACjB,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACxD,CAAC;IAES,UAAU,CAAC,IAAS,EAAE,MAAa,EAAE,MAAW;QACtD,IAAI,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACzE,IAAI,WAAW,GAAG,CAAC,CAAC,EAAE,CAAC;YACnB,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC;QACpE,CAAC;IACL,CAAC;CACJ"}
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
import { Mat4, Vec3, Vec4 } from "@vicimpa/glm";
|
|
2
|
+
import Engine from "../engine.ts";
|
|
3
|
+
import { Node, Node3D } from "../node.ts";
|
|
4
|
+
import { ShaderProgram } from "../graphics/shader_program.ts";
|
|
5
|
+
import { Framebuffer } from "../graphics/framebuffer.ts";
|
|
6
|
+
export declare class Light extends Node3D {
|
|
7
|
+
color: Vec3;
|
|
8
|
+
ambient: number;
|
|
9
|
+
diffuse: number;
|
|
10
|
+
specular: number;
|
|
11
|
+
energy: number;
|
|
12
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number);
|
|
13
|
+
set_shader_uniforms(shader_program: ShaderProgram, array_name: string, index: number): void;
|
|
14
|
+
set_uniforms(array_name: string, index: number): void;
|
|
15
|
+
get_frustum_corners_world_space(projection_matrix: Mat4, view_matrix: Mat4): Vec4[];
|
|
16
|
+
get_light_space_matrix(light_dir: Vec3, corners: Vec4[]): Mat4;
|
|
17
|
+
}
|
|
18
|
+
export declare class PointLight extends Light {
|
|
19
|
+
range: number;
|
|
20
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, range: number);
|
|
21
|
+
set_uniforms(array_name: string, index: number): void;
|
|
22
|
+
protected on_parented(): void;
|
|
23
|
+
protected on_removed(node: this, engine: Engine, parent: Node): void;
|
|
24
|
+
}
|
|
25
|
+
export declare class SpotLight extends Light {
|
|
26
|
+
range: number;
|
|
27
|
+
cookie_radius: number;
|
|
28
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, range: number, cookie_radius: number);
|
|
29
|
+
set_uniforms(array_name: string, index: number): void;
|
|
30
|
+
protected on_parented(): void;
|
|
31
|
+
protected on_removed(node: this, engine: Engine, parent: Node): void;
|
|
32
|
+
}
|
|
33
|
+
export declare class DirectionalLight extends Light {
|
|
34
|
+
framebuffer: Framebuffer;
|
|
35
|
+
shader_program: ShaderProgram;
|
|
36
|
+
directional_light_space_matrix: Mat4;
|
|
37
|
+
constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, shader_program?: ShaderProgram | null);
|
|
38
|
+
draw_shadow_map(view_matrix: Mat4, projection_matrix_3d: Mat4, projection_matrix_2d: Mat4, time: number, delta_time: number): void;
|
|
39
|
+
set_uniforms(array_name: string, index: number): void;
|
|
40
|
+
protected on_parented(): void;
|
|
41
|
+
protected on_removed(node: this, engine: Engine, parent: Node): void;
|
|
42
|
+
}
|
|
43
|
+
//# sourceMappingURL=lights.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/node/lights.ts"],"names":[],"mappings":"AAAA,OAAO,EAAQ,IAAI,EAAQ,IAAI,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AAC5D,OAAO,MAAM,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAC9D,OAAO,EAAkB,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAGzE,qBAAa,KAAM,SAAQ,MAAM;IAC7B,KAAK,EAAC,IAAI,CAAC;IACX,OAAO,EAAC,MAAM,CAAC;IACf,OAAO,EAAC,MAAM,CAAC;IACf,QAAQ,EAAC,MAAM,CAAC;IAChB,MAAM,EAAC,MAAM,CAAC;gBAGV,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM;IAYjB,mBAAmB,CAAC,cAAc,EAAC,aAAa,EAAE,UAAU,EAAC,MAAM,EAAE,KAAK,EAAC,MAAM,GAAG,IAAI;IAMxF,YAAY,CAAC,UAAU,EAAC,MAAM,EAAE,KAAK,EAAC,MAAM,GAAG,IAAI;IAQnD,+BAA+B,CAAC,iBAAiB,EAAC,IAAI,EAAE,WAAW,EAAC,IAAI,GAAE,IAAI,EAAE;IAmBhF,sBAAsB,CAAC,SAAS,EAAE,IAAI,EAAE,OAAO,EAAC,IAAI,EAAE,GAAE,IAAI;CAkD/D;AAED,qBAAa,UAAW,SAAQ,KAAK;IACjC,KAAK,EAAC,MAAM,CAAC;gBAGT,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,KAAK,EAAC,MAAM;IAShB,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAOrD,SAAS,CAAC,WAAW,IAAI,IAAI;IAI7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAOpE;AAED,qBAAa,SAAU,SAAQ,KAAK;IAChC,KAAK,EAAC,MAAM,CAAC;IACb,aAAa,EAAC,MAAM,CAAC;gBAGjB,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,KAAK,EAAC,MAAM,EACZ,aAAa,EAAC,MAAM;IAUxB,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAmBrD,SAAS,CAAC,WAAW,IAAI,IAAI;IAI7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAMpE;AAED,qBAAa,gBAAiB,SAAQ,KAAK;IAEvC,WAAW,EAAC,WAAW,CAAC;IACxB,cAAc,EAAC,aAAa,CAAC;IAE7B,8BAA8B,EAAC,IAAI,CAAc;gBAG7C,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,cAAc,GAAC,aAAa,GAAC,IAAW;IAsB5C,eAAe,CAAC,WAAW,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI;IA8ClI,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAerD,SAAS,CAAC,WAAW,IAAI,IAAI;IAK7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAOpE"}
|
|
@@ -0,0 +1,201 @@
|
|
|
1
|
+
import { Mat3, Mat4, Quat, Vec3, Vec4 } from "@vicimpa/glm";
|
|
2
|
+
import { Node3D } from "../node.js";
|
|
3
|
+
import { AttachmentType } from "../graphics/framebuffer.js";
|
|
4
|
+
export class Light extends Node3D {
|
|
5
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy) {
|
|
6
|
+
super(engine, name);
|
|
7
|
+
this.color = color;
|
|
8
|
+
this.ambient = ambient;
|
|
9
|
+
this.diffuse = diffuse;
|
|
10
|
+
this.specular = specular;
|
|
11
|
+
this.energy = energy;
|
|
12
|
+
}
|
|
13
|
+
set_shader_uniforms(shader_program, array_name, index) {
|
|
14
|
+
shader_program.use();
|
|
15
|
+
this.set_uniforms(array_name, index);
|
|
16
|
+
this.engine.graphics_manager.clear_shader();
|
|
17
|
+
}
|
|
18
|
+
set_uniforms(array_name, index) {
|
|
19
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].color`, this.color);
|
|
20
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].ambient`, this.ambient);
|
|
21
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].diffuse`, this.diffuse);
|
|
22
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].specular`, this.specular);
|
|
23
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].energy`, this.energy);
|
|
24
|
+
}
|
|
25
|
+
get_frustum_corners_world_space(projection_matrix, view_matrix) {
|
|
26
|
+
const inv = projection_matrix.clone().mul(view_matrix).invert();
|
|
27
|
+
var frustum_corners = [];
|
|
28
|
+
for (var x = 0; x < 2; ++x) {
|
|
29
|
+
for (var y = 0; y < 2; ++y) {
|
|
30
|
+
for (var z = 0; z < 2; ++z) {
|
|
31
|
+
const pt = new Vec4(2.0 * x - 1.0, 2.0 * y - 1.0, 2.0 * z - 1.0, 1.0).applyMat4(inv);
|
|
32
|
+
frustum_corners.push(pt.div(pt.w)); // Perspective divide
|
|
33
|
+
}
|
|
34
|
+
}
|
|
35
|
+
}
|
|
36
|
+
return frustum_corners;
|
|
37
|
+
}
|
|
38
|
+
get_light_space_matrix(light_dir, corners) {
|
|
39
|
+
const center = new Vec3(0, 0, 0);
|
|
40
|
+
for (const v of corners)
|
|
41
|
+
center.add(v.xyz);
|
|
42
|
+
center.div(corners.length);
|
|
43
|
+
let radius = 0;
|
|
44
|
+
for (const v of corners) {
|
|
45
|
+
radius = Math.max(radius, v.xyz.clone().sub(center).length());
|
|
46
|
+
}
|
|
47
|
+
if (this.engine.main_scene.main_camera_3d)
|
|
48
|
+
radius /= this.engine.main_scene.main_camera_3d.far_plane;
|
|
49
|
+
const world_up = new Vec3(0, 1, 0);
|
|
50
|
+
const normalized_dir = light_dir.clone().normalize();
|
|
51
|
+
let up = world_up;
|
|
52
|
+
if (Math.abs(normalized_dir.dot(world_up)) > 0.99) {
|
|
53
|
+
up = new Vec3(0, 0, 1);
|
|
54
|
+
}
|
|
55
|
+
const light_view = new Mat4().lookAt(center.clone().sub(normalized_dir.clone().mul(radius)), center, up);
|
|
56
|
+
var min_x = Number.MAX_VALUE;
|
|
57
|
+
var max_x = Number.MIN_VALUE;
|
|
58
|
+
var min_y = Number.MAX_VALUE;
|
|
59
|
+
var max_y = Number.MIN_VALUE;
|
|
60
|
+
var min_z = Number.MAX_VALUE;
|
|
61
|
+
var max_z = Number.MIN_VALUE;
|
|
62
|
+
for (const v of corners) {
|
|
63
|
+
const trf = v.clone().applyMat4(light_view);
|
|
64
|
+
min_x = Math.min(min_x, trf.x);
|
|
65
|
+
max_x = Math.max(max_x, trf.x);
|
|
66
|
+
min_y = Math.min(min_y, trf.y);
|
|
67
|
+
max_y = Math.max(max_y, trf.y);
|
|
68
|
+
min_z = Math.min(min_z, trf.z);
|
|
69
|
+
max_z = Math.max(max_z, trf.z);
|
|
70
|
+
}
|
|
71
|
+
const z_margin = 10.0;
|
|
72
|
+
min_z -= z_margin;
|
|
73
|
+
max_z += z_margin;
|
|
74
|
+
return new Mat4().orthoZO(min_x, max_x, min_y, max_y, max_z, min_z).mul(light_view);
|
|
75
|
+
}
|
|
76
|
+
}
|
|
77
|
+
export class PointLight extends Light {
|
|
78
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy, range) {
|
|
79
|
+
super(engine, name, color, ambient, diffuse, specular, energy);
|
|
80
|
+
this.ambient = ambient;
|
|
81
|
+
this.diffuse = diffuse;
|
|
82
|
+
this.specular = specular;
|
|
83
|
+
this.range = range;
|
|
84
|
+
}
|
|
85
|
+
set_uniforms(array_name, index) {
|
|
86
|
+
const world_matrix = this.get_world_matrix();
|
|
87
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].position`, new Vec3(world_matrix[12], world_matrix[13], world_matrix[14]));
|
|
88
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].range`, this.range);
|
|
89
|
+
super.set_uniforms(array_name, index);
|
|
90
|
+
}
|
|
91
|
+
on_parented() {
|
|
92
|
+
this.engine.main_scene.point_lights.push(this);
|
|
93
|
+
}
|
|
94
|
+
on_removed(node, engine, parent) {
|
|
95
|
+
super.on_removed(node, engine, parent);
|
|
96
|
+
let light_index = this.engine.main_scene.point_lights.indexOf(this);
|
|
97
|
+
if (light_index > -1) {
|
|
98
|
+
this.engine.main_scene.point_lights.splice(light_index, 1);
|
|
99
|
+
}
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
export class SpotLight extends Light {
|
|
103
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy, range, cookie_radius) {
|
|
104
|
+
super(engine, name, color, ambient, diffuse, specular, energy);
|
|
105
|
+
this.ambient = ambient;
|
|
106
|
+
this.diffuse = diffuse;
|
|
107
|
+
this.specular = specular;
|
|
108
|
+
this.range = range;
|
|
109
|
+
this.cookie_radius = cookie_radius;
|
|
110
|
+
}
|
|
111
|
+
set_uniforms(array_name, index) {
|
|
112
|
+
const world_matrix = this.get_world_matrix();
|
|
113
|
+
const transformed_position = new Vec4(this.position.x, this.position.y, this.position.z, 1.0)
|
|
114
|
+
.applyMat4(world_matrix);
|
|
115
|
+
const world_mat3 = new Mat3().fromMat4(world_matrix);
|
|
116
|
+
const world_rotation = new Quat().fromMat3(world_mat3).normalize();
|
|
117
|
+
const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
|
|
118
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].position`, new Vec3(world_matrix[12], world_matrix[13], world_matrix[14]));
|
|
119
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].rotation`, world_rotation_matrix);
|
|
120
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].range`, this.range);
|
|
121
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].cookie_radius`, this.cookie_radius);
|
|
122
|
+
super.set_uniforms(array_name, index);
|
|
123
|
+
}
|
|
124
|
+
on_parented() {
|
|
125
|
+
this.engine.main_scene.spot_lights.push(this);
|
|
126
|
+
}
|
|
127
|
+
on_removed(node, engine, parent) {
|
|
128
|
+
let light_index = this.engine.main_scene.spot_lights.indexOf(this);
|
|
129
|
+
if (light_index > -1) {
|
|
130
|
+
this.engine.main_scene.spot_lights.splice(light_index, 1);
|
|
131
|
+
}
|
|
132
|
+
}
|
|
133
|
+
}
|
|
134
|
+
export class DirectionalLight extends Light {
|
|
135
|
+
constructor(engine, name, color, ambient, diffuse, specular, energy, shader_program = null) {
|
|
136
|
+
super(engine, name, color, ambient, diffuse, specular, energy);
|
|
137
|
+
this.directional_light_space_matrix = new Mat4();
|
|
138
|
+
this.ambient = ambient;
|
|
139
|
+
this.diffuse = diffuse;
|
|
140
|
+
this.specular = specular;
|
|
141
|
+
this.framebuffer = this.engine.graphics_manager.create_framebuffer(`directional_shadow_depth_buffer_${this.name}`, this.engine.main_scene.shadow_resolution, this.engine.main_scene.shadow_resolution, [
|
|
142
|
+
{
|
|
143
|
+
name: "depth",
|
|
144
|
+
type: AttachmentType.TEXTURE_ARRAY_DEPTH,
|
|
145
|
+
texture: this.engine.main_scene.directional_light_shadow_map_texture,
|
|
146
|
+
texture_array_index: this.engine.main_scene.directional_lights.length
|
|
147
|
+
}
|
|
148
|
+
]);
|
|
149
|
+
this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.create_default_directional_shadow_shader_program();
|
|
150
|
+
}
|
|
151
|
+
draw_shadow_map(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
|
|
152
|
+
if (this.engine.main_scene.rendering_depth_map)
|
|
153
|
+
return;
|
|
154
|
+
if (this.engine.main_scene.main_camera_3d) {
|
|
155
|
+
this.engine.main_scene.rendering_depth_map = true;
|
|
156
|
+
this.shader_program.use();
|
|
157
|
+
this.on_update(this, this.engine, time, delta_time);
|
|
158
|
+
this.framebuffer.use();
|
|
159
|
+
this.engine.graphics_manager.gl.cullFace(this.engine.graphics_manager.gl.FRONT);
|
|
160
|
+
const corners = this.get_frustum_corners_world_space(this.engine.main_scene.main_camera_3d.get_projection_matrix(this.engine.canvas), this.engine.main_scene.main_camera_3d.get_view_matrix());
|
|
161
|
+
const light_dir = new Vec4(1, 0, 0, 1).applyQuat(this.rotation).xyz;
|
|
162
|
+
this.directional_light_space_matrix = this.get_light_space_matrix(light_dir, corners);
|
|
163
|
+
this.engine.graphics_manager.set_uniform("u_light_space_matrix", this.directional_light_space_matrix);
|
|
164
|
+
const ortho_projection = (new Mat4()).orthoNO(0, this.engine.main_scene.shadow_resolution, 0, this.engine.main_scene.shadow_resolution, -1, 1);
|
|
165
|
+
this.engine.main_scene.render(this.engine.main_scene.main_camera_3d.get_view_matrix(), this.engine.main_scene.main_camera_3d.get_projection_matrix(this.engine.canvas), ortho_projection, time, delta_time);
|
|
166
|
+
this.engine.graphics_manager.gl.cullFace(this.engine.graphics_manager.gl.BACK);
|
|
167
|
+
this.engine.graphics_manager.unuse_framebuffer();
|
|
168
|
+
this.engine.graphics_manager.clear_shader();
|
|
169
|
+
this.engine.main_scene.rendering_depth_map = false;
|
|
170
|
+
}
|
|
171
|
+
else {
|
|
172
|
+
throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
|
|
173
|
+
}
|
|
174
|
+
}
|
|
175
|
+
set_uniforms(array_name, index) {
|
|
176
|
+
if (this.engine.main_scene.main_camera_3d) {
|
|
177
|
+
const world_matrix = this.get_world_matrix();
|
|
178
|
+
const world_mat3 = new Mat3().fromMat4(world_matrix);
|
|
179
|
+
const world_rotation = new Quat().fromMat3(world_mat3).normalize();
|
|
180
|
+
const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
|
|
181
|
+
this.engine.graphics_manager.set_uniform(`${array_name}[${index}].rotation`, world_rotation_matrix);
|
|
182
|
+
this.engine.graphics_manager.set_uniform(`u_directional_light_space_matrix[${index}]`, this.directional_light_space_matrix);
|
|
183
|
+
super.set_uniforms(array_name, index);
|
|
184
|
+
}
|
|
185
|
+
else {
|
|
186
|
+
throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
|
|
187
|
+
}
|
|
188
|
+
}
|
|
189
|
+
on_parented() {
|
|
190
|
+
this.engine.main_scene.directional_lights.push(this);
|
|
191
|
+
this.engine.main_scene.resize_directional_shadow_map();
|
|
192
|
+
}
|
|
193
|
+
on_removed(node, engine, parent) {
|
|
194
|
+
let light_index = this.engine.main_scene.directional_lights.indexOf(this);
|
|
195
|
+
if (light_index > -1) {
|
|
196
|
+
this.engine.main_scene.directional_lights.splice(light_index, 1);
|
|
197
|
+
}
|
|
198
|
+
this.engine.main_scene.resize_directional_shadow_map();
|
|
199
|
+
}
|
|
200
|
+
}
|
|
201
|
+
//# sourceMappingURL=lights.js.map
|