vanta-engine 1.0.0

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Files changed (162) hide show
  1. package/README.md +61 -0
  2. package/dist/engine.d.ts +18 -0
  3. package/dist/engine.d.ts.map +1 -0
  4. package/dist/engine.js +23 -0
  5. package/dist/engine.js.map +1 -0
  6. package/dist/graphics/assets/asset_format/format.d.ts +115 -0
  7. package/dist/graphics/assets/asset_format/format.d.ts.map +1 -0
  8. package/dist/graphics/assets/asset_format/format.js +29 -0
  9. package/dist/graphics/assets/asset_format/format.js.map +1 -0
  10. package/dist/graphics/assets/asset_loaders/obj.d.ts +127 -0
  11. package/dist/graphics/assets/asset_loaders/obj.d.ts.map +1 -0
  12. package/dist/graphics/assets/asset_loaders/obj.js +762 -0
  13. package/dist/graphics/assets/asset_loaders/obj.js.map +1 -0
  14. package/dist/graphics/assets/material.d.ts +33 -0
  15. package/dist/graphics/assets/material.d.ts.map +1 -0
  16. package/dist/graphics/assets/material.js +104 -0
  17. package/dist/graphics/assets/material.js.map +1 -0
  18. package/dist/graphics/assets/mesh.d.ts +17 -0
  19. package/dist/graphics/assets/mesh.d.ts.map +1 -0
  20. package/dist/graphics/assets/mesh.js +47 -0
  21. package/dist/graphics/assets/mesh.js.map +1 -0
  22. package/dist/graphics/assets/model.d.ts +13 -0
  23. package/dist/graphics/assets/model.d.ts.map +1 -0
  24. package/dist/graphics/assets/model.js +18 -0
  25. package/dist/graphics/assets/model.js.map +1 -0
  26. package/dist/graphics/assets/texture.d.ts +93 -0
  27. package/dist/graphics/assets/texture.d.ts.map +1 -0
  28. package/dist/graphics/assets/texture.js +318 -0
  29. package/dist/graphics/assets/texture.js.map +1 -0
  30. package/dist/graphics/assets/uniform_buffer.d.ts +28 -0
  31. package/dist/graphics/assets/uniform_buffer.d.ts.map +1 -0
  32. package/dist/graphics/assets/uniform_buffer.js +132 -0
  33. package/dist/graphics/assets/uniform_buffer.js.map +1 -0
  34. package/dist/graphics/assets/vaos.d.ts +9 -0
  35. package/dist/graphics/assets/vaos.d.ts.map +1 -0
  36. package/dist/graphics/assets/vaos.js +98 -0
  37. package/dist/graphics/assets/vaos.js.map +1 -0
  38. package/dist/graphics/framebuffer.d.ts +77 -0
  39. package/dist/graphics/framebuffer.d.ts.map +1 -0
  40. package/dist/graphics/framebuffer.js +265 -0
  41. package/dist/graphics/framebuffer.js.map +1 -0
  42. package/dist/graphics/graphics_manager.d.ts +70 -0
  43. package/dist/graphics/graphics_manager.d.ts.map +1 -0
  44. package/dist/graphics/graphics_manager.js +503 -0
  45. package/dist/graphics/graphics_manager.js.map +1 -0
  46. package/dist/graphics/shader_program.d.ts +66 -0
  47. package/dist/graphics/shader_program.d.ts.map +1 -0
  48. package/dist/graphics/shader_program.js +92 -0
  49. package/dist/graphics/shader_program.js.map +1 -0
  50. package/dist/graphics/utility.d.ts +4 -0
  51. package/dist/graphics/utility.d.ts.map +1 -0
  52. package/dist/graphics/utility.js +33 -0
  53. package/dist/graphics/utility.js.map +1 -0
  54. package/dist/hook_manager.d.ts +33 -0
  55. package/dist/hook_manager.d.ts.map +1 -0
  56. package/dist/hook_manager.js +102 -0
  57. package/dist/hook_manager.js.map +1 -0
  58. package/dist/index.d.ts +27 -0
  59. package/dist/index.d.ts.map +1 -0
  60. package/dist/index.js +27 -0
  61. package/dist/index.js.map +1 -0
  62. package/dist/input/input_manager.d.ts +41 -0
  63. package/dist/input/input_manager.d.ts.map +1 -0
  64. package/dist/input/input_manager.js +121 -0
  65. package/dist/input/input_manager.js.map +1 -0
  66. package/dist/node/camera3d.d.ts +10 -0
  67. package/dist/node/camera3d.d.ts.map +1 -0
  68. package/dist/node/camera3d.js +25 -0
  69. package/dist/node/camera3d.js.map +1 -0
  70. package/dist/node/lights/directional_light.d.ts +20 -0
  71. package/dist/node/lights/directional_light.d.ts.map +1 -0
  72. package/dist/node/lights/directional_light.js +111 -0
  73. package/dist/node/lights/directional_light.js.map +1 -0
  74. package/dist/node/lights/light.d.ts +15 -0
  75. package/dist/node/lights/light.d.ts.map +1 -0
  76. package/dist/node/lights/light.js +24 -0
  77. package/dist/node/lights/light.js.map +1 -0
  78. package/dist/node/lights/point_light.d.ts +26 -0
  79. package/dist/node/lights/point_light.d.ts.map +1 -0
  80. package/dist/node/lights/point_light.js +109 -0
  81. package/dist/node/lights/point_light.js.map +1 -0
  82. package/dist/node/lights/spot_light.d.ts +13 -0
  83. package/dist/node/lights/spot_light.d.ts.map +1 -0
  84. package/dist/node/lights/spot_light.js +35 -0
  85. package/dist/node/lights/spot_light.js.map +1 -0
  86. package/dist/node/lights.d.ts +43 -0
  87. package/dist/node/lights.d.ts.map +1 -0
  88. package/dist/node/lights.js +201 -0
  89. package/dist/node/lights.js.map +1 -0
  90. package/dist/node/object3d.d.ts +10 -0
  91. package/dist/node/object3d.d.ts.map +1 -0
  92. package/dist/node/object3d.js +60 -0
  93. package/dist/node/object3d.js.map +1 -0
  94. package/dist/node/skybox.d.ts +15 -0
  95. package/dist/node/skybox.d.ts.map +1 -0
  96. package/dist/node/skybox.js +33 -0
  97. package/dist/node/skybox.js.map +1 -0
  98. package/dist/node/sprite2d.d.ts +14 -0
  99. package/dist/node/sprite2d.d.ts.map +1 -0
  100. package/dist/node/sprite2d.js +33 -0
  101. package/dist/node/sprite2d.js.map +1 -0
  102. package/dist/node.d.ts +76 -0
  103. package/dist/node.d.ts.map +1 -0
  104. package/dist/node.js +308 -0
  105. package/dist/node.js.map +1 -0
  106. package/dist/scene.d.ts +19 -0
  107. package/dist/scene.d.ts.map +1 -0
  108. package/dist/scene.js +50 -0
  109. package/dist/scene.js.map +1 -0
  110. package/dist/shader_language/grammar.d.ts +2 -0
  111. package/dist/shader_language/grammar.d.ts.map +1 -0
  112. package/dist/shader_language/grammar.js +971 -0
  113. package/dist/shader_language/grammar.js.map +1 -0
  114. package/dist/shader_language/tokenizer.d.ts +3 -0
  115. package/dist/shader_language/tokenizer.d.ts.map +1 -0
  116. package/dist/shader_language/tokenizer.js +50 -0
  117. package/dist/shader_language/tokenizer.js.map +1 -0
  118. package/dist/shaders/default_2d.fs.d.ts +3 -0
  119. package/dist/shaders/default_2d.fs.d.ts.map +1 -0
  120. package/dist/shaders/default_2d.fs.js +14 -0
  121. package/dist/shaders/default_2d.fs.js.map +1 -0
  122. package/dist/shaders/default_2d.vs.d.ts +3 -0
  123. package/dist/shaders/default_2d.vs.d.ts.map +1 -0
  124. package/dist/shaders/default_2d.vs.js +16 -0
  125. package/dist/shaders/default_2d.vs.js.map +1 -0
  126. package/dist/shaders/default_3d.fs.d.ts +3 -0
  127. package/dist/shaders/default_3d.fs.d.ts.map +1 -0
  128. package/dist/shaders/default_3d.fs.js +327 -0
  129. package/dist/shaders/default_3d.fs.js.map +1 -0
  130. package/dist/shaders/default_3d.vs.d.ts +3 -0
  131. package/dist/shaders/default_3d.vs.d.ts.map +1 -0
  132. package/dist/shaders/default_3d.vs.js +36 -0
  133. package/dist/shaders/default_3d.vs.js.map +1 -0
  134. package/dist/shaders/default_directional_shadow.fs.d.ts +3 -0
  135. package/dist/shaders/default_directional_shadow.fs.d.ts.map +1 -0
  136. package/dist/shaders/default_directional_shadow.fs.js +6 -0
  137. package/dist/shaders/default_directional_shadow.fs.js.map +1 -0
  138. package/dist/shaders/default_directional_shadow.vs.d.ts +3 -0
  139. package/dist/shaders/default_directional_shadow.vs.d.ts.map +1 -0
  140. package/dist/shaders/default_directional_shadow.vs.js +11 -0
  141. package/dist/shaders/default_directional_shadow.vs.js.map +1 -0
  142. package/dist/shaders/default_point_shadow.fs.d.ts +3 -0
  143. package/dist/shaders/default_point_shadow.fs.d.ts.map +1 -0
  144. package/dist/shaders/default_point_shadow.fs.js +18 -0
  145. package/dist/shaders/default_point_shadow.fs.js.map +1 -0
  146. package/dist/shaders/default_point_shadow.vs.d.ts +3 -0
  147. package/dist/shaders/default_point_shadow.vs.d.ts.map +1 -0
  148. package/dist/shaders/default_point_shadow.vs.js +14 -0
  149. package/dist/shaders/default_point_shadow.vs.js.map +1 -0
  150. package/dist/shaders/default_skybox.fs.d.ts +3 -0
  151. package/dist/shaders/default_skybox.fs.d.ts.map +1 -0
  152. package/dist/shaders/default_skybox.fs.js +14 -0
  153. package/dist/shaders/default_skybox.fs.js.map +1 -0
  154. package/dist/shaders/default_skybox.vs.d.ts +3 -0
  155. package/dist/shaders/default_skybox.vs.d.ts.map +1 -0
  156. package/dist/shaders/default_skybox.vs.js +23 -0
  157. package/dist/shaders/default_skybox.vs.js.map +1 -0
  158. package/dist/utility.d.ts +5 -0
  159. package/dist/utility.d.ts.map +1 -0
  160. package/dist/utility.js +19 -0
  161. package/dist/utility.js.map +1 -0
  162. package/package.json +47 -0
@@ -0,0 +1,111 @@
1
+ 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 "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
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+ }
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+ }
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+ set_uniforms(array_name, index) {
35
+ if (this.engine.main_scene.main_camera_3d) {
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+ const world_matrix = this.get_world_matrix();
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+ const world_mat3 = new Mat3().fromMat4(world_matrix);
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+ const world_rotation = new Quat().fromMat3(world_mat3).normalize();
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+ const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
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+ this.engine.graphics_manager.set_uniform(`${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();
51
+ }
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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) {
60
+ const inv = projection_matrix.clone().mul(view_matrix).invert();
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+ var frustum_corners = [];
62
+ for (var x = 0; x < 2; ++x) {
63
+ for (var y = 0; y < 2; ++y) {
64
+ for (var z = 0; z < 2; ++z) {
65
+ 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
67
+ }
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+ }
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+ }
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+ return frustum_corners;
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+ }
72
+ 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) {
79
+ radius = Math.max(radius, v.xyz.clone().sub(center).length());
80
+ }
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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();
85
+ let up = world_up;
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+ if (Math.abs(normalized_dir.dot(world_up)) > 0.99) {
87
+ up = new Vec3(0, 0, 1);
88
+ }
89
+ const light_view = new Mat4().lookAt(center.clone().sub(normalized_dir.clone().mul(radius)), center, up);
90
+ var min_x = Number.MAX_VALUE;
91
+ var max_x = Number.MIN_VALUE;
92
+ var min_y = Number.MAX_VALUE;
93
+ 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) {
97
+ 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
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,15 @@
1
+ import { Vec3 } from "@vicimpa/glm";
2
+ import Engine from "../../engine.ts";
3
+ import { Node3D } from "../../node.ts";
4
+ import { ShaderProgram } from "../../graphics/shader_program.ts";
5
+ export declare class Light extends Node3D {
6
+ color: Vec3;
7
+ ambient: number;
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"}
@@ -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
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@@ -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 @@
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@@ -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