📄 SpotLightNode.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 8 |
📊 Variables & Constants | 3 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/nodes/lighting/SpotLightNode.js
📦 Imports¶
Name | Source |
---|---|
AnalyticLightNode |
./AnalyticLightNode.js |
getDistanceAttenuation |
./LightUtils.js |
uniform |
../core/UniformNode.js |
smoothstep |
../math/MathNode.js |
renderGroup |
../core/UniformGroupNode.js |
lightTargetDirection |
../accessors/Lights.js |
lightProjectionUV |
../accessors/Lights.js |
texture |
../accessors/TextureNode.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
projectionUV |
any |
let/var | properties.projectionUV |
✗ |
projected |
any |
let/var | *not shown* |
✗ |
lightCoord |
any |
let/var | *not shown* |
✗ |
Functions¶
SpotLightNode.update(frame: NodeFrame): void
¶
JSDoc:
/**
* Overwritten to updated spot light specific uniforms.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
Parameters:
frame
NodeFrame
Returns: void
Calls:
super.update
Math.cos
Code
SpotLightNode.getSpotAttenuation(builder: NodeBuilder, angleCosine: any): any
¶
JSDoc:
/**
* Computes the spot attenuation for the given angle.
*
* @param {NodeBuilder} builder - The node builder.
* @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
* @return {Node<float>} The spot attenuation.
*/
Parameters:
builder
NodeBuilder
angleCosine
any
Returns: any
Calls:
smoothstep (from ../math/MathNode.js)
Code
SpotLightNode.getLightCoord(builder: any): any
¶
Parameters:
builder
any
Returns: any
Calls:
builder.getNodeProperties
lightProjectionUV (from ../accessors/Lights.js)
Code
getLightCoord( builder ) {
const properties = builder.getNodeProperties( this );
let projectionUV = properties.projectionUV;
if ( projectionUV === undefined ) {
projectionUV = lightProjectionUV( this.light, builder.context.positionWorld );
properties.projectionUV = projectionUV;
}
return projectionUV;
}
SpotLightNode.setupDirect(builder: any): { lightColor: any; lightDirection: any; }
¶
Parameters:
builder
any
Returns: { lightColor: any; lightDirection: any; }
Calls:
this.getLightVector
lightVector.normalize
lightDirection.dot
lightTargetDirection (from ../accessors/Lights.js)
this.getSpotAttenuation
lightVector.length
getDistanceAttenuation (from ./LightUtils.js)
colorNode.mul( spotAttenuation ).mul
this.getLightCoord
light.colorNode
texture( light.map, lightCoord.xy ).onRenderUpdate
lightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all
inSpotLightMap.select
lightColor.mul
Code
setupDirect( builder ) {
const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
const lightVector = this.getLightVector( builder );
const lightDirection = lightVector.normalize();
const angleCos = lightDirection.dot( lightTargetDirection( light ) );
const spotAttenuation = this.getSpotAttenuation( builder, angleCos );
const lightDistance = lightVector.length();
const lightAttenuation = getDistanceAttenuation( {
lightDistance,
cutoffDistance: cutoffDistanceNode,
decayExponent: decayExponentNode
} );
let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
let projected, lightCoord;
if ( light.colorNode ) {
lightCoord = this.getLightCoord( builder );
projected = light.colorNode( lightCoord );
} else if ( light.map ) {
lightCoord = this.getLightCoord( builder );
projected = texture( light.map, lightCoord.xy ).onRenderUpdate( () => light.map );
}
if ( projected ) {
const inSpotLightMap = lightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();
lightColor = inSpotLightMap.select( lightColor.mul( projected ), lightColor );
}
return { lightColor, lightDirection };
}
Classes¶
SpotLightNode
¶
Class Code
class SpotLightNode extends AnalyticLightNode {
static get type() {
return 'SpotLightNode';
}
/**
* Constructs a new spot light node.
*
* @param {?SpotLight} [light=null] - The spot light source.
*/
constructor( light = null ) {
super( light );
/**
* Uniform node representing the cone cosine.
*
* @type {UniformNode<float>}
*/
this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the penumbra cosine.
*
* @type {UniformNode<float>}
*/
this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the cutoff distance.
*
* @type {UniformNode<float>}
*/
this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the decay exponent.
*
* @type {UniformNode<float>}
*/
this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
/**
* Uniform node representing the light color.
*
* @type {UniformNode<Color>}
*/
this.colorNode = uniform( this.color ).setGroup( renderGroup );
}
/**
* Overwritten to updated spot light specific uniforms.
*
* @param {NodeFrame} frame - A reference to the current node frame.
*/
update( frame ) {
super.update( frame );
const { light } = this;
this.coneCosNode.value = Math.cos( light.angle );
this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
this.cutoffDistanceNode.value = light.distance;
this.decayExponentNode.value = light.decay;
}
/**
* Computes the spot attenuation for the given angle.
*
* @param {NodeBuilder} builder - The node builder.
* @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
* @return {Node<float>} The spot attenuation.
*/
getSpotAttenuation( builder, angleCosine ) {
const { coneCosNode, penumbraCosNode } = this;
return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
}
getLightCoord( builder ) {
const properties = builder.getNodeProperties( this );
let projectionUV = properties.projectionUV;
if ( projectionUV === undefined ) {
projectionUV = lightProjectionUV( this.light, builder.context.positionWorld );
properties.projectionUV = projectionUV;
}
return projectionUV;
}
setupDirect( builder ) {
const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
const lightVector = this.getLightVector( builder );
const lightDirection = lightVector.normalize();
const angleCos = lightDirection.dot( lightTargetDirection( light ) );
const spotAttenuation = this.getSpotAttenuation( builder, angleCos );
const lightDistance = lightVector.length();
const lightAttenuation = getDistanceAttenuation( {
lightDistance,
cutoffDistance: cutoffDistanceNode,
decayExponent: decayExponentNode
} );
let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
let projected, lightCoord;
if ( light.colorNode ) {
lightCoord = this.getLightCoord( builder );
projected = light.colorNode( lightCoord );
} else if ( light.map ) {
lightCoord = this.getLightCoord( builder );
projected = texture( light.map, lightCoord.xy ).onRenderUpdate( () => light.map );
}
if ( projected ) {
const inSpotLightMap = lightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();
lightColor = inSpotLightMap.select( lightColor.mul( projected ), lightColor );
}
return { lightColor, lightDirection };
}
}
Methods¶
update(frame: NodeFrame): void
¶
Code
getSpotAttenuation(builder: NodeBuilder, angleCosine: any): any
¶
Code
getLightCoord(builder: any): any
¶
Code
getLightCoord( builder ) {
const properties = builder.getNodeProperties( this );
let projectionUV = properties.projectionUV;
if ( projectionUV === undefined ) {
projectionUV = lightProjectionUV( this.light, builder.context.positionWorld );
properties.projectionUV = projectionUV;
}
return projectionUV;
}
setupDirect(builder: any): { lightColor: any; lightDirection: any; }
¶
Code
setupDirect( builder ) {
const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
const lightVector = this.getLightVector( builder );
const lightDirection = lightVector.normalize();
const angleCos = lightDirection.dot( lightTargetDirection( light ) );
const spotAttenuation = this.getSpotAttenuation( builder, angleCos );
const lightDistance = lightVector.length();
const lightAttenuation = getDistanceAttenuation( {
lightDistance,
cutoffDistance: cutoffDistanceNode,
decayExponent: decayExponentNode
} );
let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
let projected, lightCoord;
if ( light.colorNode ) {
lightCoord = this.getLightCoord( builder );
projected = light.colorNode( lightCoord );
} else if ( light.map ) {
lightCoord = this.getLightCoord( builder );
projected = texture( light.map, lightCoord.xy ).onRenderUpdate( () => light.map );
}
if ( projected ) {
const inSpotLightMap = lightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();
lightColor = inSpotLightMap.select( lightColor.mul( projected ), lightColor );
}
return { lightColor, lightDirection };
}