setup method
void
setup(
- List<Light> lights, [
- bool? physicallyCorrectLights
])
Implementation
void setup(List<Light> lights, [bool? physicallyCorrectLights]) {
num r = 0.0;
num g = 0.0;
num b = 0.0;
for (var i = 0; i < 9; i++) {
state.probe[i].set(0, 0, 0);
}
var directionalLength = 0;
var pointLength = 0;
var spotLength = 0;
var rectAreaLength = 0;
var hemiLength = 0;
var numDirectionalShadows = 0;
var numPointShadows = 0;
var numSpotShadows = 0;
lights.sort((a, b) => shadowCastingLightsFirst(a, b));
// artist-friendly light intensity scaling factor
num scaleFactor = (physicallyCorrectLights != true) ? Math.pi : 1.0;
for (var i = 0, l = lights.length; i < l; i++) {
var light = lights[i];
var color = light.color!;
var intensity = light.intensity;
var distance = light.distance;
var shadowMap = (light.shadow != null && light.shadow!.map != null) ? light.shadow!.map!.texture : null;
if (light.type == "AmbientLight") {
r += color.r * intensity * scaleFactor;
g += color.g * intensity * scaleFactor;
b += color.b * intensity * scaleFactor;
} else if (light.type == "LightProbe") {
for (var j = 0; j < 9; j++) {
state.probe[j].addScaledVector(light.sh!.coefficients[j], intensity);
}
} else if (light.type == "DirectionalLight") {
var uniforms = cache.get(light);
uniforms["color"].copy(light.color).multiplyScalar(light.intensity * scaleFactor);
if (light.castShadow) {
var shadow = light.shadow!;
var shadowUniforms = shadowCache.get(light);
shadowUniforms["shadowBias"] = shadow.bias;
shadowUniforms["shadowNormalBias"] = shadow.normalBias;
shadowUniforms["shadowRadius"] = shadow.radius;
shadowUniforms["shadowMapSize"] = shadow.mapSize;
// state.directionalShadow[ directionalLength ] = shadowUniforms;
listSetter(state.directionalShadow, directionalLength, shadowUniforms);
// state["directionalShadowMap"][ directionalLength ] = shadowMap;
listSetter(state.directionalShadowMap, directionalLength, shadowMap);
// state["directionalShadowMatrix"][ directionalLength ] = light.shadow!.matrix;
listSetter(state.directionalShadowMatrix, directionalLength, light.shadow!.matrix);
numDirectionalShadows++;
}
// state.directional[ directionalLength ] = uniforms;
listSetter(state.directional, directionalLength, uniforms);
directionalLength++;
} else if (light.type == "SpotLight") {
var uniforms = cache.get(light);
uniforms["position"].setFromMatrixPosition(light.matrixWorld);
uniforms["color"].copy(color).multiplyScalar(intensity * scaleFactor);
uniforms["distance"] = distance;
uniforms["coneCos"] = Math.cos(light.angle!);
uniforms["penumbraCos"] = Math.cos(light.angle! * (1 - light.penumbra!));
uniforms["decay"] = light.decay;
if (light.castShadow) {
var shadow = light.shadow!;
var shadowUniforms = shadowCache.get(light);
shadowUniforms["shadowBias"] = shadow.bias;
shadowUniforms["shadowNormalBias"] = shadow.normalBias;
shadowUniforms["shadowRadius"] = shadow.radius;
shadowUniforms["shadowMapSize"] = shadow.mapSize;
// state.spotShadow[ spotLength ] = shadowUniforms;
listSetter(state.spotShadow, spotLength, shadowUniforms);
// state.spotShadowMap[ spotLength ] = shadowMap;
// print("1 spotShadowMap: ${state.spotShadowMap} ${spotLength} ${shadowMap} ");
listSetter(state.spotShadowMap, spotLength, shadowMap);
// state.spotShadowMatrix[ spotLength ] = light.shadow!.matrix;
listSetter(state.spotShadowMatrix, spotLength, light.shadow!.matrix);
numSpotShadows++;
}
// state.spot[ spotLength ] = uniforms;
listSetter(state.spot, spotLength, uniforms);
spotLength++;
} else if (light.type == "RectAreaLight") {
var uniforms = cache.get(light);
// (a) intensity is the total visible light emitted
//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
// (b) intensity is the brightness of the light
uniforms["color"].copy(color).multiplyScalar(intensity);
uniforms["halfWidth"].set(light.width! * 0.5, 0.0, 0.0);
uniforms["halfHeight"].set(0.0, light.height! * 0.5, 0.0);
// state.rectArea[ rectAreaLength ] = uniforms;
listSetter(state.rectArea, rectAreaLength, uniforms);
rectAreaLength++;
} else if (light.type == "PointLight") {
var uniforms = cache.get(light);
uniforms["color"].copy(light.color).multiplyScalar(light.intensity * scaleFactor);
// TODO distance 默认0 ??
uniforms["distance"] = light.distance ?? 0;
uniforms["decay"] = light.decay;
if (light.castShadow) {
var shadow = light.shadow!;
var shadowUniforms = shadowCache.get(light);
shadowUniforms["shadowBias"] = shadow.bias;
shadowUniforms["shadowNormalBias"] = shadow.normalBias;
shadowUniforms["shadowRadius"] = shadow.radius;
shadowUniforms["shadowMapSize"] = shadow.mapSize;
shadowUniforms["shadowCameraNear"] = shadow.camera!.near;
shadowUniforms["shadowCameraFar"] = shadow.camera!.far;
// state.pointShadow[ pointLength ] = shadowUniforms;
listSetter(state.pointShadow, pointLength, shadowUniforms);
// state.pointShadowMap[ pointLength ] = shadowMap;
listSetter(state.pointShadowMap, pointLength, shadowMap);
// state.pointShadowMatrix[ pointLength ] = light.shadow!.matrix;
listSetter(state.pointShadowMatrix, pointLength, light.shadow!.matrix);
numPointShadows++;
}
// state.point[ pointLength ] = uniforms;
listSetter(state.point, pointLength, uniforms);
pointLength++;
} else if (light.type == "HemisphereLight") {
var uniforms = cache.get(light);
uniforms["skyColor"].copy(light.color).multiplyScalar(intensity * scaleFactor);
uniforms["groundColor"].copy(light.groundColor).multiplyScalar(intensity * scaleFactor);
// state.hemi[ hemiLength ] = uniforms;
listSetter(state.hemi, hemiLength, uniforms);
hemiLength++;
} else {
throw (" WebGLLigts type: ${light.type} is not support ..... ");
}
}
if (rectAreaLength > 0) {
if (capabilities.isWebGL2) {
// WebGL 2
state.rectAreaLTC1 = uniformsLib["LTC_FLOAT_1"];
state.rectAreaLTC2 = uniformsLib["LTC_FLOAT_2"];
} else {
// WebGL 1
if (extensions.has('OES_texture_float_linear') == true) {
state.rectAreaLTC1 = uniformsLib["LTC_FLOAT_1"];
state.rectAreaLTC2 = uniformsLib["LTC_FLOAT_2"];
} else if (extensions.has('OES_texture_half_float_linear') == true) {
state.rectAreaLTC1 = uniformsLib["LTC_HALF_1"];
state.rectAreaLTC2 = uniformsLib["LTC_HALF_2"];
} else {
print('three.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
}
}
}
state.ambient[0] = r.toDouble();
state.ambient[1] = g.toDouble();
state.ambient[2] = b.toDouble();
var hash = state.hash;
if (hash["directionalLength"] != directionalLength ||
hash["pointLength"] != pointLength ||
hash["spotLength"] != spotLength ||
hash["rectAreaLength"] != rectAreaLength ||
hash["hemiLength"] != hemiLength ||
hash["numDirectionalShadows"] != numDirectionalShadows ||
hash["numPointShadows"] != numPointShadows ||
hash["numSpotShadows"] != numSpotShadows) {
state.directional.length = directionalLength;
state.spot.length = spotLength;
state.rectArea.length = rectAreaLength;
state.point.length = pointLength;
state.hemi.length = hemiLength;
state.directionalShadow.length = numDirectionalShadows;
state.directionalShadowMap.length = numDirectionalShadows;
state.pointShadow.length = numPointShadows;
state.pointShadowMap.length = numPointShadows;
state.spotShadow.length = numSpotShadows;
state.spotShadowMap.length = numSpotShadows;
state.directionalShadowMatrix.length = numDirectionalShadows;
state.pointShadowMatrix.length = numPointShadows;
state.spotShadowMatrix.length = numSpotShadows;
hash["directionalLength"] = directionalLength;
hash["pointLength"] = pointLength;
hash["spotLength"] = spotLength;
hash["rectAreaLength"] = rectAreaLength;
hash["hemiLength"] = hemiLength;
hash["numDirectionalShadows"] = numDirectionalShadows;
hash["numPointShadows"] = numPointShadows;
hash["numSpotShadows"] = numSpotShadows;
state.version = nextVersion++;
}
}