提交 6f186bb3 编写于 作者: W WestLangley

Adopt glTF convention: lights face local neg-z direction

上级 6a136428
......@@ -23,7 +23,7 @@ var light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
var helper = new THREE.RectAreaLightHelper( light );
scene.add( helper );
light.add( helper ); // helper must be added as a child of the light
</code>
......
......@@ -41,7 +41,7 @@ rectLight.lookAt( 0, 0, 0 );
scene.add( rectLight )
rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
scene.add( rectLightHelper );
rectLight.add( rectLightHelper );
</code>
</p>
......
......@@ -107,13 +107,12 @@
rectLight.position.set( 5, 5, 0 );
scene.add( rectLight );
var rectLightMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial() );
var rectLightMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial( { side: THREE.BackSide } ) );
rectLightMesh.scale.x = rectLight.width;
rectLightMesh.scale.y = rectLight.height;
rectLight.add( rectLightMesh );
var rectLightMeshBack = new THREE.Mesh( new THREE.PlaneBufferGeometry(), new THREE.MeshBasicMaterial( { color: 0x080808 } ) );
rectLightMeshBack.rotation.y = Math.PI;
rectLightMesh.add( rectLightMeshBack );
var geoFloor = new THREE.BoxBufferGeometry( 2000, 0.1, 2000 );
......
......@@ -328,7 +328,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
position.setFromMatrixPosition( this.matrixWorld );
if ( this.isCamera ) {
if ( this.isCamera || this.isLight ) {
m1.lookAt( position, target, this.up );
......
......@@ -2,79 +2,82 @@
* @author abelnation / http://github.com/abelnation
* @author Mugen87 / http://github.com/Mugen87
* @author WestLangley / http://github.com/WestLangley
*
* This helper must be added as a child of the light
*/
import { Object3D } from '../core/Object3D.js';
import { Line } from '../objects/Line.js';
import { Mesh } from '../objects/Mesh.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { BufferAttribute } from '../core/BufferAttribute.js';
function RectAreaLightHelper( light, color ) {
Object3D.call( this );
this.type = 'RectAreaLightHelper';
this.light = light;
this.light.updateMatrixWorld();
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color; // optional hardwired color for the helper
this.color = color;
var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
var geometry = new BufferGeometry();
geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
geometry.computeBoundingSphere();
var material = new LineBasicMaterial( { fog: false } );
var geometry = new BufferGeometry();
Line.call( this, geometry, material );
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );
//
this.line = new Line( geometry, material );
this.add( this.line );
var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
var geometry2 = new BufferGeometry();
geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
geometry2.computeBoundingSphere();
this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: THREE.BackSide, fog: false } ) ) );
this.update();
}
RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
RectAreaLightHelper.prototype = Object.create( Line.prototype );
RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
RectAreaLightHelper.prototype.dispose = function () {
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
};
RectAreaLightHelper.prototype.update = function () {
// calculate new dimensions of the helper
this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
var hx = this.light.width * 0.5;
var hy = this.light.height * 0.5;
if ( this.color !== undefined ) {
var position = this.line.geometry.attributes.position;
var array = position.array;
this.material.color.set( this.color );
this.children[ 0 ].material.color.set( this.color );
// update vertices
} else {
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
position.needsUpdate = true;
// prevent hue shift
var c = this.material.color;
var max = Math.max( c.r, c.g, c.b );
if ( max > 1 ) c.multiplyScalar( 1 / max );
if ( this.color !== undefined ) {
this.children[ 0 ].material.color.copy( this.material.color );
this.line.material.color.set( this.color );
}
} else {
};
this.line.material.color.copy( this.light.color );
RectAreaLightHelper.prototype.dispose = function () {
}
this.geometry.dispose();
this.material.dispose();
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
};
......
......@@ -35,10 +35,10 @@ float clearCoatDHRApprox( const in float roughness, const in float dotNL ) {
float roughness = material.specularRoughness;
vec3 rectCoords[ 4 ];
rectCoords[ 0 ] = lightPos - halfWidth - halfHeight; // counterclockwise
rectCoords[ 1 ] = lightPos + halfWidth - halfHeight;
rectCoords[ 2 ] = lightPos + halfWidth + halfHeight;
rectCoords[ 3 ] = lightPos - halfWidth + halfHeight;
rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction
rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
vec2 uv = LTC_Uv( normal, viewDir, roughness );
......
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