import { type Nullable } from "../types.js";
import { type Scene } from "../scene.js";
import { type Matrix, Vector3 } from "../Maths/math.vector.pure.js";
import { Color3 } from "../Maths/math.color.pure.js";
import { Node } from "../node.js";
import { type AbstractMesh } from "../Meshes/abstractMesh.js";
import { type Effect } from "../Materials/effect.js";
import { UniformBuffer } from "../Materials/uniformBuffer.js";
import { type IShadowGenerator } from "./Shadows/shadowGenerator.js";
import { type ISortableLight } from "./lightConstants.js";
import { type Camera } from "../Cameras/camera.js";
/**
 * Base class of all the lights in Babylon. It groups all the generic information about lights.
 * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
 * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
 */
export declare abstract class Light extends Node implements ISortableLight {
    /**
     * Falloff Default: light is falling off following the material specification:
     * standard material is using standard falloff whereas pbr material can request special falloff per materials.
     */
    static readonly FALLOFF_DEFAULT = 0;
    /**
     * Falloff Physical: light is falling off following the inverse squared distance law.
     */
    static readonly FALLOFF_PHYSICAL = 1;
    /**
     * Falloff gltf: light is falling off as described in the gltf moving to PBR document
     * to enhance interoperability with other engines.
     */
    static readonly FALLOFF_GLTF = 2;
    /**
     * Falloff Standard: light is falling off like in the standard material
     * to enhance interoperability with other materials.
     */
    static readonly FALLOFF_STANDARD = 3;
    /**
     * If every light affecting the material is in this lightmapMode,
     * material.lightmapTexture adds or multiplies
     * (depends on material.useLightmapAsShadowmap)
     * after every other light calculations.
     */
    static readonly LIGHTMAP_DEFAULT = 0;
    /**
     * material.lightmapTexture as only diffuse lighting from this light
     * adds only specular lighting from this light
     * adds dynamic shadows
     */
    static readonly LIGHTMAP_SPECULAR = 1;
    /**
     * material.lightmapTexture as only lighting
     * no light calculation from this light
     * only adds dynamic shadows from this light
     */
    static readonly LIGHTMAP_SHADOWSONLY = 2;
    /**
     * Each light type uses the default quantity according to its type:
     *      point/spot lights use luminous intensity
     *      directional lights use illuminance
     */
    static readonly INTENSITYMODE_AUTOMATIC = 0;
    /**
     * lumen (lm)
     */
    static readonly INTENSITYMODE_LUMINOUSPOWER = 1;
    /**
     * candela (lm/sr)
     */
    static readonly INTENSITYMODE_LUMINOUSINTENSITY = 2;
    /**
     * lux (lm/m^2)
     */
    static readonly INTENSITYMODE_ILLUMINANCE = 3;
    /**
     * nit (cd/m^2)
     */
    static readonly INTENSITYMODE_LUMINANCE = 4;
    /**
     * Light type const id of the point light.
     */
    static readonly LIGHTTYPEID_POINTLIGHT = 0;
    /**
     * Light type const id of the directional light.
     */
    static readonly LIGHTTYPEID_DIRECTIONALLIGHT = 1;
    /**
     * Light type const id of the spot light.
     */
    static readonly LIGHTTYPEID_SPOTLIGHT = 2;
    /**
     * Light type const id of the hemispheric light.
     */
    static readonly LIGHTTYPEID_HEMISPHERICLIGHT = 3;
    /**
     * Light type const id of the area light.
     */
    static readonly LIGHTTYPEID_RECT_AREALIGHT = 4;
    /**
     * Diffuse gives the basic color to an object.
     */
    diffuse: Color3;
    /**
     * Specular produces a highlight color on an object.
     * Note: This is not affecting PBR materials.
     */
    specular: Color3;
    /**
     * Defines the falloff type for this light. This lets overriding how punctual light are
     * falling off base on range or angle.
     * This can be set to any values in Light.FALLOFF_x.
     *
     * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
     * other types of materials.
     */
    falloffType: number;
    /**
     * Strength of the light.
     * Note: By default it is define in the framework own unit.
     * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
     */
    intensity: number;
    /** @internal */
    private _internalEnabled;
    /**
     * Defines light internal enabled state.
     */
    get internalEnabled(): boolean;
    set internalEnabled(value: boolean);
    private _range;
    /** @internal */
    _inverseSquaredRange: number;
    /**
     * Defines how far from the source the light is impacting in scene units.
     * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
     */
    get range(): number;
    /**
     * Defines how far from the source the light is impacting in scene units.
     * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
     */
    set range(value: number);
    /**
     * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
     * of light.
     */
    private _photometricScale;
    private _intensityMode;
    /**
     * Gets the photometric scale used to interpret the intensity.
     * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
     */
    get intensityMode(): number;
    /**
     * Sets the photometric scale used to interpret the intensity.
     * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
     */
    set intensityMode(value: number);
    private _radius;
    /**
     * Gets the light radius used by PBR Materials to simulate soft area lights.
     */
    get radius(): number;
    /**
     * sets the light radius used by PBR Materials to simulate soft area lights.
     */
    set radius(value: number);
    private _renderPriority;
    /**
     * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
     * exceeding the number allowed of the materials.
     */
    renderPriority: number;
    private _shadowEnabled;
    /**
     * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
     * the current shadow generator.
     */
    get shadowEnabled(): boolean;
    /**
     * Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
     * the current shadow generator.
     */
    set shadowEnabled(value: boolean);
    private _includedOnlyMeshes;
    /**
     * Gets the only meshes impacted by this light.
     */
    get includedOnlyMeshes(): AbstractMesh[];
    /**
     * Sets the only meshes impacted by this light.
     */
    set includedOnlyMeshes(value: AbstractMesh[]);
    private _excludedMeshes;
    /**
     * Gets the meshes not impacted by this light.
     */
    get excludedMeshes(): AbstractMesh[];
    /**
     * Sets the meshes not impacted by this light.
     */
    set excludedMeshes(value: AbstractMesh[]);
    private _excludeWithLayerMask;
    /**
     * Gets the layer id use to find what meshes are not impacted by the light.
     * Inactive if 0
     */
    get excludeWithLayerMask(): number;
    /**
     * Sets the layer id use to find what meshes are not impacted by the light.
     * Inactive if 0
     */
    set excludeWithLayerMask(value: number);
    private _includeOnlyWithLayerMask;
    /**
     * Gets the layer id use to find what meshes are impacted by the light.
     * Inactive if 0
     */
    get includeOnlyWithLayerMask(): number;
    /**
     * Sets the layer id use to find what meshes are impacted by the light.
     * Inactive if 0
     */
    set includeOnlyWithLayerMask(value: number);
    private _lightmapMode;
    /**
     * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
     */
    get lightmapMode(): number;
    /**
     * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
     */
    set lightmapMode(value: number);
    /**
     * Returns the view matrix.
     * @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.
     * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).
     */
    getViewMatrix(_faceIndex?: number): Nullable<Matrix>;
    /**
     * Returns the projection matrix.
     * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).
     * @param _viewMatrix The view transform matrix of the light (optional).
     * @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).
     * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).
     */
    getProjectionMatrix(_viewMatrix?: Matrix, _renderList?: Array<AbstractMesh>): Nullable<Matrix>;
    /**
     * Shadow generators associated to the light.
     * @internal Internal use only.
     */
    _shadowGenerators: Nullable<Map<Nullable<Camera>, IShadowGenerator>>;
    /**
     * @internal Internal use only.
     */
    _excludedMeshesIds: string[];
    /**
     * @internal Internal use only.
     */
    _includedOnlyMeshesIds: string[];
    /**
     * The current light uniform buffer.
     * @internal Internal use only.
     */
    _uniformBuffer: UniformBuffer;
    /** @internal */
    _renderId: number;
    private _lastUseSpecular;
    /**
     * Used internally by ClusteredLight to sort lights
     * @internal
     */
    _currentViewDepth: number;
    /**
     * Used internally by ClusteredLightContainer to keep child lights out of mesh light source lists.
     * @internal
     */
    _clusteredContainer: Nullable<Light>;
    /**
     * Creates a Light object in the scene.
     * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
     * @param name The friendly name of the light
     * @param scene The scene the light belongs too
     * @param dontAddToScene True to not add the light to the scene
     */
    constructor(name: string, scene?: Scene, dontAddToScene?: boolean);
    protected abstract _buildUniformLayout(): void;
    /**
     * Sets the passed Effect "effect" with the Light information.
     * @param effect The effect to update
     * @param lightIndex The index of the light in the effect to update
     * @returns The light
     */
    abstract transferToEffect(effect: Effect, lightIndex: string): Light;
    /**
     * Sets the passed Effect "effect" with the Light textures.
     * @param effect The effect to update
     * @param lightIndex The index of the light in the effect to update
     * @returns The light
     */
    transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
    /**
     * Binds the lights information from the scene to the effect for the given mesh.
     * @param lightIndex Light index
     * @param scene The scene where the light belongs to
     * @param effect The effect we are binding the data to
     * @param useSpecular Defines if specular is supported
     * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows
     */
    _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows?: boolean): void;
    /**
     * Sets the passed Effect "effect" with the Light information.
     * @param effect The effect to update
     * @param lightDataUniformName The uniform used to store light data (position or direction)
     * @returns The light
     */
    abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
    /**
     * Returns the string "Light".
     * @returns the class name
     */
    getClassName(): string;
    /** @internal */
    readonly _isLight = true;
    /**
     * Converts the light information to a readable string for debug purpose.
     * @param fullDetails Supports for multiple levels of logging within scene loading
     * @returns the human readable light info
     */
    toString(fullDetails?: boolean): string;
    /** @internal */
    protected _syncParentEnabledState(): void;
    /**
     * Set the enabled state of this node.
     * @param value - the new enabled state
     */
    setEnabled(value: boolean): void;
    /**
     * Returns the Light associated shadow generator if any.
     * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator
     * @returns the associated shadow generator.
     */
    getShadowGenerator(camera?: Nullable<Camera>): Nullable<IShadowGenerator>;
    /**
     * Returns all the shadow generators associated to this light
     * @returns
     */
    getShadowGenerators(): Nullable<Map<Nullable<Camera>, IShadowGenerator>>;
    /**
     * Returns a Vector3, the absolute light position in the World.
     * @returns the world space position of the light
     */
    getAbsolutePosition(): Vector3;
    /**
     * Specifies if the light will affect the passed mesh.
     * @param mesh The mesh to test against the light
     * @returns true the mesh is affected otherwise, false.
     */
    canAffectMesh(mesh: AbstractMesh): boolean;
    /**
     * Releases resources associated with this node.
     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
     */
    dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
    /**
     * Returns the light type ID (integer).
     * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
     */
    getTypeID(): number;
    /**
     * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
     * @returns the scaled intensity in intensity mode unit
     */
    getScaledIntensity(): number;
    /**
     * Returns a new Light object, named "name", from the current one.
     * @param name The name of the cloned light
     * @param newParent The parent of this light, if it has one
     * @returns the new created light
     */
    clone(name: string, newParent?: Nullable<Node>): Nullable<Light>;
    /**
     * Serializes the current light into a Serialization object.
     * @returns the serialized object.
     */
    serialize(): any;
    /**
     * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
     * This new light is named "name" and added to the passed scene.
     * @param type Type according to the types available in Light.LIGHTTYPEID_x
     * @param name The friendly name of the light
     * @param scene The scene the new light will belong to
     * @returns the constructor function
     */
    static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
    /**
     * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
     * @param parsedLight The JSON representation of the light
     * @param scene The scene to create the parsed light in
     * @returns the created light after parsing
     */
    static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
    /**
     * Called after the light has been fully parsed and all base properties have been set.
     * Override in subclasses to handle custom serialized data.
     * @param _parsedLight The JSON representation of the light
     * @param _scene The scene the light belongs to
     */
    protected _onParsed(_parsedLight: any, _scene: Scene): void;
    private _hookArrayForExcluded;
    private _hookArrayForIncludedOnly;
    private _resyncMeshes;
    /**
     * Forces the meshes to update their light related information in their rendering used effects
     * @internal Internal Use Only
     */
    _markMeshesAsLightDirty(): void;
    /**
     * Recomputes the cached photometric scale if needed.
     */
    private _computePhotometricScale;
    /**
     * @returns the Photometric Scale according to the light type and intensity mode.
     */
    private _getPhotometricScale;
    /**
     * Reorder the light in the scene according to their defined priority.
     * @internal Internal Use Only
     */
    _reorderLightsInScene(): void;
    /**
     * Returns true when all texture resources used by this light are ready (e.g. projection textures).
     * Override in subclasses that use texture resources.
     * @returns true if all light textures are ready
     */
    areLightTexturesReady(): boolean;
    /**
     * Prepares the list of defines specific to the light type.
     * @param defines the list of defines
     * @param lightIndex defines the index of the light for the effect
     */
    abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
    /**
     * @internal
     */
    _isReady(): boolean;
}
