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deferred lighting solution for babylonjs","maintainers":[{"name":"heaust","email":"heaust.ops@gmail.com"}],"readme":"# Deferred Lighting\r\n\r\nA deferred lighting solution for [babylonjs](https://www.babylonjs.com/).\r\n\r\nWhat's deferred lighting? In a nutshell, 1000s of lights w/ no lag. _(You can read more [here](https://learnopengl.com/Advanced-Lighting/Deferred-Shading))_\r\n\r\nnpm: https://www.npmjs.com/package/babylon-deferred-lights\r\n\r\ndemo: https://babylon-deferred-lighting.netlify.app/\r\n\r\nBabylonjs forum thread: https://forum.babylonjs.com/t/very-very-much-want-to-add-deferred-rendering-global-illumination/29611\r\n\r\nPG demo: https://playground.babylonjs.com/#WZSKV4#3\r\n\r\nRight now this only supports point lights, this will change.\r\n\r\n## How to use\r\n\r\n```javascript\r\nimport { DeferredPointLight } from \"babylon-deferred-lighting\";\r\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\r\n\r\n// ...\r\n\r\nDeferredPointLight.reset(); // reset the lighting system\r\nconst scene = new BABYLON.Scene(engine);\r\n\r\n//...\r\n\r\n// enable the lighting system\r\nDeferredPointLight.enable(\r\n  scene,\r\n  Effect.ShadersStore,\r\n  /** camera */ scene.activeCamera,\r\n  /** GBuffer if you wanna use one */ null,\r\n  /** performance mode */ false,\r\n);\r\n```\r\n\r\nStart by importing the deferred point light.\r\n\r\nReset the lighting system before you make your scene and enable it.\r\n\r\nif you plan to use fewer than about 150 lights, performance mode will be fare better on low spec devices. Otherwise keep it turned off.\r\n\r\n```javascript\r\nconst pp = DeferredPointLight.postprocess;\r\n```\r\n\r\nYou can get the postprocess that is doing all the lighting calclulations.\r\n\r\n```javascript\r\n// Just enable the system w/o using it\r\nDeferredPointLight.enable(scene, Effect.ShadersStore);\r\n\r\n// Use it later w/ whatever camera\r\ncamera.attachPostProcess(DeferredPointLight.postProcess);\r\n```\r\n\r\nThat means you can just enable the lighting system, and use the postprocess later however you wish.\r\n\r\n```javascript\r\nconst light = new DeferredPointLight({\r\n  // All these are optional, you don't even need to pass in an object.\r\n  position: BABYLON.Vector3.Zero(), // position of the light\r\n  color: BABYLON.Color3.Red(), // color of the light\r\n  intensity: 0.2, // intensity of the light\r\n  range: 2, // range of the light (beyond this, the light won't be visible, 0 means infinite range)\r\n});\r\n\r\n// set params after the light is made\r\nlight.position = new BABYLON.Vector3(1, 2, 3);\r\nlight.color = BABYLON.Color3.Blue();\r\nlight.intensity = 0.5;\r\nlight.range = 10;\r\n\r\nlight.isVisible = false; // make light invisible\r\nlight.alwaysSelectAsActiveLight = true; // turns off frustum culling for this light and always tries to render it\r\n```\r\n\r\nYou can make a light like so and control the parameters as you see fit.\r\n\r\n```javascript\r\n// add the light to the system\r\nDeferredPointLight.add(light);\r\n\r\n// make a new light and add it at the same time\r\nconst uniqueId = DeferredPointLight.add({\r\n  position: BABYLON.Vector3.Zero(),\r\n  color: BABYLON.Color3.Red(),\r\n  intensity: 0.2,\r\n  range: 2,\r\n});\r\n\r\n// get the light we just made\r\nconst newLight = DeferredPointLight.getById(uniqueId);\r\n\r\n// get all the lights\r\nconst allLights = DeferredPointLight.getAll();\r\n\r\n// get all visible and active lights\r\nconst allVisibleActiveLights = DeferredPointLight.getAll({\r\n  active: true,\r\n  visible: true,\r\n});\r\n\r\n// remove the lights\r\nDeferredPointLight.remove(uniqueId); // by id\r\nDeferredPointLight.remove(light); // or by object\r\n```\r\n\r\nAfter making the light, you have to add it to the system to see any effect.\r\n\r\nYou can also skip the making part and just pass the options to `add`, it will make a new light w/ those options to add.\r\n\r\nYou can get a light from the system if you have its id. or you can get all lights, or all active and/or visible lights.\r\n\r\nonce you're done w/ a light, go ahead and remove it from the system.\r\n\r\n```javascript\r\nDeferredPointLight.freezeActive(); // disable frustum culling\r\nDeferredPointLight.unfreezeActive(); // enable frustum culling\r\n```\r\n\r\nYou can enable and disable frustum culling _(cpu filtering out lights that are off screen)_ if you need it.\r\n\r\n```javascript\r\nDeferredPointLight.TOTAL_LIGHTS_ALLOWED = 2000; // default: 1024\r\nDeferredPointLight.TOTAL_PERFORMANCE_LIGHTS_ALLOWED = 200; // default: 128\r\n```\r\n\r\nYou can decide the max cap for lights in normal and performance mode _(don't go too high on performance mode)_\r\n\r\nThe cap is evaluated after frustum culling, so it's the maximum cap of simultaneous lights on screen.\r\n\r\nFor non-performance mode, higher total lights means a larger texture.\r\n\r\nLarge textures take more ram, vram and time to update. So try to keep total lights allowed fairly tight.\r\n\r\n(You can always change it on the fly)\r\n\r\nIn case you do have 10s of thousands of lights, and are bogged down by the texture update per frame.\r\n\r\n```javascript\r\nDeferredPointLight.autoUpdate = false;\r\n```\r\n\r\nIf your lights are mostly static, you can disable auto-update and boost performance by not updating the texture.\r\n\r\n```javascript\r\nDeferredPointLight.update();\r\n```\r\n\r\nYou do have to manually call update if there's any change to your lights though if you do that.\r\n\r\n```javascript\r\nDeferredPointLight.disable();\r\n```\r\n\r\nYou can get rid of the entire system once you no longer need it.\r\n\r\n```javascript\r\nDeferredRectAreaLight.TOTAL_LIGHTS_ALLOWED = 1024 * 5;\r\n\r\nconst pp = DeferredRectAreaLight.enable(\r\n  scene,\r\n  BABYLON.Effect.ShadersStore,\r\n  camera,\r\n  null, // Geometry Buffer Renderer\r\n  false, // Performance Mode\r\n  1, // Post Process Options\r\n  true, // Use Clipless Approximation\r\n);\r\n\r\nconst rectAreaLight = new DeferredRectAreaLight({\r\n  position: new BABYLON.Vector3(1, 2, 3),\r\n  isTwoSided: true,\r\n  intensity: 0.8,\r\n  color: new BABYLON.Color3(0.1, 0.2, 0.3),\r\n  scaling: new BABYLON.Vector2(2, 1),\r\n});\r\n\r\nrectAreaLight.setRotation(1, 2, 3);\r\nrectAreaLight.rotateX(Math.PI / 2);\r\nDeferredRectAreaLight.add(rectAreaLight);\r\n```\r\n\r\nThere's also Rect Area Lights, which function mostly the same way as the point lights examples\r\n\r\nHave fun :)\r\n\r\nCredits: [Heaust](https://forum.babylonjs.com/u/heaust-ops/summary) & [Joe_Kerr](https://forum.babylonjs.com/u/joe_kerr/summary)\r\n","readmeFilename":"README.md"}