<commit_before>﻿module BABYLON {

    export interface IShadowLight {
        id: string;
        position: Vector3;
        transformedPosition: Vector3;
        name: string;

        computeTransformedPosition(): boolean;
        getScene(): Scene;

        setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;

        supportsVSM(): boolean;
        needRefreshPerFrame(): boolean;
        needCube(): boolean;

        getShadowDirection(faceIndex?: number): Vector3;

        _shadowGenerator: IShadowGenerator;
    }

    export class Light extends Node {
        @serializeAsColor3()
        public diffuse = new Color3(1.0, 1.0, 1.0);

        @serializeAsColor3()
        public specular = new Color3(1.0, 1.0, 1.0);

        @serialize()
        public intensity = 1.0;

        @serialize()
        public range = Number.MAX_VALUE;

        @serialize()
        public includeOnlyWithLayerMask = 0;

        public includedOnlyMeshes = new Array<AbstractMesh>();
        public excludedMeshes = new Array<AbstractMesh>();

        @serialize()<commit_msg>named values for light.lightmapMode<commit_after>﻿module BABYLON {

    export interface IShadowLight {
        id: string;
        position: Vector3;
        transformedPosition: Vector3;
        name: string;

        computeTransformedPosition(): boolean;
        getScene(): Scene;

        setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;

        supportsVSM(): boolean;
        needRefreshPerFrame(): boolean;
        needCube(): boolean;

        getShadowDirection(faceIndex?: number): Vector3;

        _shadowGenerator: IShadowGenerator;
    }

    export class Light extends Node {

        private static _LIGHTMAP_DEFAULT = 0;

        //
        private static _LIGHTMAP_SPECULAR = 1;

        //
        private static _LIGHTMAP_NONE = 2;

        /**
         * If every light affecting the material is in this lightmapMode,
         * material.lightmapTexture adds or multiplies
         * (depends on material.useLightmapAsShadowmap)
         * after every other light calculations.
         */
        public static get LIGHTMAP_DEFAULT(): number {
            return Light._LIGHTMAP_DEFAULT;
        }

        /**
         * material.lightmapTexture as only diffuse lighting from this light
         * adds pnly specular lighting from this light
         * adds dynamic shadows
         */
        public static get LIGHTMAP_SPECULAR(): number {
            return Light._LIGHTMAP_SPECULAR;
        }

        /**
         * material.lightmapTexture as only lighting
         * no light calculation from this light
         * only adds dynamic shadows from this light
         */
        public static get LIGHTMAP_NONE(): number {
            return Light._LIGHTMAP_NONE;
        }

        @serializeAsColor3()
        public diffuse = new Color3(1.0, 1.0, 1.0);

        @serializeAsColor3()
        public specular = new Color3(1.0, 1.0, 1.0);

        @serialize()
        public intensity = 1.0;

        @serialize()
        public range = Number.MAX_VALUE;

        @serialize()
        public includeOnlyWithLayerMask = 0;

        public includedOnlyMeshes = new Array<AbstractMesh>();
        public excludedMeshes = new Array<AbstractMesh>();

        @serialize()
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