Light.h 13 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Math/Color.h"
  24. #include "../Graphics/Drawable.h"
  25. #include "../Math/Frustum.h"
  26. #include "../Graphics/Texture.h"
  27. namespace Atomic
  28. {
  29. class Camera;
  30. struct LightBatchQueue;
  31. /// %Light types.
  32. enum LightType
  33. {
  34. LIGHT_DIRECTIONAL = 0,
  35. LIGHT_SPOT,
  36. LIGHT_POINT
  37. };
  38. static const float SHADOW_MIN_QUANTIZE = 0.1f;
  39. static const float SHADOW_MIN_VIEW = 1.0f;
  40. static const int MAX_LIGHT_SPLITS = 6;
  41. #ifdef DESKTOP_GRAPHICS
  42. static const unsigned MAX_CASCADE_SPLITS = 4;
  43. #else
  44. static const unsigned MAX_CASCADE_SPLITS = 1;
  45. #endif
  46. /// Shadow depth bias parameters.
  47. struct ATOMIC_API BiasParameters
  48. {
  49. /// Construct undefined.
  50. BiasParameters()
  51. {
  52. }
  53. /// Construct with initial values.
  54. BiasParameters(float constantBias, float slopeScaledBias, float normalOffset = 0.0f) :
  55. constantBias_(constantBias),
  56. slopeScaledBias_(slopeScaledBias),
  57. normalOffset_(normalOffset)
  58. {
  59. }
  60. /// Validate parameters.
  61. void Validate();
  62. /// Constant bias.
  63. float constantBias_;
  64. /// Slope scaled bias.
  65. float slopeScaledBias_;
  66. /// Normal offset multiplier.
  67. float normalOffset_;
  68. };
  69. /// Cascaded shadow map parameters.
  70. struct ATOMIC_API CascadeParameters
  71. {
  72. /// Construct undefined.
  73. CascadeParameters()
  74. {
  75. }
  76. /// Construct with initial values.
  77. CascadeParameters(float split1, float split2, float split3, float split4, float fadeStart, float biasAutoAdjust = 1.0f) :
  78. fadeStart_(fadeStart),
  79. biasAutoAdjust_(biasAutoAdjust)
  80. {
  81. splits_[0] = split1;
  82. splits_[1] = split2;
  83. splits_[2] = split3;
  84. splits_[3] = split4;
  85. }
  86. /// Validate parameters.
  87. void Validate();
  88. /// Return shadow maximum range.
  89. float GetShadowRange() const
  90. {
  91. float ret = 0.0f;
  92. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  93. ret = Max(ret, splits_[i]);
  94. return ret;
  95. }
  96. /// Far clip values of the splits.
  97. float splits_[4];
  98. /// The point relative to the total shadow range where shadow fade begins (0.0 - 1.0)
  99. float fadeStart_;
  100. /// Automatic depth bias adjustment strength.
  101. float biasAutoAdjust_;
  102. };
  103. /// Shadow map focusing parameters.
  104. struct ATOMIC_API FocusParameters
  105. {
  106. /// Construct undefined.
  107. FocusParameters()
  108. {
  109. }
  110. /// Construct with initial values.
  111. FocusParameters(bool focus, bool nonUniform, bool autoSize, float quantize, float minView) :
  112. focus_(focus),
  113. nonUniform_(nonUniform),
  114. autoSize_(autoSize),
  115. quantize_(quantize),
  116. minView_(minView)
  117. {
  118. }
  119. /// Validate parameters.
  120. void Validate();
  121. /// Focus flag.
  122. bool focus_;
  123. /// Non-uniform focusing flag.
  124. bool nonUniform_;
  125. /// Auto-size (reduce resolution when far away) flag.
  126. bool autoSize_;
  127. /// Focus quantization.
  128. float quantize_;
  129. /// Minimum view size.
  130. float minView_;
  131. };
  132. /// %Light component.
  133. class ATOMIC_API Light : public Drawable
  134. {
  135. ATOMIC_OBJECT(Light, Drawable);
  136. public:
  137. /// Construct.
  138. Light(Context* context);
  139. /// Destruct.
  140. virtual ~Light();
  141. /// Register object factory. Drawable must be registered first.
  142. static void RegisterObject(Context* context);
  143. /// Handle attribute change.
  144. virtual void OnSetAttribute(const AttributeInfo& attr, const Variant& src);
  145. /// Process octree raycast. May be called from a worker thread.
  146. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results);
  147. /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly.
  148. virtual void UpdateBatches(const FrameInfo& frame);
  149. /// Visualize the component as debug geometry.
  150. virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
  151. /// Set light type.
  152. void SetLightType(LightType type);
  153. /// Set vertex lighting mode.
  154. void SetPerVertex(bool enable);
  155. /// Set color.
  156. void SetColor(const Color& color);
  157. /// Set specular intensity. Zero disables specular calculations.
  158. void SetSpecularIntensity(float intensity);
  159. /// Set light brightness multiplier. Both the color and specular intensity are multiplied with this to get final values for rendering.
  160. void SetBrightness(float brightness);
  161. /// Set range.
  162. void SetRange(float range);
  163. /// Set spotlight field of view.
  164. void SetFov(float fov);
  165. /// Set spotlight aspect ratio.
  166. void SetAspectRatio(float aspectRatio);
  167. /// Set fade out start distance.
  168. void SetFadeDistance(float distance);
  169. /// Set shadow fade out start distance. Only has effect if shadow distance is also non-zero.
  170. void SetShadowFadeDistance(float distance);
  171. /// Set shadow depth bias parameters.
  172. void SetShadowBias(const BiasParameters& parameters);
  173. /// Set directional light cascaded shadow parameters.
  174. void SetShadowCascade(const CascadeParameters& parameters);
  175. /// Set shadow map focusing parameters.
  176. void SetShadowFocus(const FocusParameters& parameters);
  177. /// Set light intensity in shadow between 0.0 - 1.0. 0.0 (the default) gives fully dark shadows.
  178. void SetShadowIntensity(float intensity);
  179. /// Set shadow resolution between 0.25 - 1.0. Determines the shadow map to use.
  180. void SetShadowResolution(float resolution);
  181. /// Set shadow camera near/far clip distance ratio.
  182. void SetShadowNearFarRatio(float nearFarRatio);
  183. /// Set range attenuation texture.
  184. void SetRampTexture(Texture* texture);
  185. /// Set spotlight attenuation texture.
  186. void SetShapeTexture(Texture* texture);
  187. /// Return light type.
  188. LightType GetLightType() const { return lightType_; }
  189. /// Return vertex lighting mode.
  190. bool GetPerVertex() const { return perVertex_; }
  191. /// Return color.
  192. const Color& GetColor() const { return color_; }
  193. /// Return specular intensity.
  194. float GetSpecularIntensity() const { return specularIntensity_; }
  195. /// Return brightness multiplier.
  196. float GetBrightness() const { return brightness_; }
  197. /// Return effective color, multiplied by brightness. Do not multiply the alpha so that can compare against the default black color to detect a light with no effect.
  198. Color GetEffectiveColor() const { return Color(color_ * brightness_, 1.0f); }
  199. /// Return effective specular intensity, multiplied by absolute value of brightness.
  200. float GetEffectiveSpecularIntensity() const { return specularIntensity_ * Abs(brightness_); }
  201. /// Return range.
  202. float GetRange() const { return range_; }
  203. /// Return spotlight field of view.
  204. float GetFov() const { return fov_; }
  205. /// Return spotlight aspect ratio.
  206. float GetAspectRatio() const { return aspectRatio_; }
  207. /// Return fade start distance.
  208. float GetFadeDistance() const { return fadeDistance_; }
  209. /// Return shadow fade start distance.
  210. float GetShadowFadeDistance() const { return shadowFadeDistance_; }
  211. /// Return shadow depth bias parameters.
  212. const BiasParameters& GetShadowBias() const { return shadowBias_; }
  213. /// Return directional light cascaded shadow parameters.
  214. const CascadeParameters& GetShadowCascade() const { return shadowCascade_; }
  215. /// Return shadow map focus parameters.
  216. const FocusParameters& GetShadowFocus() const { return shadowFocus_; }
  217. /// Return light intensity in shadow.
  218. float GetShadowIntensity() const { return shadowIntensity_; }
  219. /// Return shadow resolution.
  220. float GetShadowResolution() const { return shadowResolution_; }
  221. /// Return shadow camera near/far clip distance ratio.
  222. float GetShadowNearFarRatio() const { return shadowNearFarRatio_; }
  223. /// Return range attenuation texture.
  224. Texture* GetRampTexture() const { return rampTexture_; }
  225. /// Return spotlight attenuation texture.
  226. Texture* GetShapeTexture() const { return shapeTexture_; }
  227. /// Return spotlight frustum.
  228. Frustum GetFrustum() const;
  229. /// Return spotlight frustum in the specified view space.
  230. Frustum GetViewSpaceFrustum(const Matrix3x4& view) const;
  231. /// Return number of shadow map cascade splits for a directional light, considering also graphics API limitations.
  232. int GetNumShadowSplits() const;
  233. /// Return whether light has negative (darkening) color.
  234. bool IsNegative() const { return GetEffectiveColor().SumRGB() < 0.0f; }
  235. /// Set sort value based on intensity and view distance.
  236. void SetIntensitySortValue(float distance);
  237. /// Set sort value based on overall intensity over a bounding box.
  238. void SetIntensitySortValue(const BoundingBox& box);
  239. /// Set light queue used for this light. Called by View.
  240. void SetLightQueue(LightBatchQueue* queue);
  241. /// Return light volume model transform.
  242. const Matrix3x4& GetVolumeTransform(Camera* camera);
  243. /// Return light queue. Called by View.
  244. LightBatchQueue* GetLightQueue() const { return lightQueue_; }
  245. /// Return a divisor value based on intensity for calculating the sort value.
  246. float GetIntensityDivisor(float attenuation = 1.0f) const
  247. {
  248. return Max(GetEffectiveColor().SumRGB(), 0.0f) * attenuation + M_EPSILON;
  249. }
  250. /// Set ramp texture attribute.
  251. void SetRampTextureAttr(const ResourceRef& value);
  252. /// Set shape texture attribute.
  253. void SetShapeTextureAttr(const ResourceRef& value);
  254. /// Return ramp texture attribute.
  255. ResourceRef GetRampTextureAttr() const;
  256. /// Return shape texture attribute.
  257. ResourceRef GetShapeTextureAttr() const;
  258. /// Return a transform for deferred fullscreen quad (directional light) rendering.
  259. static Matrix3x4 GetFullscreenQuadTransform(Camera* camera);
  260. protected:
  261. /// Recalculate the world-space bounding box.
  262. virtual void OnWorldBoundingBoxUpdate();
  263. private:
  264. /// Light type.
  265. LightType lightType_;
  266. /// Color.
  267. Color color_;
  268. /// Shadow depth bias parameters.
  269. BiasParameters shadowBias_;
  270. /// Directional light cascaded shadow parameters.
  271. CascadeParameters shadowCascade_;
  272. /// Shadow map focus parameters.
  273. FocusParameters shadowFocus_;
  274. /// Custom world transform for the light volume.
  275. Matrix3x4 volumeTransform_;
  276. /// Range attenuation texture.
  277. SharedPtr<Texture> rampTexture_;
  278. /// Spotlight attenuation texture.
  279. SharedPtr<Texture> shapeTexture_;
  280. /// Light queue.
  281. LightBatchQueue* lightQueue_;
  282. /// Specular intensity.
  283. float specularIntensity_;
  284. /// Brightness multiplier.
  285. float brightness_;
  286. /// Range.
  287. float range_;
  288. /// Spotlight field of view.
  289. float fov_;
  290. /// Spotlight aspect ratio.
  291. float aspectRatio_;
  292. /// Fade start distance.
  293. float fadeDistance_;
  294. /// Shadow fade start distance.
  295. float shadowFadeDistance_;
  296. /// Light intensity in shadow.
  297. float shadowIntensity_;
  298. /// Shadow resolution.
  299. float shadowResolution_;
  300. /// Shadow camera near/far clip distance ratio.
  301. float shadowNearFarRatio_;
  302. /// Per-vertex lighting flag.
  303. bool perVertex_;
  304. };
  305. inline bool CompareLights(Light* lhs, Light* rhs)
  306. {
  307. // When sorting lights, give priority to per-vertex lights, so that vertex lit base pass can be evaluated first
  308. if (lhs->GetPerVertex() != rhs->GetPerVertex())
  309. return lhs->GetPerVertex();
  310. else
  311. return lhs->GetSortValue() < rhs->GetSortValue();
  312. }
  313. }