Light.cpp 23 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. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/Profiler.h"
  25. #include "../Graphics/Camera.h"
  26. #include "../Graphics/DebugRenderer.h"
  27. #include "../Graphics/Graphics.h"
  28. #include "../Graphics/Light.h"
  29. #include "../Graphics/OctreeQuery.h"
  30. #include "../Graphics/Texture2D.h"
  31. #include "../Graphics/TextureCube.h"
  32. #include "../IO/Log.h"
  33. #include "../Resource/ResourceCache.h"
  34. #include "../Scene/Node.h"
  35. #include "../DebugNew.h"
  36. namespace Atomic
  37. {
  38. extern const char* SCENE_CATEGORY;
  39. static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
  40. static const float DEFAULT_RANGE = 10.0f;
  41. static const float DEFAULT_LIGHT_FOV = 30.0f;
  42. static const float DEFAULT_SPECULARINTENSITY = 1.0f;
  43. static const float DEFAULT_BRIGHTNESS = 1.0f;
  44. static const float DEFAULT_CONSTANTBIAS = 0.0002f;
  45. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  46. static const float DEFAULT_NORMALOFFSET = 0.0f;
  47. static const float DEFAULT_BIASAUTOADJUST = 1.0f;
  48. static const float DEFAULT_SHADOWFADESTART = 0.8f;
  49. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  50. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  51. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  52. static const float DEFAULT_SHADOWMAXEXTRUSION = 1000.0f;
  53. static const float DEFAULT_SHADOWSPLIT = 1000.0f;
  54. static const float DEFAULT_TEMPERATURE = 6590.0f;
  55. static const char* typeNames[] =
  56. {
  57. "Directional",
  58. "Spot",
  59. "Point",
  60. 0
  61. };
  62. void BiasParameters::Validate()
  63. {
  64. constantBias_ = Clamp(constantBias_, -1.0f, 1.0f);
  65. slopeScaledBias_ = Clamp(slopeScaledBias_, -16.0f, 16.0f);
  66. normalOffset_ = Max(normalOffset_, 0.0f);
  67. }
  68. void CascadeParameters::Validate()
  69. {
  70. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  71. splits_[i] = Max(splits_[i], 0.0f);
  72. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  73. }
  74. void FocusParameters::Validate()
  75. {
  76. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  77. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  78. }
  79. Light::Light(Context* context) :
  80. Drawable(context, DRAWABLE_LIGHT),
  81. lightType_(DEFAULT_LIGHTTYPE),
  82. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  83. shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  84. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  85. lightQueue_(0),
  86. temperature_(6590.0f),
  87. specularIntensity_(DEFAULT_SPECULARINTENSITY),
  88. brightness_(DEFAULT_BRIGHTNESS),
  89. range_(DEFAULT_RANGE),
  90. fov_(DEFAULT_LIGHT_FOV),
  91. aspectRatio_(1.0f),
  92. fadeDistance_(0.0f),
  93. shadowFadeDistance_(0.0f),
  94. shadowIntensity_(0.0f),
  95. shadowResolution_(1.0f),
  96. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  97. shadowMaxExtrusion_(DEFAULT_SHADOWMAXEXTRUSION),
  98. perVertex_(false),
  99. usePhysicalValues_(false)
  100. {
  101. }
  102. Light::~Light()
  103. {
  104. }
  105. void Light::RegisterObject(Context* context)
  106. {
  107. context->RegisterFactory<Light>(SCENE_CATEGORY);
  108. ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  109. ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  110. ATOMIC_ACCESSOR_ATTRIBUTE("Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
  111. ATOMIC_ACCESSOR_ATTRIBUTE("Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY,
  112. AM_DEFAULT);
  113. ATOMIC_ACCESSOR_ATTRIBUTE("Brightness Multiplier", GetBrightness, SetBrightness, float, DEFAULT_BRIGHTNESS, AM_DEFAULT);
  114. ATOMIC_ACCESSOR_ATTRIBUTE("Temperature", GetTemperature, SetTemperature, float, DEFAULT_TEMPERATURE, AM_DEFAULT);
  115. ATOMIC_ATTRIBUTE("Use Physical Values", bool, usePhysicalValues_, false, AM_DEFAULT);
  116. ATOMIC_ACCESSOR_ATTRIBUTE("Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  117. ATOMIC_ACCESSOR_ATTRIBUTE("Spot FOV", GetFov, SetFov, float, DEFAULT_LIGHT_FOV, AM_DEFAULT);
  118. ATOMIC_ACCESSOR_ATTRIBUTE("Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  119. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef,
  120. ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  121. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef,
  122. ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  123. ATOMIC_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  124. ATOMIC_ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  125. ATOMIC_ATTRIBUTE("Per Vertex", bool, perVertex_, false, AM_DEFAULT);
  126. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  127. ATOMIC_ACCESSOR_ATTRIBUTE("Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  128. ATOMIC_ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  129. ATOMIC_ACCESSOR_ATTRIBUTE("Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  130. ATOMIC_ACCESSOR_ATTRIBUTE("Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  131. ATOMIC_ACCESSOR_ATTRIBUTE("Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  132. ATOMIC_ATTRIBUTE("Focus To Scene", bool, shadowFocus_.focus_, true, AM_DEFAULT);
  133. ATOMIC_ATTRIBUTE("Non-uniform View", bool, shadowFocus_.nonUniform_, true, AM_DEFAULT);
  134. ATOMIC_ATTRIBUTE("Auto-Reduce Size", bool, shadowFocus_.autoSize_, true, AM_DEFAULT);
  135. ATOMIC_ATTRIBUTE("CSM Splits", Vector4, shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  136. ATOMIC_ATTRIBUTE("CSM Fade Start", float, shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  137. ATOMIC_ATTRIBUTE("CSM Bias Auto Adjust", float, shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
  138. ATOMIC_ATTRIBUTE("View Size Quantize", float, shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  139. ATOMIC_ATTRIBUTE("View Size Minimum", float, shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  140. ATOMIC_ATTRIBUTE("Depth Constant Bias", float, shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  141. ATOMIC_ATTRIBUTE("Depth Slope Bias", float, shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  142. ATOMIC_ATTRIBUTE("Normal Offset", float, shadowBias_.normalOffset_, DEFAULT_NORMALOFFSET, AM_DEFAULT);
  143. ATOMIC_ATTRIBUTE("Near/Farclip Ratio", float, shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  144. ATOMIC_ACCESSOR_ATTRIBUTE("Max Extrusion", GetShadowMaxExtrusion, SetShadowMaxExtrusion, float, DEFAULT_SHADOWMAXEXTRUSION, AM_DEFAULT);
  145. ATOMIC_ATTRIBUTE("View Mask", int, viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  146. ATOMIC_ATTRIBUTE("Light Mask", int, lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  147. }
  148. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  149. {
  150. Serializable::OnSetAttribute(attr, src);
  151. // Validate the bias, cascade & focus parameters
  152. if (attr.offset_ >= offsetof(Light, shadowBias_) && attr.offset_ < (offsetof(Light, shadowBias_) + sizeof(BiasParameters)))
  153. shadowBias_.Validate();
  154. else if (attr.offset_ >= offsetof(Light, shadowCascade_) &&
  155. attr.offset_ < (offsetof(Light, shadowCascade_) + sizeof(CascadeParameters)))
  156. shadowCascade_.Validate();
  157. else if (attr.offset_ >= offsetof(Light, shadowFocus_) &&
  158. attr.offset_ < (offsetof(Light, shadowFocus_) + sizeof(FocusParameters)))
  159. shadowFocus_.Validate();
  160. }
  161. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  162. {
  163. // Do not record a raycast result for a directional light, as it would block all other results
  164. if (lightType_ == LIGHT_DIRECTIONAL)
  165. return;
  166. float distance = query.maxDistance_;
  167. switch (query.level_)
  168. {
  169. case RAY_AABB:
  170. Drawable::ProcessRayQuery(query, results);
  171. return;
  172. case RAY_OBB:
  173. {
  174. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  175. Ray localRay = query.ray_.Transformed(inverse);
  176. distance = localRay.HitDistance(GetWorldBoundingBox().Transformed(inverse));
  177. if (distance >= query.maxDistance_)
  178. return;
  179. }
  180. break;
  181. case RAY_TRIANGLE:
  182. if (lightType_ == LIGHT_SPOT)
  183. {
  184. distance = query.ray_.HitDistance(GetFrustum());
  185. if (distance >= query.maxDistance_)
  186. return;
  187. }
  188. else
  189. {
  190. distance = query.ray_.HitDistance(Sphere(node_->GetWorldPosition(), range_));
  191. if (distance >= query.maxDistance_)
  192. return;
  193. }
  194. break;
  195. case RAY_TRIANGLE_UV:
  196. ATOMIC_LOGWARNING("RAY_TRIANGLE_UV query level is not supported for Light component");
  197. return;
  198. }
  199. // If the code reaches here then we have a hit
  200. RayQueryResult result;
  201. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  202. result.normal_ = -query.ray_.direction_;
  203. result.distance_ = distance;
  204. result.drawable_ = this;
  205. result.node_ = node_;
  206. result.subObject_ = M_MAX_UNSIGNED;
  207. results.Push(result);
  208. }
  209. void Light::UpdateBatches(const FrameInfo& frame)
  210. {
  211. switch (lightType_)
  212. {
  213. case LIGHT_DIRECTIONAL:
  214. // Directional light affects the whole scene, so it is always "closest"
  215. distance_ = 0.0f;
  216. break;
  217. default:
  218. distance_ = frame.camera_->GetDistance(node_->GetWorldPosition());
  219. break;
  220. }
  221. }
  222. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  223. {
  224. Color color = GetEffectiveColor();
  225. if (debug && IsEnabledEffective())
  226. {
  227. switch (lightType_)
  228. {
  229. case LIGHT_DIRECTIONAL:
  230. {
  231. Vector3 start = node_->GetWorldPosition();
  232. Vector3 end = start + node_->GetWorldDirection() * 10.f;
  233. for (int i = -1; i < 2; ++i)
  234. {
  235. for (int j = -1; j < 2; ++j)
  236. {
  237. Vector3 offset = Vector3::UP * (5.f * i) + Vector3::RIGHT * (5.f * j);
  238. debug->AddSphere(Sphere(start + offset, 0.1f), color, depthTest);
  239. debug->AddLine(start + offset, end + offset, color, depthTest);
  240. }
  241. }
  242. }
  243. break;
  244. case LIGHT_SPOT:
  245. debug->AddFrustum(GetFrustum(), color, depthTest);
  246. break;
  247. case LIGHT_POINT:
  248. debug->AddSphere(Sphere(node_->GetWorldPosition(), range_), color, depthTest);
  249. break;
  250. }
  251. }
  252. }
  253. void Light::SetLightType(LightType type)
  254. {
  255. lightType_ = type;
  256. OnMarkedDirty(node_);
  257. MarkNetworkUpdate();
  258. }
  259. void Light::SetPerVertex(bool enable)
  260. {
  261. perVertex_ = enable;
  262. MarkNetworkUpdate();
  263. }
  264. void Light::SetColor(const Color& color)
  265. {
  266. color_ = Color(color.r_, color.g_, color.b_, 1.0f);
  267. MarkNetworkUpdate();
  268. }
  269. void Light::SetTemperature(float temperature)
  270. {
  271. temperature_ = Clamp(temperature, 1000.0f, 10000.0f);
  272. MarkNetworkUpdate();
  273. }
  274. void Light::SetUsePhysicalValues(bool enable)
  275. {
  276. usePhysicalValues_ = enable;
  277. MarkNetworkUpdate();
  278. }
  279. void Light::SetSpecularIntensity(float intensity)
  280. {
  281. specularIntensity_ = Max(intensity, 0.0f);
  282. MarkNetworkUpdate();
  283. }
  284. void Light::SetBrightness(float brightness)
  285. {
  286. brightness_ = brightness;
  287. MarkNetworkUpdate();
  288. }
  289. void Light::SetRange(float range)
  290. {
  291. range_ = Max(range, 0.0f);
  292. OnMarkedDirty(node_);
  293. MarkNetworkUpdate();
  294. }
  295. void Light::SetFov(float fov)
  296. {
  297. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  298. OnMarkedDirty(node_);
  299. MarkNetworkUpdate();
  300. }
  301. void Light::SetAspectRatio(float aspectRatio)
  302. {
  303. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  304. OnMarkedDirty(node_);
  305. MarkNetworkUpdate();
  306. }
  307. void Light::SetShadowNearFarRatio(float nearFarRatio)
  308. {
  309. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  310. MarkNetworkUpdate();
  311. }
  312. void Light::SetShadowMaxExtrusion(float extrusion)
  313. {
  314. shadowMaxExtrusion_ = Max(extrusion, 0.0f);
  315. MarkNetworkUpdate();
  316. }
  317. void Light::SetFadeDistance(float distance)
  318. {
  319. fadeDistance_ = Max(distance, 0.0f);
  320. MarkNetworkUpdate();
  321. }
  322. void Light::SetShadowBias(const BiasParameters& parameters)
  323. {
  324. shadowBias_ = parameters;
  325. shadowBias_.Validate();
  326. MarkNetworkUpdate();
  327. }
  328. void Light::SetShadowCascade(const CascadeParameters& parameters)
  329. {
  330. shadowCascade_ = parameters;
  331. shadowCascade_.Validate();
  332. MarkNetworkUpdate();
  333. }
  334. void Light::SetShadowFocus(const FocusParameters& parameters)
  335. {
  336. shadowFocus_ = parameters;
  337. shadowFocus_.Validate();
  338. MarkNetworkUpdate();
  339. }
  340. void Light::SetShadowFadeDistance(float distance)
  341. {
  342. shadowFadeDistance_ = Max(distance, 0.0f);
  343. MarkNetworkUpdate();
  344. }
  345. void Light::SetShadowIntensity(float intensity)
  346. {
  347. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  348. MarkNetworkUpdate();
  349. }
  350. void Light::SetShadowResolution(float resolution)
  351. {
  352. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  353. MarkNetworkUpdate();
  354. }
  355. void Light::SetRampTexture(Texture* texture)
  356. {
  357. rampTexture_ = texture;
  358. MarkNetworkUpdate();
  359. }
  360. void Light::SetShapeTexture(Texture* texture)
  361. {
  362. shapeTexture_ = texture;
  363. MarkNetworkUpdate();
  364. }
  365. Color Light::GetColorFromTemperature() const
  366. {
  367. // Approximate Planckian locus in CIE 1960 UCS
  368. float u = (0.860117757f + 1.54118254e-4f * temperature_ + 1.28641212e-7f * temperature_ * temperature_) /
  369. (1.0f + 8.42420235e-4f * temperature_ + 7.08145163e-7f * temperature_ * temperature_);
  370. float v = (0.317398726f + 4.22806245e-5f * temperature_ + 4.20481691e-8f * temperature_ * temperature_) /
  371. (1.0f - 2.89741816e-5f * temperature_ + 1.61456053e-7f * temperature_ * temperature_);
  372. float x = 3.0f * u / (2.0f * u - 8.0f * v + 4.0f);
  373. float y = 2.0f * v / (2.0f * u - 8.0f * v + 4.0f);
  374. float z = 1.0f - x - y;
  375. float y_ = 1.0f;
  376. float x_ = y_ / y * x;
  377. float z_ = y_ / y * z;
  378. float red = 3.2404542f * x_ + -1.5371385f * y_ + -0.4985314f * z_;
  379. float green = -0.9692660f * x_ + 1.8760108f * y_ + 0.0415560f * z_;
  380. float blue = 0.0556434f * x_ + -0.2040259f * y_ + 1.0572252f * z_;
  381. return Color(red, green, blue);
  382. }
  383. Color Light::GetEffectiveColor() const
  384. {
  385. if (usePhysicalValues_)
  386. {
  387. // Light color in kelvin.
  388. Color tempColor = GetColorFromTemperature();
  389. // Light brightness in lumens
  390. float energy = (brightness_ * 4.0f * M_PI) * 16.0f / (100.0f * 100.0f) / M_PI;
  391. return Color(tempColor.r_ * color_.r_ * energy, tempColor.g_ * color_.g_ * energy, tempColor.b_ * color_.b_ * energy, 1.0f);
  392. }
  393. else
  394. {
  395. return Color(color_ * brightness_, 1.0f);
  396. }
  397. }
  398. Frustum Light::GetFrustum() const
  399. {
  400. // Note: frustum is unaffected by node or parent scale
  401. Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
  402. Matrix3x4::IDENTITY);
  403. Frustum ret;
  404. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  405. return ret;
  406. }
  407. Frustum Light::GetViewSpaceFrustum(const Matrix3x4& view) const
  408. {
  409. // Note: frustum is unaffected by node or parent scale
  410. Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
  411. Matrix3x4::IDENTITY);
  412. Frustum ret;
  413. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, view * frustumTransform);
  414. return ret;
  415. }
  416. int Light::GetNumShadowSplits() const
  417. {
  418. unsigned ret = 1;
  419. if (shadowCascade_.splits_[1] > shadowCascade_.splits_[0])
  420. {
  421. ++ret;
  422. if (shadowCascade_.splits_[2] > shadowCascade_.splits_[1])
  423. {
  424. ++ret;
  425. if (shadowCascade_.splits_[3] > shadowCascade_.splits_[2])
  426. ++ret;
  427. }
  428. }
  429. return (int)Min(ret, MAX_CASCADE_SPLITS);
  430. }
  431. const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
  432. {
  433. if (!node_)
  434. return Matrix3x4::IDENTITY;
  435. switch (lightType_)
  436. {
  437. case LIGHT_DIRECTIONAL:
  438. volumeTransform_ = GetFullscreenQuadTransform(camera);
  439. break;
  440. case LIGHT_SPOT:
  441. {
  442. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  443. float xScale = aspectRatio_ * yScale;
  444. volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), Vector3(xScale, yScale, range_));
  445. }
  446. break;
  447. case LIGHT_POINT:
  448. volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), Quaternion::IDENTITY, range_);
  449. break;
  450. }
  451. return volumeTransform_;
  452. }
  453. void Light::SetRampTextureAttr(const ResourceRef& value)
  454. {
  455. ResourceCache* cache = GetSubsystem<ResourceCache>();
  456. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
  457. }
  458. void Light::SetShapeTextureAttr(const ResourceRef& value)
  459. {
  460. ResourceCache* cache = GetSubsystem<ResourceCache>();
  461. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
  462. }
  463. ResourceRef Light::GetRampTextureAttr() const
  464. {
  465. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  466. }
  467. ResourceRef Light::GetShapeTextureAttr() const
  468. {
  469. return GetResourceRef(shapeTexture_, lightType_ == LIGHT_POINT ? TextureCube::GetTypeStatic() : Texture2D::GetTypeStatic());
  470. }
  471. void Light::OnWorldBoundingBoxUpdate()
  472. {
  473. switch (lightType_)
  474. {
  475. case LIGHT_DIRECTIONAL:
  476. // Directional light always sets humongous bounding box not affected by transform
  477. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  478. break;
  479. case LIGHT_SPOT:
  480. // Frustum is already transformed into world space
  481. worldBoundingBox_.Define(GetFrustum());
  482. break;
  483. case LIGHT_POINT:
  484. {
  485. const Vector3& center = node_->GetWorldPosition();
  486. Vector3 edge(range_, range_, range_);
  487. worldBoundingBox_.Define(center - edge, center + edge);
  488. }
  489. break;
  490. }
  491. }
  492. void Light::SetIntensitySortValue(float distance)
  493. {
  494. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  495. if (!IsNegative())
  496. {
  497. if (lightType_ != LIGHT_DIRECTIONAL)
  498. sortValue_ = Max(distance, M_MIN_NEARCLIP) / GetIntensityDivisor();
  499. else
  500. sortValue_ = M_EPSILON / GetIntensityDivisor();
  501. }
  502. else
  503. {
  504. // Give extra priority to negative lights in the global sorting order so that they're handled first, right after ambient.
  505. // Positive lights are added after them
  506. if (lightType_ != LIGHT_DIRECTIONAL)
  507. sortValue_ = -Max(distance, M_MIN_NEARCLIP) * GetIntensityDivisor();
  508. else
  509. sortValue_ = -M_LARGE_VALUE * GetIntensityDivisor();
  510. }
  511. }
  512. void Light::SetIntensitySortValue(const BoundingBox& box)
  513. {
  514. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  515. switch (lightType_)
  516. {
  517. case LIGHT_DIRECTIONAL:
  518. sortValue_ = 1.0f / GetIntensityDivisor();
  519. break;
  520. case LIGHT_SPOT:
  521. {
  522. Vector3 centerPos = box.Center();
  523. Vector3 lightPos = node_->GetWorldPosition();
  524. Vector3 lightDir = node_->GetWorldDirection();
  525. Ray lightRay(lightPos, lightDir);
  526. Vector3 centerProj = lightRay.Project(centerPos);
  527. float centerDistance = (centerProj - lightPos).Length();
  528. Ray centerRay(centerProj, centerPos - centerProj);
  529. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  530. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  531. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  532. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  533. Vector3 cornerProj = lightRay.Project(cornerPos);
  534. float cornerDistance = (cornerProj - lightPos).Length();
  535. float cornerAngle = (cornerPos - cornerProj).Length() / cornerDistance;
  536. float spotAngle = Min(centerAngle, cornerAngle);
  537. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  538. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  539. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  540. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  541. sortValue_ = 1.0f / GetIntensityDivisor(att);
  542. }
  543. break;
  544. case LIGHT_POINT:
  545. {
  546. Vector3 centerPos = box.Center();
  547. Vector3 lightPos = node_->GetWorldPosition();
  548. Vector3 lightDir = (centerPos - lightPos).Normalized();
  549. Ray lightRay(lightPos, lightDir);
  550. float distance = lightRay.HitDistance(box);
  551. float normDistance = distance / range_;
  552. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  553. sortValue_ = 1.0f / GetIntensityDivisor(att);
  554. }
  555. break;
  556. }
  557. }
  558. void Light::SetLightQueue(LightBatchQueue* queue)
  559. {
  560. lightQueue_ = queue;
  561. }
  562. Matrix3x4 Light::GetFullscreenQuadTransform(Camera* camera)
  563. {
  564. Matrix3x4 quadTransform;
  565. Vector3 near, far;
  566. // Position the directional light quad in halfway between far & near planes to prevent depth clipping
  567. camera->GetFrustumSize(near, far);
  568. quadTransform.SetTranslation(Vector3(0.0f, 0.0f, (camera->GetNearClip() + camera->GetFarClip()) * 0.5f));
  569. quadTransform.SetScale(Vector3(far.x_, far.y_, 1.0f)); // Will be oversized, but doesn't matter (gets frustum clipped)
  570. return camera->GetEffectiveWorldTransform() * quadTransform;
  571. }
  572. }