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@@ -1,303 +1,300 @@
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-//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
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-//**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
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-#pragma once
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-
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-#include "BsPrerequisites.h"
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-#include "BsIReflectable.h"
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-#include "BsVector3.h"
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-#include "BsQuaternion.h"
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-#include "BsColor.h"
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-#include "BsSphere.h"
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-#include "BsCoreObject.h"
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-
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-namespace bs
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-{
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- /** @addtogroup Renderer-Engine-Internal
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- * @{
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- */
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-
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- /** Light type that determines how is light information parsed by the renderer and other systems. */
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- enum class LightType
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- {
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- Directional,
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- Point,
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- Spot
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- };
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-
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- /** Signals which portion of a LightInternal is dirty. */
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- enum class LightDirtyFlag
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- {
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- Transform = 0x01,
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- Everything = 0x02
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- };
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-
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- /** @} */
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-
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- /** @addtogroup Implementation
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- * @{
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- */
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-
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- /**
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- * Illuminates a portion of the scene covered by a light. Base class for both sim and core thread Light implementations.
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- */
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- class BS_EXPORT LightBase
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- {
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- public:
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- LightBase();
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- LightBase(LightType type, Color color, float intensity, float range,
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- bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
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-
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- virtual ~LightBase() { }
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-
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- /** Returns the position of the light, in world space. */
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- Vector3 getPosition() const { return mPosition; }
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-
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- /** Sets the position of the light, in world space. */
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- void setPosition(const Vector3& position) { mPosition = position; _markCoreDirty(); updateBounds(); }
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-
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- /** Returns the rotation of the light, in world space. */
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- Quaternion getRotation() const { return mRotation; }
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-
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- /** Sets the rotation of the light, in world space. */
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- void setRotation(const Quaternion& rotation) { mRotation = rotation; _markCoreDirty(); updateBounds(); }
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-
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- /** Returns the type of the light. */
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- LightType getType() const { return mType; }
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-
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- /** Changes the type of the light. */
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- void setType(LightType type) { mType = type; _markCoreDirty(); updateBounds(); }
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-
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- /** Checks does this light cast shadows when rendered. */
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- bool getCastsShadow() const { return mCastsShadows; }
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-
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- /** Sets whether this light will cast shadows when rendered. */
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- void setCastsShadow(bool castsShadow) { mCastsShadows = castsShadow; _markCoreDirty(); }
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-
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- /** Returns the color emitted from the light. */
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- Color getColor() const { return mColor; }
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-
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- /** Sets the color emitted from the light. */
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- void setColor(const Color& color) { mColor = color; _markCoreDirty(); }
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-
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- /** Returns the maximum range of the light. Light will not affect any geometry past that point. */
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- float getRange() const { return mRange; }
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-
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- /**
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- * Sets the maximum range of the light. Light will not affect any geometry past that point. Value is ignored if
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- * physically based attenuation is active.
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- *
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- * @note Normally you want to set this at a point where light intensity is too low due to attenuation.
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- */
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- void setRange(float range);
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-
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- /**
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- * Checks is physically based attenuation active. If true the range and attenuation of the light are controlled
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- * by inverse square of distance. If false then the user is allowed to set the range and attenuation is adjusted
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- * accordingly.
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- */
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- bool getPhysicallyBasedAttenuation() const { return mPhysCorrectAtten; }
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-
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- /**
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- * Activates or deactivates physically based attenuation. If true the range and attenuation of the light are
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- * controlled by inverse square of distance. If false then the user is allowed to set the range and attenuation is
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- * adjusted accordingly.
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- */
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- void setPhysicallyBasedAttenuation(bool enabled);
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-
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- /**
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- * Gets the power of the light source. This is luminous flux for point & spot lights, and radiance for directional
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- * lights.
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- */
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- float getIntensity() const { return mIntensity; }
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-
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- /**
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- * Sets the power of the light source. This will be luminous flux for point & spot lights, and radiance for
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- * directional lights.
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- */
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- void setIntensity(float intensity);
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-
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- /** Gets the total angle covered by a spot light. */
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- Degree getSpotAngle() const { return mSpotAngle; }
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-
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- /** Sets the total angle covered by a spot light. */
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- void setSpotAngle(const Degree& spotAngle) { mSpotAngle = spotAngle; _markCoreDirty(); updateBounds(); }
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-
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- /**
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- * Gets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
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- * starts quadratically falling off as the angle approaches the total spot angle.
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- */
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- Degree getSpotFalloffAngle() const { return mSpotFalloffAngle; }
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-
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- /**
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- * Sets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
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- * starts quadratically falling off as the angle approaches the total spot angle.
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- */
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- void setSpotFalloffAngle(const Degree& spotFallofAngle)
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- { mSpotFalloffAngle = spotFallofAngle; _markCoreDirty(); updateBounds(); }
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-
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- /** Returns world space bounds that completely encompass the light's area of influence. */
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- Sphere getBounds() const { return mBounds; }
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-
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- /**
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- * Returns the radiance of the light source. This is the value that should be used in lighting equations.
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- *
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- * @note
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- * Ignores the light direction, therefore caller must ensure to properly handle non-uniform emitters like spot
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- * lights.
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- */
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- float getRadiance() const;
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-
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- /** Checks whether the light should be rendered or not. */
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- bool getIsActive() const { return mIsActive; }
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-
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- /** Sets whether the light should be rendered or not. */
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- void setIsActive(bool active) { mIsActive = active; _markCoreDirty(); }
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-
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- /**
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- * Marks the simulation thread object as dirty and notifies the system its data should be synced with its core
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- * thread counterpart.
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- */
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- virtual void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) { }
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-
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- protected:
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- /** Updates the internal bounds for the light. Call this whenever a property affecting the bounds changes. */
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- void updateBounds();
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-
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- /** Calculates maximum light range based on light intensity. */
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- void updatePhysicallyCorrectRange();
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-
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- Vector3 mPosition; /**< World space position. */
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- Quaternion mRotation; /**< World space rotation. */
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-
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- LightType mType; /**< Type of light that determines how are the rest of the parameters interpreted. */
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- bool mCastsShadows; /**< Determines whether the light casts shadows. */
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- Color mColor; /**< Color of the light. */
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- float mRange; /**< Cut off range for the light when rendering. */
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- float mIntensity; /**< Power of the light source. This will be luminous flux for point & spot lights, and radiance for directional lights. */
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- Degree mSpotAngle; /**< Total angle covered by a spot light. */
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- Degree mSpotFalloffAngle; /**< Spot light angle at which falloff starts. Must be smaller than total angle. */
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- bool mIsActive; /**< Whether the light should be rendered or not. */
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- Sphere mBounds; /**< Sphere that bounds the light area of influence. */
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- bool mPhysCorrectAtten; /**< Determines is physically based attentuation active. */
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- };
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-
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- /** @} */
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- /** @addtogroup Renderer-Engine-Internal
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- * @{
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- */
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-
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- namespace ct { class Light; }
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-
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- /**
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- * Sim thread usable version of a light.
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- *
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- * @see LightBase
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- */
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- class BS_EXPORT Light : public IReflectable, public CoreObject, public LightBase
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- {
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- public:
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- /** Retrieves an implementation of a light usable only from the core thread. */
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- SPtr<ct::Light> getCore() const;
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-
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- /** Returns the hash value that can be used to identify if the internal data needs an update. */
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- UINT32 _getLastModifiedHash() const { return mLastUpdateHash; }
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-
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- /** Sets the hash value that can be used to identify if the internal data needs an update. */
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- void _setLastModifiedHash(UINT32 hash) { mLastUpdateHash = hash; }
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-
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- /**
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- * Updates internal transform values from the specified scene object, in case that scene object's transform changed
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- * since the last call.
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- *
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- * @note Assumes the same scene object will be provided every time.
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- */
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- void _updateTransform(const HSceneObject& parent);
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-
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- /**
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- * Creates a new light with provided settings.
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- *
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- * @param[in] type Type of light that determines how are the rest of the parameters interpreted.
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- * @param[in] color Color of the light.
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- * @param[in] intensity Power of the light source. This will be luminous flux for point & spot lights,
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- * and radiance for directional lights.
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- * @param[in] range Cut off range for the light when rendering.
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- * @param[in] castsShadows Determines whether the light casts shadows.
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- * @param[in] spotAngle Total angle covered by a spot light.
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- * @param[in] spotFalloffAngle Spot light angle at which falloff starts. Must be smaller than total angle.
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- */
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- static SPtr<Light> create(LightType type = LightType::Point, Color color = Color::White,
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- float intensity = 100.0f, float range = 10.0f, bool castsShadows = false,
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- Degree spotAngle = Degree(45), Degree spotFalloffAngle = Degree(40));
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-
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- protected:
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- Light(LightType type, Color color, float intensity, float range,
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- bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
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-
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- /** @copydoc CoreObject::createCore */
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- SPtr<ct::CoreObject> createCore() const override;
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-
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- /** @copydoc LightBase::_markCoreDirty */
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- void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) override;
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-
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- /** @copydoc CoreObject::syncToCore */
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- CoreSyncData syncToCore(FrameAlloc* allocator) override;
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-
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- /** Creates a light with without initializing it. Used for serialization. */
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- static SPtr<Light> createEmpty();
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-
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- UINT32 mLastUpdateHash;
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-
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- /************************************************************************/
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- /* RTTI */
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- /************************************************************************/
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- public:
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- friend class LightRTTI;
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- static RTTITypeBase* getRTTIStatic();
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- RTTITypeBase* getRTTI() const override;
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-
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- protected:
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- Light(); // Serialization only
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- };
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-
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- namespace ct
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- {
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- /**
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- * Core thread usable version of a light.
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- *
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- * @see LightBase
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- */
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- class BS_EXPORT Light : public CoreObject, public LightBase
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- {
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- public:
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- ~Light();
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-
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- /** Sets an ID that can be used for uniquely identifying this object by the renderer. */
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- void setRendererId(UINT32 id) { mRendererId = id; }
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-
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- /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */
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- UINT32 getRendererId() const { return mRendererId; }
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-
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- /** Returns a mesh that represents the light's bounds. */
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- SPtr<Mesh> getMesh() const;
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-
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- static const UINT32 LIGHT_CONE_NUM_SIDES;
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- static const UINT32 LIGHT_CONE_NUM_SLICES;
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- protected:
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- friend class bs::Light;
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-
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- Light(LightType type, Color color, float intensity,
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- float range, bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
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-
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- /** @copydoc CoreObject::initialize */
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- void initialize() override;
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-
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- /** @copydoc CoreObject::syncToCore */
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- void syncToCore(const CoreSyncData& data) override;
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-
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- UINT32 mRendererId;
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- SPtr<Mesh> mMesh;
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- };
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- }
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-
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- /** @} */
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+//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
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+//**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
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+#pragma once
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+
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+#include "BsCorePrerequisites.h"
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+#include "BsIReflectable.h"
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+#include "BsVector3.h"
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+#include "BsQuaternion.h"
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+#include "BsColor.h"
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+#include "BsSphere.h"
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+#include "BsCoreObject.h"
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+
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+namespace bs
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+{
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+ /** @addtogroup Renderer-Engine-Internal
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+ * @{
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+ */
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+
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+ /** Light type that determines how is light information parsed by the renderer and other systems. */
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+ enum class LightType
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+ {
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+ Directional,
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+ Point,
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+ Spot
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+ };
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+
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+ /** Signals which portion of a LightInternal is dirty. */
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+ enum class LightDirtyFlag
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+ {
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+ Transform = 0x01,
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+ Everything = 0x02
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+ };
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+
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+ /** @} */
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+
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+ /** @addtogroup Implementation
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+ * @{
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+ */
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+
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+ /**
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+ * Illuminates a portion of the scene covered by a light. Base class for both sim and core thread Light implementations.
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+ */
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+ class BS_CORE_EXPORT LightBase
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+ {
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+ public:
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+ LightBase();
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+ LightBase(LightType type, Color color, float intensity, float range,
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+ bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
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+
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+ virtual ~LightBase() { }
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+
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+ /** Returns the position of the light, in world space. */
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+ Vector3 getPosition() const { return mPosition; }
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+
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+ /** Sets the position of the light, in world space. */
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+ void setPosition(const Vector3& position) { mPosition = position; _markCoreDirty(); updateBounds(); }
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+
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+ /** Returns the rotation of the light, in world space. */
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+ Quaternion getRotation() const { return mRotation; }
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+
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+ /** Sets the rotation of the light, in world space. */
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+ void setRotation(const Quaternion& rotation) { mRotation = rotation; _markCoreDirty(); updateBounds(); }
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+
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+ /** Returns the type of the light. */
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+ LightType getType() const { return mType; }
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+
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+ /** Changes the type of the light. */
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+ void setType(LightType type) { mType = type; _markCoreDirty(); updateBounds(); }
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+
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+ /** Checks does this light cast shadows when rendered. */
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+ bool getCastsShadow() const { return mCastsShadows; }
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+
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+ /** Sets whether this light will cast shadows when rendered. */
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+ void setCastsShadow(bool castsShadow) { mCastsShadows = castsShadow; _markCoreDirty(); }
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+
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+ /** Returns the color emitted from the light. */
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+ Color getColor() const { return mColor; }
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+
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+ /** Sets the color emitted from the light. */
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+ void setColor(const Color& color) { mColor = color; _markCoreDirty(); }
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+
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+ /** Returns the maximum range of the light. Light will not affect any geometry past that point. */
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+ float getRange() const { return mRange; }
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+
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+ /**
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+ * Sets the maximum range of the light. Light will not affect any geometry past that point. Value is ignored if
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+ * physically based attenuation is active.
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+ *
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+ * @note Normally you want to set this at a point where light intensity is too low due to attenuation.
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+ */
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+ void setRange(float range);
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+
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+ /**
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+ * Checks is physically based attenuation active. If true the range and attenuation of the light are controlled
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+ * by inverse square of distance. If false then the user is allowed to set the range and attenuation is adjusted
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+ * accordingly.
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+ */
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+ bool getPhysicallyBasedAttenuation() const { return mPhysCorrectAtten; }
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+
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+ /**
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+ * Activates or deactivates physically based attenuation. If true the range and attenuation of the light are
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+ * controlled by inverse square of distance. If false then the user is allowed to set the range and attenuation is
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+ * adjusted accordingly.
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+ */
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+ void setPhysicallyBasedAttenuation(bool enabled);
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+
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+ /**
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+ * Gets the power of the light source. This is luminous flux for point & spot lights, and radiance for directional
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+ * lights.
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+ */
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+ float getIntensity() const { return mIntensity; }
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+
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+ /**
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+ * Sets the power of the light source. This will be luminous flux for point & spot lights, and radiance for
|
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+ * directional lights.
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+ */
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+ void setIntensity(float intensity);
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+
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+ /** Gets the total angle covered by a spot light. */
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+ Degree getSpotAngle() const { return mSpotAngle; }
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+
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+ /** Sets the total angle covered by a spot light. */
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+ void setSpotAngle(const Degree& spotAngle) { mSpotAngle = spotAngle; _markCoreDirty(); updateBounds(); }
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+
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+ /**
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+ * Gets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
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+ * starts quadratically falling off as the angle approaches the total spot angle.
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+ */
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+ Degree getSpotFalloffAngle() const { return mSpotFalloffAngle; }
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+
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+ /**
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+ * Sets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
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+ * starts quadratically falling off as the angle approaches the total spot angle.
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+ */
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+ void setSpotFalloffAngle(const Degree& spotFallofAngle)
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+ { mSpotFalloffAngle = spotFallofAngle; _markCoreDirty(); updateBounds(); }
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+
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+ /** Returns world space bounds that completely encompass the light's area of influence. */
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+ Sphere getBounds() const { return mBounds; }
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+
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+ /**
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+ * Returns the radiance of the light source. This is the value that should be used in lighting equations.
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+ *
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+ * @note
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+ * Ignores the light direction, therefore caller must ensure to properly handle non-uniform emitters like spot
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+ * lights.
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+ */
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+ float getRadiance() const;
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+
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+ /** Checks whether the light should be rendered or not. */
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+ bool getIsActive() const { return mIsActive; }
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+
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+ /** Sets whether the light should be rendered or not. */
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+ void setIsActive(bool active) { mIsActive = active; _markCoreDirty(); }
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+
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+ /**
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+ * Marks the simulation thread object as dirty and notifies the system its data should be synced with its core
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+ * thread counterpart.
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+ */
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+ virtual void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) { }
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|
+
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+ protected:
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|
+ /** Updates the internal bounds for the light. Call this whenever a property affecting the bounds changes. */
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|
+ void updateBounds();
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+
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+ /** Calculates maximum light range based on light intensity. */
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|
+ void updatePhysicallyCorrectRange();
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+
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|
+ Vector3 mPosition; /**< World space position. */
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|
+ Quaternion mRotation; /**< World space rotation. */
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|
+
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|
+ LightType mType; /**< Type of light that determines how are the rest of the parameters interpreted. */
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|
|
+ bool mCastsShadows; /**< Determines whether the light casts shadows. */
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|
+ Color mColor; /**< Color of the light. */
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|
+ float mRange; /**< Cut off range for the light when rendering. */
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|
+ float mIntensity; /**< Power of the light source. This will be luminous flux for point & spot lights, and radiance for directional lights. */
|
|
|
+ Degree mSpotAngle; /**< Total angle covered by a spot light. */
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|
|
+ Degree mSpotFalloffAngle; /**< Spot light angle at which falloff starts. Must be smaller than total angle. */
|
|
|
+ bool mIsActive; /**< Whether the light should be rendered or not. */
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|
+ Sphere mBounds; /**< Sphere that bounds the light area of influence. */
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|
|
+ bool mPhysCorrectAtten; /**< Determines is physically based attentuation active. */
|
|
|
+ };
|
|
|
+
|
|
|
+ /** @} */
|
|
|
+ /** @addtogroup Renderer-Engine-Internal
|
|
|
+ * @{
|
|
|
+ */
|
|
|
+
|
|
|
+ namespace ct { class Light; }
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|
|
+
|
|
|
+ /**
|
|
|
+ * Sim thread usable version of a light.
|
|
|
+ *
|
|
|
+ * @see LightBase
|
|
|
+ */
|
|
|
+ class BS_CORE_EXPORT Light : public IReflectable, public CoreObject, public LightBase
|
|
|
+ {
|
|
|
+ public:
|
|
|
+ /** Retrieves an implementation of a light usable only from the core thread. */
|
|
|
+ SPtr<ct::Light> getCore() const;
|
|
|
+
|
|
|
+ /** Returns the hash value that can be used to identify if the internal data needs an update. */
|
|
|
+ UINT32 _getLastModifiedHash() const { return mLastUpdateHash; }
|
|
|
+
|
|
|
+ /** Sets the hash value that can be used to identify if the internal data needs an update. */
|
|
|
+ void _setLastModifiedHash(UINT32 hash) { mLastUpdateHash = hash; }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Updates internal transform values from the specified scene object, in case that scene object's transform changed
|
|
|
+ * since the last call.
|
|
|
+ *
|
|
|
+ * @note Assumes the same scene object will be provided every time.
|
|
|
+ */
|
|
|
+ void _updateTransform(const HSceneObject& parent);
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Creates a new light with provided settings.
|
|
|
+ *
|
|
|
+ * @param[in] type Type of light that determines how are the rest of the parameters interpreted.
|
|
|
+ * @param[in] color Color of the light.
|
|
|
+ * @param[in] intensity Power of the light source. This will be luminous flux for point & spot lights,
|
|
|
+ * and radiance for directional lights.
|
|
|
+ * @param[in] range Cut off range for the light when rendering.
|
|
|
+ * @param[in] castsShadows Determines whether the light casts shadows.
|
|
|
+ * @param[in] spotAngle Total angle covered by a spot light.
|
|
|
+ * @param[in] spotFalloffAngle Spot light angle at which falloff starts. Must be smaller than total angle.
|
|
|
+ */
|
|
|
+ static SPtr<Light> create(LightType type = LightType::Point, Color color = Color::White,
|
|
|
+ float intensity = 100.0f, float range = 10.0f, bool castsShadows = false,
|
|
|
+ Degree spotAngle = Degree(45), Degree spotFalloffAngle = Degree(40));
|
|
|
+
|
|
|
+ protected:
|
|
|
+ Light(LightType type, Color color, float intensity, float range,
|
|
|
+ bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
|
|
|
+
|
|
|
+ /** @copydoc CoreObject::createCore */
|
|
|
+ SPtr<ct::CoreObject> createCore() const override;
|
|
|
+
|
|
|
+ /** @copydoc LightBase::_markCoreDirty */
|
|
|
+ void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) override;
|
|
|
+
|
|
|
+ /** @copydoc CoreObject::syncToCore */
|
|
|
+ CoreSyncData syncToCore(FrameAlloc* allocator) override;
|
|
|
+
|
|
|
+ /** Creates a light with without initializing it. Used for serialization. */
|
|
|
+ static SPtr<Light> createEmpty();
|
|
|
+
|
|
|
+ UINT32 mLastUpdateHash;
|
|
|
+
|
|
|
+ /************************************************************************/
|
|
|
+ /* RTTI */
|
|
|
+ /************************************************************************/
|
|
|
+ public:
|
|
|
+ friend class LightRTTI;
|
|
|
+ static RTTITypeBase* getRTTIStatic();
|
|
|
+ RTTITypeBase* getRTTI() const override;
|
|
|
+
|
|
|
+ protected:
|
|
|
+ Light(); // Serialization only
|
|
|
+ };
|
|
|
+
|
|
|
+ namespace ct
|
|
|
+ {
|
|
|
+ /**
|
|
|
+ * Core thread usable version of a light.
|
|
|
+ *
|
|
|
+ * @see LightBase
|
|
|
+ */
|
|
|
+ class BS_CORE_EXPORT Light : public CoreObject, public LightBase
|
|
|
+ {
|
|
|
+ public:
|
|
|
+ ~Light();
|
|
|
+
|
|
|
+ /** Sets an ID that can be used for uniquely identifying this object by the renderer. */
|
|
|
+ void setRendererId(UINT32 id) { mRendererId = id; }
|
|
|
+
|
|
|
+ /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */
|
|
|
+ UINT32 getRendererId() const { return mRendererId; }
|
|
|
+
|
|
|
+ static const UINT32 LIGHT_CONE_NUM_SIDES;
|
|
|
+ static const UINT32 LIGHT_CONE_NUM_SLICES;
|
|
|
+ protected:
|
|
|
+ friend class bs::Light;
|
|
|
+
|
|
|
+ Light(LightType type, Color color, float intensity,
|
|
|
+ float range, bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
|
|
|
+
|
|
|
+ /** @copydoc CoreObject::initialize */
|
|
|
+ void initialize() override;
|
|
|
+
|
|
|
+ /** @copydoc CoreObject::syncToCore */
|
|
|
+ void syncToCore(const CoreSyncData& data) override;
|
|
|
+
|
|
|
+ UINT32 mRendererId;
|
|
|
+ SPtr<Mesh> mMesh;
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ /** @} */
|
|
|
}
|