BsLight.h 12 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsIReflectable.h"
  6. #include "BsVector3.h"
  7. #include "BsQuaternion.h"
  8. #include "BsColor.h"
  9. #include "BsSphere.h"
  10. #include "BsCoreObject.h"
  11. namespace bs
  12. {
  13. /** @addtogroup Renderer-Engine-Internal
  14. * @{
  15. */
  16. /** Light type that determines how is light information parsed by the renderer and other systems. */
  17. enum class LightType
  18. {
  19. Directional,
  20. Radial,
  21. Spot
  22. };
  23. /** Signals which portion of a light is dirty. */
  24. enum class LightDirtyFlag
  25. {
  26. Transform = 0x01,
  27. Everything = 0x02,
  28. Mobility = 0x04
  29. };
  30. /** @} */
  31. /** @addtogroup Implementation
  32. * @{
  33. */
  34. /** Base class for both sim and core thread Light implementations. */
  35. class BS_CORE_EXPORT LightBase
  36. {
  37. public:
  38. LightBase();
  39. LightBase(LightType type, Color color, float intensity, float attRadius, float srcRadius,
  40. bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  41. virtual ~LightBase() { }
  42. /** Returns the position of the light, in world space. */
  43. Vector3 getPosition() const { return mPosition; }
  44. /** Sets the position of the light, in world space. */
  45. void setPosition(const Vector3& position)
  46. { mPosition = position; _markCoreDirty(LightDirtyFlag::Transform); updateBounds(); }
  47. /** Returns the rotation of the light, in world space. */
  48. Quaternion getRotation() const { return mRotation; }
  49. /** Sets the rotation of the light, in world space. */
  50. void setRotation(const Quaternion& rotation)
  51. { mRotation = rotation; _markCoreDirty(LightDirtyFlag::Transform); updateBounds(); }
  52. /** Returns the type of the light. */
  53. LightType getType() const { return mType; }
  54. /** Changes the type of the light. */
  55. void setType(LightType type) { mType = type; _markCoreDirty(); updateBounds(); }
  56. /** Checks does this light cast shadows when rendered. */
  57. bool getCastsShadow() const { return mCastsShadows; }
  58. /** Sets whether this light will cast shadows when rendered. */
  59. void setCastsShadow(bool castsShadow) { mCastsShadows = castsShadow; _markCoreDirty(); }
  60. /** Returns the color emitted from the light. */
  61. Color getColor() const { return mColor; }
  62. /** Sets the color emitted from the light. */
  63. void setColor(const Color& color) { mColor = color; _markCoreDirty(); }
  64. /** @see setAttenuationRadius */
  65. float getAttenuationRadius() const { return mAttRadius; }
  66. /**
  67. * Range at which the light contribution fades out to zero. Use setUseAutoAttenuation to provide a radius
  68. * automatically dependant on light intensity. The radius will cut-off light contribution and therefore manually set
  69. * very small radius can end up being very physically incorrect.
  70. */
  71. void setAttenuationRadius(float radius);
  72. /** @see setSourceRadius */
  73. float getSourceRadius() const { return mSourceRadius; }
  74. /**
  75. * Radius of the light source. If non-zero then this light represents an area light, otherwise it is a punctual
  76. * light. Area lights have different attenuation then punctual lights, and their appearance in specular reflections
  77. * is realistic. Shape of the area light depends on light type:
  78. * - For directional light the shape is a disc projected on the hemisphere on the sky. This parameter
  79. * represents angular radius (in degrees) of the disk and should be very small (think of how much space the Sun
  80. * takes on the sky - roughly 0.25 degree radius).
  81. * - For radial light the shape is a sphere and the source radius is the radius of the sphere.
  82. * - For spot lights the shape is a disc oriented in the direction of the spot light and the source radius is the
  83. * radius of the disc.
  84. */
  85. void setSourceRadius(float radius);
  86. /** @see setUseAutoAttenuation */
  87. bool getUseAutoAttenuation() const { return mAutoAttenuation; }
  88. /**
  89. * If enabled the attenuation radius will automatically be controlled in order to provide reasonable light radius,
  90. * depending on its intensity.
  91. */
  92. void setUseAutoAttenuation(bool enabled);
  93. /** @see setIntensity */
  94. float getIntensity() const { return mIntensity; }
  95. /**
  96. * Determines the power of the light source. This will be luminous flux for radial & spot lights,
  97. * luminance for directional lights with no area, and illuminance for directional lights with area (non-zero source
  98. * radius).
  99. */
  100. void setIntensity(float intensity);
  101. /** Gets the total angle covered by a spot light. */
  102. Degree getSpotAngle() const { return mSpotAngle; }
  103. /** Sets the total angle covered by a spot light. */
  104. void setSpotAngle(const Degree& spotAngle) { mSpotAngle = spotAngle; _markCoreDirty(); updateBounds(); }
  105. /**
  106. * Gets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
  107. * starts quadratically falling off as the angle approaches the total spot angle.
  108. */
  109. Degree getSpotFalloffAngle() const { return mSpotFalloffAngle; }
  110. /**
  111. * Sets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
  112. * starts quadratically falling off as the angle approaches the total spot angle.
  113. */
  114. void setSpotFalloffAngle(const Degree& spotFallofAngle)
  115. { mSpotFalloffAngle = spotFallofAngle; _markCoreDirty(); updateBounds(); }
  116. /** Returns world space bounds that completely encompass the light's area of influence. */
  117. Sphere getBounds() const { return mBounds; }
  118. /**
  119. * Returns the luminance of the light source. This is the value that should be used in lighting equations.
  120. *
  121. * @note
  122. * For point light sources this method returns luminous intensity and not luminance. We use the same method for both
  123. * as a convenience since in either case its used as a measure of intensity in lighting equations.
  124. */
  125. float getLuminance() const;
  126. /** Checks whether the light should be rendered or not. */
  127. bool getIsActive() const { return mIsActive; }
  128. /** Sets whether the light should be rendered or not. */
  129. void setIsActive(bool active) { mIsActive = active; _markCoreDirty(); }
  130. /**
  131. * Sets the mobility of a scene object. This is used primarily as a performance hint to engine systems. Objects
  132. * with more restricted mobility will result in higher performance. Some mobility constraints will be enforced by
  133. * the engine itself, while for others the caller must be sure not to break the promise he made when mobility was
  134. * set. By default scene object's mobility is unrestricted.
  135. */
  136. void setMobility(ObjectMobility mobility);
  137. /**
  138. * Gets the mobility setting for this scene object. See setMobility();
  139. */
  140. ObjectMobility getMobility() const { return mMobility; }
  141. /**
  142. * Marks the simulation thread object as dirty and notifies the system its data should be synced with its core
  143. * thread counterpart.
  144. */
  145. virtual void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) { }
  146. protected:
  147. /** Updates the internal bounds for the light. Call this whenever a property affecting the bounds changes. */
  148. void updateBounds();
  149. /** Calculates maximum light range based on light intensity. */
  150. void updateAttenuationRange();
  151. Vector3 mPosition; /**< World space position. */
  152. Quaternion mRotation; /**< World space rotation. */
  153. LightType mType; /**< Type of light that determines how are the rest of the parameters interpreted. */
  154. bool mCastsShadows; /**< Determines whether the light casts shadows. */
  155. Color mColor; /**< Color of the light. */
  156. float mAttRadius; /**< Radius at which light intensity falls off to zero. */
  157. float mSourceRadius; /**< Radius of the light source. If > 0 the light is an area light. */
  158. float mIntensity; /**< Power of the light source. @see setIntensity. */
  159. Degree mSpotAngle; /**< Total angle covered by a spot light. */
  160. Degree mSpotFalloffAngle; /**< Spot light angle at which falloff starts. Must be smaller than total angle. */
  161. bool mIsActive; /**< Whether the light should be rendered or not. */
  162. Sphere mBounds; /**< Sphere that bounds the light area of influence. */
  163. bool mAutoAttenuation; /**< Determines is attenuation radius is automatically determined. */
  164. ObjectMobility mMobility; /**< Determines if there are any restrictions placed on light movement. */
  165. };
  166. /** @} */
  167. /** @addtogroup Renderer-Engine-Internal
  168. * @{
  169. */
  170. namespace ct { class Light; }
  171. /** Illuminates a portion of the scene covered by a light. */
  172. class BS_CORE_EXPORT Light : public IReflectable, public CoreObject, public LightBase
  173. {
  174. public:
  175. /** Retrieves an implementation of the light usable only from the core thread. */
  176. SPtr<ct::Light> getCore() const;
  177. /** Returns the hash value that can be used to identify if the internal data needs an update. */
  178. UINT32 _getLastModifiedHash() const { return mLastUpdateHash; }
  179. /** Sets the hash value that can be used to identify if the internal data needs an update. */
  180. void _setLastModifiedHash(UINT32 hash) { mLastUpdateHash = hash; }
  181. /**
  182. * Updates internal transform values from the specified scene object, in case that scene object's transform changed
  183. * since the last call.
  184. *
  185. * @note Assumes the same scene object will be provided every time.
  186. */
  187. void _updateTransform(const HSceneObject& parent);
  188. /**
  189. * Creates a new light with provided settings.
  190. *
  191. * @param[in] type Type of light that determines how are the rest of the parameters interpreted.
  192. * @param[in] color Color of the light.
  193. * @param[in] intensity Power of the light source. This will be luminous flux for radial & spot lights,
  194. * luminance for directional lights with no area, and illuminance for directional
  195. * lights with area (non-zero source radius).
  196. * @param[in] attRadius Radius at which light's influence fades out to zero.
  197. * @param[in] castsShadows Determines whether the light casts shadows.
  198. * @param[in] spotAngle Total angle covered by a spot light.
  199. * @param[in] spotFalloffAngle Spot light angle at which falloff starts. Must be smaller than total angle.
  200. */
  201. static SPtr<Light> create(LightType type = LightType::Radial, Color color = Color::White,
  202. float intensity = 100.0f, float attRadius = 10.0f, bool castsShadows = false,
  203. Degree spotAngle = Degree(45), Degree spotFalloffAngle = Degree(40));
  204. protected:
  205. Light(LightType type, Color color, float intensity, float attRadius, float srcRadius,
  206. bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  207. /** @copydoc CoreObject::createCore */
  208. SPtr<ct::CoreObject> createCore() const override;
  209. /** @copydoc LightBase::_markCoreDirty */
  210. void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) override;
  211. /** @copydoc CoreObject::syncToCore */
  212. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  213. /** Creates a light with without initializing it. Used for serialization. */
  214. static SPtr<Light> createEmpty();
  215. UINT32 mLastUpdateHash;
  216. /************************************************************************/
  217. /* RTTI */
  218. /************************************************************************/
  219. public:
  220. friend class LightRTTI;
  221. static RTTITypeBase* getRTTIStatic();
  222. RTTITypeBase* getRTTI() const override;
  223. protected:
  224. Light(); // Serialization only
  225. };
  226. namespace ct
  227. {
  228. /** Core thread usable version of bs::Light. */
  229. class BS_CORE_EXPORT Light : public CoreObject, public LightBase
  230. {
  231. public:
  232. ~Light();
  233. /** Sets an ID that can be used for uniquely identifying this object by the renderer. */
  234. void setRendererId(UINT32 id) { mRendererId = id; }
  235. /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */
  236. UINT32 getRendererId() const { return mRendererId; }
  237. static const UINT32 LIGHT_CONE_NUM_SIDES;
  238. static const UINT32 LIGHT_CONE_NUM_SLICES;
  239. protected:
  240. friend class bs::Light;
  241. Light(LightType type, Color color, float intensity, float attRadius, float srcRadius, bool castsShadows,
  242. Degree spotAngle, Degree spotFalloffAngle);
  243. /** @copydoc CoreObject::initialize */
  244. void initialize() override;
  245. /** @copydoc CoreObject::syncToCore */
  246. void syncToCore(const CoreSyncData& data) override;
  247. UINT32 mRendererId;
  248. SPtr<Mesh> mMesh;
  249. };
  250. }
  251. /** @} */
  252. }