BsLight.h 13 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. Count // Keep at end
  23. };
  24. /** Signals which portion of a light is dirty. */
  25. enum class LightDirtyFlag
  26. {
  27. Transform = 0x01,
  28. Everything = 0x02,
  29. Mobility = 0x04
  30. };
  31. /** @} */
  32. /** @addtogroup Implementation
  33. * @{
  34. */
  35. /** Base class for both sim and core thread Light implementations. */
  36. class BS_CORE_EXPORT LightBase
  37. {
  38. public:
  39. LightBase();
  40. LightBase(LightType type, Color color, float intensity, float attRadius, float srcRadius,
  41. bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  42. virtual ~LightBase() { }
  43. /** Returns the position of the light, in world space. */
  44. Vector3 getPosition() const { return mPosition; }
  45. /** Sets the position of the light, in world space. */
  46. void setPosition(const Vector3& position)
  47. { mPosition = position; _markCoreDirty(LightDirtyFlag::Transform); updateBounds(); }
  48. /** Returns the rotation of the light, in world space. */
  49. Quaternion getRotation() const { return mRotation; }
  50. /** Sets the rotation of the light, in world space. */
  51. void setRotation(const Quaternion& rotation)
  52. { mRotation = rotation; _markCoreDirty(LightDirtyFlag::Transform); updateBounds(); }
  53. /** Returns the type of the light. */
  54. LightType getType() const { return mType; }
  55. /** Changes the type of the light. */
  56. void setType(LightType type) { mType = type; _markCoreDirty(); updateBounds(); }
  57. /** Checks does this light cast shadows when rendered. */
  58. bool getCastsShadow() const { return mCastsShadows; }
  59. /** Sets whether this light will cast shadows when rendered. */
  60. void setCastsShadow(bool castsShadow) { mCastsShadows = castsShadow; _markCoreDirty(); }
  61. /**
  62. * Shadow bias determines shadow accuracy. Low bias values mean that shadows start closer near their caster surface
  63. * but will result in more shadowing artifacts (shadow acne). Larger values reduce shadow acne but caster may appear
  64. * as floating on air as nearby part of the shadow is cut off (peter paning).
  65. *
  66. * Default value is 0.5. Must be in range [0, 1].
  67. */
  68. void setShadowBias(float bias) { mShadowBias = std::max(std::min(bias, 1.0f), 0.0f); _markCoreDirty(); }
  69. /** @copydoc setShadowBias() */
  70. float getShadowBias() const { return mShadowBias; }
  71. /** Returns the color emitted from the light. */
  72. Color getColor() const { return mColor; }
  73. /** Sets the color emitted from the light. */
  74. void setColor(const Color& color) { mColor = color; _markCoreDirty(); }
  75. /** @see setAttenuationRadius */
  76. float getAttenuationRadius() const { return mAttRadius; }
  77. /**
  78. * Range at which the light contribution fades out to zero. Use setUseAutoAttenuation to provide a radius
  79. * automatically dependant on light intensity. The radius will cut-off light contribution and therefore manually set
  80. * very small radius can end up being very physically incorrect.
  81. */
  82. void setAttenuationRadius(float radius);
  83. /** @see setSourceRadius */
  84. float getSourceRadius() const { return mSourceRadius; }
  85. /**
  86. * Radius of the light source. If non-zero then this light represents an area light, otherwise it is a punctual
  87. * light. Area lights have different attenuation then punctual lights, and their appearance in specular reflections
  88. * is realistic. Shape of the area light depends on light type:
  89. * - For directional light the shape is a disc projected on the hemisphere on the sky. This parameter
  90. * represents angular radius (in degrees) of the disk and should be very small (think of how much space the Sun
  91. * takes on the sky - roughly 0.25 degree radius).
  92. * - For radial light the shape is a sphere and the source radius is the radius of the sphere.
  93. * - For spot lights the shape is a disc oriented in the direction of the spot light and the source radius is the
  94. * radius of the disc.
  95. */
  96. void setSourceRadius(float radius);
  97. /** @see setUseAutoAttenuation */
  98. bool getUseAutoAttenuation() const { return mAutoAttenuation; }
  99. /**
  100. * If enabled the attenuation radius will automatically be controlled in order to provide reasonable light radius,
  101. * depending on its intensity.
  102. */
  103. void setUseAutoAttenuation(bool enabled);
  104. /** @see setIntensity */
  105. float getIntensity() const { return mIntensity; }
  106. /**
  107. * Determines the power of the light source. This will be luminous flux for radial & spot lights,
  108. * luminance for directional lights with no area, and illuminance for directional lights with area (non-zero source
  109. * radius).
  110. */
  111. void setIntensity(float intensity);
  112. /** Gets the total angle covered by a spot light. */
  113. Degree getSpotAngle() const { return mSpotAngle; }
  114. /** Sets the total angle covered by a spot light. */
  115. void setSpotAngle(const Degree& spotAngle) { mSpotAngle = spotAngle; _markCoreDirty(); updateBounds(); }
  116. /**
  117. * Gets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
  118. * starts quadratically falling off as the angle approaches the total spot angle.
  119. */
  120. Degree getSpotFalloffAngle() const { return mSpotFalloffAngle; }
  121. /**
  122. * Sets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
  123. * starts quadratically falling off as the angle approaches the total spot angle.
  124. */
  125. void setSpotFalloffAngle(const Degree& spotFallofAngle)
  126. { mSpotFalloffAngle = spotFallofAngle; _markCoreDirty(); updateBounds(); }
  127. /** Returns world space bounds that completely encompass the light's area of influence. */
  128. Sphere getBounds() const { return mBounds; }
  129. /**
  130. * Returns the luminance of the light source. This is the value that should be used in lighting equations.
  131. *
  132. * @note
  133. * For point light sources this method returns luminous intensity and not luminance. We use the same method for both
  134. * as a convenience since in either case its used as a measure of intensity in lighting equations.
  135. */
  136. float getLuminance() const;
  137. /** Checks whether the light should be rendered or not. */
  138. bool getIsActive() const { return mIsActive; }
  139. /** Sets whether the light should be rendered or not. */
  140. void setIsActive(bool active) { mIsActive = active; _markCoreDirty(); }
  141. /**
  142. * Sets the mobility of a scene object. This is used primarily as a performance hint to engine systems. Objects
  143. * with more restricted mobility will result in higher performance. Some mobility constraints will be enforced by
  144. * the engine itself, while for others the caller must be sure not to break the promise he made when mobility was
  145. * set. By default scene object's mobility is unrestricted.
  146. */
  147. void setMobility(ObjectMobility mobility);
  148. /**
  149. * Gets the mobility setting for this scene object. See setMobility();
  150. */
  151. ObjectMobility getMobility() const { return mMobility; }
  152. /**
  153. * Marks the simulation thread object as dirty and notifies the system its data should be synced with its core
  154. * thread counterpart.
  155. */
  156. virtual void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) { }
  157. protected:
  158. /** Updates the internal bounds for the light. Call this whenever a property affecting the bounds changes. */
  159. void updateBounds();
  160. /** Calculates maximum light range based on light intensity. */
  161. void updateAttenuationRange();
  162. Vector3 mPosition; /**< World space position. */
  163. Quaternion mRotation; /**< World space rotation. */
  164. LightType mType; /**< Type of light that determines how are the rest of the parameters interpreted. */
  165. bool mCastsShadows; /**< Determines whether the light casts shadows. */
  166. Color mColor; /**< Color of the light. */
  167. float mAttRadius; /**< Radius at which light intensity falls off to zero. */
  168. float mSourceRadius; /**< Radius of the light source. If > 0 the light is an area light. */
  169. float mIntensity; /**< Power of the light source. @see setIntensity. */
  170. Degree mSpotAngle; /**< Total angle covered by a spot light. */
  171. Degree mSpotFalloffAngle; /**< Spot light angle at which falloff starts. Must be smaller than total angle. */
  172. bool mIsActive; /**< Whether the light should be rendered or not. */
  173. Sphere mBounds; /**< Sphere that bounds the light area of influence. */
  174. bool mAutoAttenuation; /**< Determines is attenuation radius is automatically determined. */
  175. ObjectMobility mMobility; /**< Determines if there are any restrictions placed on light movement. */
  176. float mShadowBias; /**< See setShadowBias() */
  177. };
  178. /** @} */
  179. /** @addtogroup Renderer-Engine-Internal
  180. * @{
  181. */
  182. namespace ct { class Light; }
  183. /** Illuminates a portion of the scene covered by a light. */
  184. class BS_CORE_EXPORT Light : public IReflectable, public CoreObject, public LightBase
  185. {
  186. public:
  187. /** Retrieves an implementation of the light usable only from the core thread. */
  188. SPtr<ct::Light> getCore() const;
  189. /** Returns the hash value that can be used to identify if the internal data needs an update. */
  190. UINT32 _getLastModifiedHash() const { return mLastUpdateHash; }
  191. /** Sets the hash value that can be used to identify if the internal data needs an update. */
  192. void _setLastModifiedHash(UINT32 hash) { mLastUpdateHash = hash; }
  193. /**
  194. * Updates internal transform values from the specified scene object, in case that scene object's transform changed
  195. * since the last call.
  196. *
  197. * @note Assumes the same scene object will be provided every time.
  198. */
  199. void _updateTransform(const HSceneObject& parent);
  200. /**
  201. * Creates a new light with provided settings.
  202. *
  203. * @param[in] type Type of light that determines how are the rest of the parameters interpreted.
  204. * @param[in] color Color of the light.
  205. * @param[in] intensity Power of the light source. This will be luminous flux for radial & spot lights,
  206. * luminance for directional lights with no area, and illuminance for directional
  207. * lights with area (non-zero source radius).
  208. * @param[in] attRadius Radius at which light's influence fades out to zero.
  209. * @param[in] castsShadows Determines whether the light casts shadows.
  210. * @param[in] spotAngle Total angle covered by a spot light.
  211. * @param[in] spotFalloffAngle Spot light angle at which falloff starts. Must be smaller than total angle.
  212. */
  213. static SPtr<Light> create(LightType type = LightType::Radial, Color color = Color::White,
  214. float intensity = 100.0f, float attRadius = 10.0f, bool castsShadows = false,
  215. Degree spotAngle = Degree(45), Degree spotFalloffAngle = Degree(40));
  216. protected:
  217. Light(LightType type, Color color, float intensity, float attRadius, float srcRadius,
  218. bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  219. /** @copydoc CoreObject::createCore */
  220. SPtr<ct::CoreObject> createCore() const override;
  221. /** @copydoc LightBase::_markCoreDirty */
  222. void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) override;
  223. /** @copydoc CoreObject::syncToCore */
  224. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  225. /** Creates a light with without initializing it. Used for serialization. */
  226. static SPtr<Light> createEmpty();
  227. UINT32 mLastUpdateHash;
  228. /************************************************************************/
  229. /* RTTI */
  230. /************************************************************************/
  231. public:
  232. friend class LightRTTI;
  233. static RTTITypeBase* getRTTIStatic();
  234. RTTITypeBase* getRTTI() const override;
  235. protected:
  236. Light(); // Serialization only
  237. };
  238. namespace ct
  239. {
  240. /** Core thread usable version of bs::Light. */
  241. class BS_CORE_EXPORT Light : public CoreObject, public LightBase
  242. {
  243. public:
  244. ~Light();
  245. /** Sets an ID that can be used for uniquely identifying this object by the renderer. */
  246. void setRendererId(UINT32 id) { mRendererId = id; }
  247. /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */
  248. UINT32 getRendererId() const { return mRendererId; }
  249. static const UINT32 LIGHT_CONE_NUM_SIDES;
  250. static const UINT32 LIGHT_CONE_NUM_SLICES;
  251. protected:
  252. friend class bs::Light;
  253. Light(LightType type, Color color, float intensity, float attRadius, float srcRadius, bool castsShadows,
  254. Degree spotAngle, Degree spotFalloffAngle);
  255. /** @copydoc CoreObject::initialize */
  256. void initialize() override;
  257. /** @copydoc CoreObject::syncToCore */
  258. void syncToCore(const CoreSyncData& data) override;
  259. UINT32 mRendererId;
  260. };
  261. }
  262. /** @} */
  263. }