BsLight.h 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292
  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. Point,
  21. Spot
  22. };
  23. /** Signals which portion of a light is dirty. */
  24. enum class LightDirtyFlag
  25. {
  26. Transform = 0x01,
  27. Everything = 0x02
  28. };
  29. /** @} */
  30. /** @addtogroup Implementation
  31. * @{
  32. */
  33. /** Base class for both sim and core thread Light implementations. */
  34. class BS_CORE_EXPORT LightBase
  35. {
  36. public:
  37. LightBase();
  38. LightBase(LightType type, Color color, float intensity, float range,
  39. bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  40. virtual ~LightBase() { }
  41. /** Returns the position of the light, in world space. */
  42. Vector3 getPosition() const { return mPosition; }
  43. /** Sets the position of the light, in world space. */
  44. void setPosition(const Vector3& position)
  45. { mPosition = position; _markCoreDirty(LightDirtyFlag::Transform); updateBounds(); }
  46. /** Returns the rotation of the light, in world space. */
  47. Quaternion getRotation() const { return mRotation; }
  48. /** Sets the rotation of the light, in world space. */
  49. void setRotation(const Quaternion& rotation)
  50. { mRotation = rotation; _markCoreDirty(LightDirtyFlag::Transform); updateBounds(); }
  51. /** Returns the type of the light. */
  52. LightType getType() const { return mType; }
  53. /** Changes the type of the light. */
  54. void setType(LightType type) { mType = type; _markCoreDirty(); updateBounds(); }
  55. /** Checks does this light cast shadows when rendered. */
  56. bool getCastsShadow() const { return mCastsShadows; }
  57. /** Sets whether this light will cast shadows when rendered. */
  58. void setCastsShadow(bool castsShadow) { mCastsShadows = castsShadow; _markCoreDirty(); }
  59. /** Returns the color emitted from the light. */
  60. Color getColor() const { return mColor; }
  61. /** Sets the color emitted from the light. */
  62. void setColor(const Color& color) { mColor = color; _markCoreDirty(); }
  63. /** Returns the maximum range of the light. Light will not affect any geometry past that point. */
  64. float getRange() const { return mRange; }
  65. /**
  66. * Sets the maximum range of the light. Light will not affect any geometry past that point. Value is ignored if
  67. * physically based attenuation is active.
  68. *
  69. * @note Normally you want to set this at a point where light intensity is too low due to attenuation.
  70. */
  71. void setRange(float range);
  72. /**
  73. * Checks is physically based attenuation active. If true the range and attenuation of the light are controlled
  74. * by inverse square of distance. If false then the user is allowed to set the range and attenuation is adjusted
  75. * accordingly.
  76. */
  77. bool getPhysicallyBasedAttenuation() const { return mPhysCorrectAtten; }
  78. /**
  79. * Activates or deactivates physically based attenuation. If true the range and attenuation of the light are
  80. * controlled by inverse square of distance. If false then the user is allowed to set the range and attenuation is
  81. * adjusted accordingly.
  82. */
  83. void setPhysicallyBasedAttenuation(bool enabled);
  84. /**
  85. * Gets the power of the light source. This is luminous flux for point & spot lights, and radiance for directional
  86. * lights.
  87. */
  88. float getIntensity() const { return mIntensity; }
  89. /**
  90. * Sets the power of the light source. This will be luminous flux for point & spot lights, and radiance for
  91. * directional lights.
  92. */
  93. void setIntensity(float intensity);
  94. /** Gets the total angle covered by a spot light. */
  95. Degree getSpotAngle() const { return mSpotAngle; }
  96. /** Sets the total angle covered by a spot light. */
  97. void setSpotAngle(const Degree& spotAngle) { mSpotAngle = spotAngle; _markCoreDirty(); updateBounds(); }
  98. /**
  99. * Gets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
  100. * starts quadratically falling off as the angle approaches the total spot angle.
  101. */
  102. Degree getSpotFalloffAngle() const { return mSpotFalloffAngle; }
  103. /**
  104. * Sets the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity
  105. * starts quadratically falling off as the angle approaches the total spot angle.
  106. */
  107. void setSpotFalloffAngle(const Degree& spotFallofAngle)
  108. { mSpotFalloffAngle = spotFallofAngle; _markCoreDirty(); updateBounds(); }
  109. /** Returns world space bounds that completely encompass the light's area of influence. */
  110. Sphere getBounds() const { return mBounds; }
  111. /**
  112. * Returns the radiance of the light source. This is the value that should be used in lighting equations.
  113. *
  114. * @note
  115. * Ignores the light direction, therefore caller must ensure to properly handle non-uniform emitters like spot
  116. * lights.
  117. */
  118. float getRadiance() const;
  119. /** Checks whether the light should be rendered or not. */
  120. bool getIsActive() const { return mIsActive; }
  121. /** Sets whether the light should be rendered or not. */
  122. void setIsActive(bool active) { mIsActive = active; _markCoreDirty(); }
  123. /**
  124. * Marks the simulation thread object as dirty and notifies the system its data should be synced with its core
  125. * thread counterpart.
  126. */
  127. virtual void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) { }
  128. protected:
  129. /** Updates the internal bounds for the light. Call this whenever a property affecting the bounds changes. */
  130. void updateBounds();
  131. /** Calculates maximum light range based on light intensity. */
  132. void updatePhysicallyCorrectRange();
  133. Vector3 mPosition; /**< World space position. */
  134. Quaternion mRotation; /**< World space rotation. */
  135. LightType mType; /**< Type of light that determines how are the rest of the parameters interpreted. */
  136. bool mCastsShadows; /**< Determines whether the light casts shadows. */
  137. Color mColor; /**< Color of the light. */
  138. float mRange; /**< Cut off range for the light when rendering. */
  139. float mIntensity; /**< Power of the light source. This will be luminous flux for point & spot lights, and radiance for directional lights. */
  140. Degree mSpotAngle; /**< Total angle covered by a spot light. */
  141. Degree mSpotFalloffAngle; /**< Spot light angle at which falloff starts. Must be smaller than total angle. */
  142. bool mIsActive; /**< Whether the light should be rendered or not. */
  143. Sphere mBounds; /**< Sphere that bounds the light area of influence. */
  144. bool mPhysCorrectAtten; /**< Determines is physically based attentuation active. */
  145. };
  146. /** @} */
  147. /** @addtogroup Renderer-Engine-Internal
  148. * @{
  149. */
  150. namespace ct { class Light; }
  151. /** Illuminates a portion of the scene covered by a light. */
  152. class BS_CORE_EXPORT Light : public IReflectable, public CoreObject, public LightBase
  153. {
  154. public:
  155. /** Retrieves an implementation of the light usable only from the core thread. */
  156. SPtr<ct::Light> getCore() const;
  157. /** Returns the hash value that can be used to identify if the internal data needs an update. */
  158. UINT32 _getLastModifiedHash() const { return mLastUpdateHash; }
  159. /** Sets the hash value that can be used to identify if the internal data needs an update. */
  160. void _setLastModifiedHash(UINT32 hash) { mLastUpdateHash = hash; }
  161. /**
  162. * Updates internal transform values from the specified scene object, in case that scene object's transform changed
  163. * since the last call.
  164. *
  165. * @note Assumes the same scene object will be provided every time.
  166. */
  167. void _updateTransform(const HSceneObject& parent);
  168. /**
  169. * Creates a new light with provided settings.
  170. *
  171. * @param[in] type Type of light that determines how are the rest of the parameters interpreted.
  172. * @param[in] color Color of the light.
  173. * @param[in] intensity Power of the light source. This will be luminous flux for point & spot lights,
  174. * and radiance for directional lights.
  175. * @param[in] range Cut off range for the light when rendering.
  176. * @param[in] castsShadows Determines whether the light casts shadows.
  177. * @param[in] spotAngle Total angle covered by a spot light.
  178. * @param[in] spotFalloffAngle Spot light angle at which falloff starts. Must be smaller than total angle.
  179. */
  180. static SPtr<Light> create(LightType type = LightType::Point, Color color = Color::White,
  181. float intensity = 100.0f, float range = 10.0f, bool castsShadows = false,
  182. Degree spotAngle = Degree(45), Degree spotFalloffAngle = Degree(40));
  183. protected:
  184. Light(LightType type, Color color, float intensity, float range,
  185. bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  186. /** @copydoc CoreObject::createCore */
  187. SPtr<ct::CoreObject> createCore() const override;
  188. /** @copydoc LightBase::_markCoreDirty */
  189. void _markCoreDirty(LightDirtyFlag flag = LightDirtyFlag::Everything) override;
  190. /** @copydoc CoreObject::syncToCore */
  191. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  192. /** Creates a light with without initializing it. Used for serialization. */
  193. static SPtr<Light> createEmpty();
  194. UINT32 mLastUpdateHash;
  195. /************************************************************************/
  196. /* RTTI */
  197. /************************************************************************/
  198. public:
  199. friend class LightRTTI;
  200. static RTTITypeBase* getRTTIStatic();
  201. RTTITypeBase* getRTTI() const override;
  202. protected:
  203. Light(); // Serialization only
  204. };
  205. namespace ct
  206. {
  207. /** Core thread usable version of bs::Light. */
  208. class BS_CORE_EXPORT Light : public CoreObject, public LightBase
  209. {
  210. public:
  211. ~Light();
  212. /** Sets an ID that can be used for uniquely identifying this object by the renderer. */
  213. void setRendererId(UINT32 id) { mRendererId = id; }
  214. /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */
  215. UINT32 getRendererId() const { return mRendererId; }
  216. static const UINT32 LIGHT_CONE_NUM_SIDES;
  217. static const UINT32 LIGHT_CONE_NUM_SLICES;
  218. protected:
  219. friend class bs::Light;
  220. Light(LightType type, Color color, float intensity,
  221. float range, bool castsShadows, Degree spotAngle, Degree spotFalloffAngle);
  222. /** @copydoc CoreObject::initialize */
  223. void initialize() override;
  224. /** @copydoc CoreObject::syncToCore */
  225. void syncToCore(const CoreSyncData& data) override;
  226. UINT32 mRendererId;
  227. SPtr<Mesh> mMesh;
  228. };
  229. }
  230. /** @} */
  231. }