Light.cpp 16 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Camera.h"
  25. #include "Context.h"
  26. #include "DebugRenderer.h"
  27. #include "Light.h"
  28. #include "OctreeQuery.h"
  29. #include "Profiler.h"
  30. #include "ResourceCache.h"
  31. #include "Texture2D.h"
  32. #include "TextureCube.h"
  33. #include "XMLElement.h"
  34. #include "DebugNew.h"
  35. static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
  36. static const float DEFAULT_FOV = 30.0f;
  37. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  38. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  39. static const float DEFAULT_SHADOWFADESTART = 0.8f;
  40. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  41. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  42. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  43. static const String typeNames[] =
  44. {
  45. "Directional",
  46. "Spot",
  47. "Point",
  48. ""
  49. };
  50. void BiasParameters::Validate()
  51. {
  52. constantBias_ = Clamp(constantBias_, 0.0f, 1.0f);
  53. slopeScaledBias_ = Clamp(slopeScaledBias_, 0.0f, 16.0f);
  54. }
  55. void CascadeParameters::Validate()
  56. {
  57. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  58. splits_[i] = Max(splits_[i], 0.0f);
  59. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  60. }
  61. void FocusParameters::Validate()
  62. {
  63. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  64. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  65. }
  66. template<> LightType Variant::Get<LightType>() const
  67. {
  68. return (LightType)GetInt();
  69. }
  70. OBJECTTYPESTATIC(Light);
  71. Light::Light(Context* context) :
  72. Drawable(context),
  73. lightType_(DEFAULT_LIGHTTYPE),
  74. specularIntensity_(0.0f),
  75. range_(0.0f),
  76. fov_(DEFAULT_FOV),
  77. aspectRatio_(1.0f),
  78. fadeDistance_(0.0f),
  79. shadowFadeDistance_(0.0f),
  80. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  81. shadowCascade_(CascadeParameters(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  82. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  83. shadowIntensity_(0.0f),
  84. shadowResolution_(1.0f),
  85. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO)
  86. {
  87. drawableFlags_ = DRAWABLE_LIGHT;
  88. }
  89. Light::~Light()
  90. {
  91. }
  92. void Light::RegisterObject(Context* context)
  93. {
  94. context->RegisterFactory<Light>();
  95. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  96. ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color(), AM_DEFAULT);
  97. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, 0.0f, AM_DEFAULT);
  98. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, 0.0f, AM_DEFAULT);
  99. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  100. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  101. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  102. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  103. ATTRIBUTE(Light, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  104. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  105. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  106. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  107. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  108. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  109. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  111. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  112. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  113. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  114. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  115. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  116. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  117. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  118. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  123. }
  124. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  125. {
  126. Serializable::OnSetAttribute(attr, src);
  127. // Validate the bias, cascade & focus parameters
  128. switch (attr.offset_)
  129. {
  130. case offsetof(Light, shadowBias_.constantBias_):
  131. case offsetof(Light, shadowBias_.slopeScaledBias_):
  132. shadowBias_.Validate();
  133. break;
  134. case offsetof(Light, shadowCascade_.start_):
  135. case offsetof(Light, shadowCascade_.splits_):
  136. case offsetof(Light, shadowCascade_.splits_) + sizeof(float):
  137. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 2:
  138. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 3:
  139. case offsetof(Light, shadowCascade_.fadeStart_):
  140. shadowCascade_.Validate();
  141. break;
  142. case offsetof(Light, shadowFocus_.quantize_):
  143. case offsetof(Light, shadowFocus_.minView_):
  144. shadowFocus_.Validate();
  145. break;
  146. }
  147. }
  148. void Light::ProcessRayQuery(RayOctreeQuery& query, float initialDistance)
  149. {
  150. PROFILE(RaycastLight);
  151. RayQueryLevel level = query.level_;
  152. switch (level)
  153. {
  154. case RAY_AABB_NOSUBOBJECTS:
  155. case RAY_AABB:
  156. case RAY_OBB:
  157. // Do not record a raycast result for a directional light, as they would overwhelm all other results
  158. if (lightType_ != LIGHT_DIRECTIONAL)
  159. {
  160. RayQueryResult result;
  161. result.drawable_ = this;
  162. result.node_ = GetNode();
  163. result.distance_ = initialDistance;
  164. query.result_.Push(result);
  165. }
  166. break;
  167. case RAY_TRIANGLE:
  168. if (lightType_ == LIGHT_SPOT)
  169. {
  170. float distance = query.ray_.HitDistance(GetFrustum());
  171. if (distance < query.maxDistance_)
  172. {
  173. RayQueryResult result;
  174. result.drawable_ = this;
  175. result.node_ = GetNode();
  176. result.distance_ = distance;
  177. query.result_.Push(result);
  178. }
  179. }
  180. if (lightType_ == LIGHT_POINT)
  181. {
  182. float distance = query.ray_.HitDistance(Sphere(GetWorldPosition(), range_));
  183. if (distance < query.maxDistance_)
  184. {
  185. RayQueryResult result;
  186. result.drawable_ = this;
  187. result.node_ = GetNode();
  188. result.distance_ = distance;
  189. query.result_.Push(result);
  190. }
  191. }
  192. break;
  193. }
  194. }
  195. void Light::UpdateDistance(const FrameInfo& frame)
  196. {
  197. switch (lightType_)
  198. {
  199. case LIGHT_DIRECTIONAL:
  200. // Directional light affects the whole scene, so it is always "closest"
  201. distance_ = 0.0f;
  202. break;
  203. default:
  204. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  205. break;
  206. }
  207. }
  208. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  209. {
  210. switch (lightType_)
  211. {
  212. case LIGHT_SPOT:
  213. debug->AddFrustum(GetFrustum(), color_, depthTest);
  214. break;
  215. case LIGHT_POINT:
  216. debug->AddSphere(Sphere(GetWorldPosition(), range_), GetColor(), depthTest);
  217. break;
  218. }
  219. }
  220. void Light::SetLightType(LightType type)
  221. {
  222. lightType_ = type;
  223. OnMarkedDirty(node_);
  224. }
  225. void Light::SetColor(const Color& color)
  226. {
  227. color_ = color;
  228. }
  229. void Light::SetRange(float range)
  230. {
  231. range_ = Max(range, 0.0f);
  232. OnMarkedDirty(node_);
  233. }
  234. void Light::SetFov(float fov)
  235. {
  236. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  237. OnMarkedDirty(node_);
  238. }
  239. void Light::SetAspectRatio(float aspectRatio)
  240. {
  241. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  242. OnMarkedDirty(node_);
  243. }
  244. void Light::SetShadowNearFarRatio(float nearFarRatio)
  245. {
  246. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  247. }
  248. void Light::SetSpecularIntensity(float intensity)
  249. {
  250. specularIntensity_ = Max(intensity, 0.0f);
  251. }
  252. void Light::SetFadeDistance(float distance)
  253. {
  254. fadeDistance_ = Max(distance, 0.0f);
  255. }
  256. void Light::SetShadowBias(const BiasParameters& parameters)
  257. {
  258. shadowBias_ = parameters;
  259. shadowBias_.Validate();
  260. }
  261. void Light::SetShadowCascade(const CascadeParameters& parameters)
  262. {
  263. shadowCascade_ = parameters;
  264. shadowCascade_.Validate();
  265. }
  266. void Light::SetShadowFocus(const FocusParameters& parameters)
  267. {
  268. shadowFocus_ = parameters;
  269. shadowFocus_.Validate();
  270. }
  271. void Light::SetShadowFadeDistance(float distance)
  272. {
  273. shadowFadeDistance_ = Max(distance, 0.0f);
  274. }
  275. void Light::SetShadowIntensity(float intensity)
  276. {
  277. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  278. }
  279. void Light::SetShadowResolution(float resolution)
  280. {
  281. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  282. }
  283. void Light::SetRampTexture(Texture* texture)
  284. {
  285. rampTexture_ = texture;
  286. }
  287. void Light::SetShapeTexture(Texture* texture)
  288. {
  289. shapeTexture_ = texture;
  290. }
  291. Frustum Light::GetFrustum() const
  292. {
  293. const Matrix3x4& transform = GetWorldTransform();
  294. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  295. Frustum ret;
  296. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  297. return ret;
  298. }
  299. const Matrix3x4& Light::GetVolumeTransform()
  300. {
  301. const Matrix3x4& transform = GetWorldTransform();
  302. switch (lightType_)
  303. {
  304. case LIGHT_POINT:
  305. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  306. break;
  307. case LIGHT_SPOT:
  308. {
  309. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  310. float xScale = aspectRatio_ * yScale;
  311. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  312. }
  313. break;
  314. }
  315. return volumeTransform_;
  316. }
  317. void Light::SetRampTextureAttr(ResourceRef value)
  318. {
  319. ResourceCache* cache = GetSubsystem<ResourceCache>();
  320. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  321. }
  322. void Light::SetShapeTextureAttr(ResourceRef value)
  323. {
  324. ResourceCache* cache = GetSubsystem<ResourceCache>();
  325. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  326. }
  327. ResourceRef Light::GetRampTextureAttr() const
  328. {
  329. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  330. }
  331. ResourceRef Light::GetShapeTextureAttr() const
  332. {
  333. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  334. }
  335. void Light::OnWorldBoundingBoxUpdate()
  336. {
  337. switch (lightType_)
  338. {
  339. case LIGHT_DIRECTIONAL:
  340. // Directional light always sets humongous bounding box not affected by transform
  341. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  342. break;
  343. case LIGHT_POINT:
  344. {
  345. const Vector3& center = GetWorldPosition();
  346. Vector3 edge(range_, range_, range_);
  347. worldBoundingBox_.Define(center - edge, center + edge);
  348. }
  349. break;
  350. case LIGHT_SPOT:
  351. // Frustum is already transformed into world space
  352. worldBoundingBox_.Define(GetFrustum());
  353. break;
  354. }
  355. }
  356. void Light::SetIntensitySortValue(float distance)
  357. {
  358. if (lightType_ != LIGHT_DIRECTIONAL)
  359. sortValue_ = (distance + 1.0f) / color_.Intensity();
  360. else
  361. sortValue_ = 1.0f / color_.Intensity();
  362. }
  363. void Light::SetIntensitySortValue(const BoundingBox& box)
  364. {
  365. switch (lightType_)
  366. {
  367. case LIGHT_DIRECTIONAL:
  368. sortValue_ = 1.0f / (color_.Intensity() + 1.0f);
  369. break;
  370. case LIGHT_POINT:
  371. {
  372. Vector3 centerPos = box.Center();
  373. Vector3 lightPos = GetWorldPosition();
  374. Vector3 lightDir = (centerPos - lightPos).NormalizedFast();
  375. Ray lightRay(lightPos, lightDir);
  376. float distance = lightRay.HitDistance(box);
  377. float normDistance = distance / range_;
  378. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  379. sortValue_ = 1.0f / (color_.Intensity() * att + 1.0f);
  380. }
  381. break;
  382. case LIGHT_SPOT:
  383. {
  384. Vector3 centerPos = box.Center();
  385. Vector3 lightPos = GetWorldPosition();
  386. Vector3 lightDir = GetWorldRotation() * Vector3::FORWARD;
  387. Ray lightRay(lightPos, lightDir);
  388. Vector3 centerProj = lightRay.Project(centerPos);
  389. float centerDistance = (centerProj - lightPos).LengthFast();
  390. Ray centerRay(centerProj, (centerPos - centerProj).NormalizedFast());
  391. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  392. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  393. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  394. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  395. Vector3 cornerProj = lightRay.Project(cornerPos);
  396. float cornerDistance = (cornerProj - lightPos).LengthFast();
  397. float cornerAngle = (cornerPos - cornerProj).LengthFast() / cornerDistance;
  398. float spotAngle = Min(centerAngle, cornerAngle);
  399. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  400. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  401. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  402. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  403. sortValue_ = 1.0f / (color_.Intensity() * att + 1.0f);
  404. }
  405. break;
  406. }
  407. }