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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Camera.h"
- #include "Context.h"
- #include "DebugRenderer.h"
- #include "Light.h"
- #include "ResourceCache.h"
- #include "Texture2D.h"
- #include "TextureCube.h"
- #include "XMLElement.h"
- #include "DebugNew.h"
- static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
- static const float DEFAULT_FOV = 30.0f;
- static const float DEFAULT_CONSTANTBIAS = 0.0001f;
- static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
- static const float DEFAULT_LAMBDA = 0.5f;
- static const float DEFAULT_SHADOWFADERANGE = 0.2f;
- static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
- static const float DEFAULT_SHADOWMINVIEW = 3.0f;
- static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
- static const String typeNames[] =
- {
- "directional",
- "spot",
- "point",
- "splitpoint",
- ""
- };
- void BiasParameters::Validate()
- {
- constantBias_ = Clamp(constantBias_, 0.0f, 1.0f);
- slopeScaledBias_ = Clamp(slopeScaledBias_, 0.0f, 16.0f);
- }
- void CascadeParameters::Validate()
- {
- splits_ = Max(splits_, 1);
- lambda_ = Clamp(lambda_, 0.0f, 1.0f);
- splitFadeRange_ = Clamp(splitFadeRange_, M_EPSILON, 0.5f);
- shadowRange_ = Max(shadowRange_, M_EPSILON);
- }
- void FocusParameters::Validate()
- {
- quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
- minView_ = Max(minView_, SHADOW_MIN_VIEW);
- }
- OBJECTTYPESTATIC(Light);
- Light::Light(Context* context) :
- Drawable(context),
- lightType_(DEFAULT_LIGHTTYPE),
- specularIntensity_(0.0f),
- range_(0.0f),
- fov_(DEFAULT_FOV),
- aspectRatio_(1.0f),
- fadeDistance_(0.0f),
- shadowFadeDistance_(0.0f),
- shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
- shadowCascade_(CascadeParameters(1, DEFAULT_LAMBDA, DEFAULT_SHADOWFADERANGE, M_LARGE_VALUE)),
- shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
- shadowIntensity_(0.0f),
- shadowResolution_(1.0f),
- shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
- nearSplit_(0.0f),
- farSplit_(M_LARGE_VALUE),
- nearFadeRange_(M_EPSILON),
- farFadeRange_(M_EPSILON),
- shadowCamera_(0),
- shadowMap_(0),
- originalLight_(0)
- {
- drawableFlags_ = DRAWABLE_LIGHT;
- }
- Light::~Light()
- {
- }
- void Light::RegisterObject(Context* context)
- {
- context->RegisterFactory<Light>();
- context->CopyBaseAttributes<Drawable, Light>();
- context->RemoveAttribute<Light>("Is Occluder");
- context->RemoveAttribute<Light>("LOD Bias");
- context->RemoveAttribute<Light>("Max Lights");
-
- ENUM_ATTRIBUTE(Light, "Light Type", lightType_, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color(), AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", specularIntensity_, 0.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Range", range_, 0.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Spotlight FOV", fov_, DEFAULT_FOV, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Spotlight Aspect Ratio", aspectRatio_, 1.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", fadeDistance_, 0.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", shadowFadeDistance_, 0.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", shadowIntensity_, 0.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Map Resolution", shadowResolution_, 1.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Camera Near/Far Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Slope-scaled Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_INT, "Shadow Splits", shadowCascade_.splits_, 1, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Lambda", shadowCascade_.lambda_, DEFAULT_LAMBDA, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Fade Range", shadowCascade_.splitFadeRange_, DEFAULT_SHADOWFADERANGE, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Max Range", shadowCascade_.shadowRange_, M_LARGE_VALUE, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus", shadowFocus_.focus_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus Allow Non-uniform", shadowFocus_.nonUniform_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus Allow Zoom-out", shadowFocus_.zoomOut_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Focus Quantization", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Shadow Focus Min. View", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Ramp Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
- }
- void Light::UpdateDistance(const FrameInfo& frame)
- {
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- // Directional light affects the whole scene, so it is always "closest"
- distance_ = 0.0f;
- break;
-
- default:
- distance_ = frame.camera_->GetDistance(GetWorldPosition());
- break;
- }
- }
- void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
- {
- switch (lightType_)
- {
- case LIGHT_SPOT:
- debug->AddFrustum(GetFrustum(), color_, depthTest);
- break;
-
- case LIGHT_POINT:
- debug->AddBoundingBox(GetWorldBoundingBox(), GetColor(), depthTest);
- break;
- }
- }
- void Light::SetLightType(LightType type)
- {
- lightType_ = type;
-
- // Validate shape texture type: 2D for spot lights, cube for point lights. Change to null if wrong
- if (lightType_ == LIGHT_SPOT && shapeTexture_ && shapeTexture_->GetType() != Texture2D::GetTypeStatic())
- shapeTexture_ = 0;
- if (lightType_ == LIGHT_POINT && shapeTexture_ && shapeTexture_->GetType() != TextureCube::GetTypeStatic())
- shapeTexture_ = 0;
- }
- void Light::SetColor(const Color& color)
- {
- color_ = color;
- }
- void Light::SetRange(float range)
- {
- range_ = Max(range, 0.0f);
- }
- void Light::SetFov(float fov)
- {
- fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
- }
- void Light::SetAspectRatio(float aspectRatio)
- {
- aspectRatio_ = Max(aspectRatio, M_EPSILON);
- }
- void Light::SetShadowNearFarRatio(float nearFarRatio)
- {
- shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
- }
- void Light::SetSpecularIntensity(float intensity)
- {
- specularIntensity_ = Max(intensity, 0.0f);
- }
- void Light::SetFadeDistance(float distance)
- {
- fadeDistance_ = Max(distance, 0.0f);
- }
- void Light::SetShadowBias(const BiasParameters& parameters)
- {
- shadowBias_ = parameters;
- shadowBias_.Validate();
- }
- void Light::SetShadowCascade(const CascadeParameters& parameters)
- {
- shadowCascade_ = parameters;
- shadowCascade_.Validate();
- }
- void Light::SetShadowFocus(const FocusParameters& parameters)
- {
- shadowFocus_ = parameters;
- shadowFocus_.Validate();
- }
- void Light::SetShadowFadeDistance(float distance)
- {
- shadowFadeDistance_ = Max(distance, 0.0f);
- }
- void Light::SetShadowIntensity(float intensity)
- {
- shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
- }
- void Light::SetShadowResolution(float resolution)
- {
- shadowResolution_ = Clamp(resolution, 0.25f, 1.0f);
- }
- void Light::SetRampTexture(Texture* texture)
- {
- rampTexture_ = texture;
- }
- void Light::SetShapeTexture(Texture* texture)
- {
- shapeTexture_ = texture;
- }
- void Light::CopyFrom(Light* original)
- {
- node_->SetTransform(original->GetWorldPosition(), original->GetWorldRotation(), Vector3::UNITY);
- castShadows_ = original->castShadows_;
- drawDistance_ = original->drawDistance_;
- shadowDistance_ = original->shadowDistance_;
- viewMask_ = original->viewMask_;
- distance_ = original->distance_;
- lightType_ = original->lightType_;
- range_ = original->range_;
- fov_ = original->fov_;
- aspectRatio_ = original->aspectRatio_;
- color_ = original->color_;
- specularIntensity_ = original->specularIntensity_;
- fadeDistance_ = original->fadeDistance_;
- shadowBias_ = original->shadowBias_;
- shadowCascade_ = original->shadowCascade_;
- shadowFocus_ = original->shadowFocus_;
- shadowFadeDistance_ = original->shadowFadeDistance_;
- shadowIntensity_ = original->shadowIntensity_;
- shadowResolution_ = original->shadowResolution_;
- shadowNearFarRatio_ = original->shadowNearFarRatio_;
- rampTexture_ = original->rampTexture_;
- shapeTexture_ = original->shapeTexture_;
- originalLight_ = original;
- }
- Frustum Light::GetFrustum() const
- {
- const Matrix3x4& transform = GetWorldTransform();
- Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
- Frustum ret;
- ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
- return ret;
- }
- float Light::GetVolumeExtent() const
- {
- switch (lightType_)
- {
- case LIGHT_POINT:
- return range_ * 1.36f;
-
- case LIGHT_SPOT:
- {
- float safeRange = range_ * 1.001f;
- float yScale = tan(fov_ * M_DEGTORAD * 0.5f) * safeRange;
- float xScale = aspectRatio_ * yScale;
- return sqrtf(xScale * xScale + yScale * yScale + safeRange * safeRange);
- }
-
- case LIGHT_SPLITPOINT:
- {
- float safeRange = range_ * 1.001f;
- return sqrtf(3.0f * safeRange * safeRange);
- }
-
- default:
- return M_LARGE_VALUE;
- }
- }
- Matrix3x4 Light::GetDirLightTransform(Camera& camera, bool getNearQuad)
- {
- Vector3 nearVector, farVector;
- camera.GetFrustumSize(nearVector, farVector);
- float nearClip = camera.GetNearClip();
- float farClip = camera.GetFarClip();
-
- float distance;
-
- if (getNearQuad)
- distance = Max(nearSplit_ - nearFadeRange_, nearClip);
- else
- distance = Min(farSplit_, farClip);
- if (!camera.IsOrthographic())
- farVector *= (distance / farClip);
- else
- farVector.z_ *= (distance / farClip);
-
- return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
- }
- const Matrix3x4& Light::GetVolumeTransform(Camera& camera)
- {
- const Matrix3x4& transform = GetWorldTransform();
-
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- volumeTransform_ = GetDirLightTransform(camera);
- break;
-
- case LIGHT_POINT:
- volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
- break;
-
- case LIGHT_SPOT:
- {
- float yScale = tan(fov_ * M_DEGTORAD * 0.5f) * range_;
- float xScale = aspectRatio_ * yScale;
- volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
- }
- break;
-
- case LIGHT_SPLITPOINT:
- volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), range_);
- break;
- }
-
- return volumeTransform_;
- }
- void Light::SetRampTextureAttr(ResourceRef value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
- }
- void Light::SetShapeTextureAttr(ResourceRef value)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
- }
- ResourceRef Light::GetRampTextureAttr() const
- {
- return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
- }
- ResourceRef Light::GetShapeTextureAttr() const
- {
- return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
- }
- void Light::OnWorldBoundingBoxUpdate()
- {
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- // Directional light always sets humongous bounding box not affected by transform
- worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
- break;
-
- case LIGHT_POINT:
- {
- const Vector3& center = GetWorldPosition();
- Vector3 edge(range_, range_, range_);
- worldBoundingBox_.Define(center - edge, center + edge);
- }
- break;
-
- case LIGHT_SPOT:
- case LIGHT_SPLITPOINT:
- // Frustum is already transformed into world space
- worldBoundingBox_.Define(GetFrustum());
- break;
- }
- }
- void Light::SetNearSplit(float nearSplit)
- {
- nearSplit_ = Max(nearSplit, 0.0f);
- }
- void Light::SetFarSplit(float farSplit)
- {
- farSplit_ = Max(farSplit, 0.0f);
- }
- void Light::SetNearFadeRange(float range)
- {
- nearFadeRange_ = Max(range, M_EPSILON);
- }
- void Light::SetFarFadeRange(float range)
- {
- farFadeRange_ = Max(range, M_EPSILON);
- }
- void Light::SetShadowCamera(Camera* camera)
- {
- shadowCamera_ = camera;
- }
- void Light::SetShadowMap(Texture2D* shadowMap)
- {
- shadowMap_ = shadowMap;
- }
- void Light::SetIntensitySortValue(const Vector3& position)
- {
- // Directional lights are always assumed to be "infinitely" close, while point and spot lights take distance into account
- float invIntensity = 1.0f / color_.Intensity();
- if (lightType_ == LIGHT_DIRECTIONAL)
- sortValue_ = invIntensity;
- else
- sortValue_ = invIntensity * (1.0f + (GetWorldPosition() - position).LengthFast() / range_);
- }
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