Light.cpp 15 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 "ResourceCache.h"
  29. #include "Texture2D.h"
  30. #include "TextureCube.h"
  31. #include "XMLElement.h"
  32. #include "DebugNew.h"
  33. static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
  34. static const float DEFAULT_FOV = 30.0f;
  35. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  36. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  37. static const float DEFAULT_LAMBDA = 0.5f;
  38. static const float DEFAULT_SHADOWFADERANGE = 0.2f;
  39. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  40. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  41. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  42. static const String typeNames[] =
  43. {
  44. "directional",
  45. "spot",
  46. "point",
  47. "splitpoint",
  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. splits_ = Max(splits_, 1);
  58. lambda_ = Clamp(lambda_, 0.0f, 1.0f);
  59. splitFadeRange_ = Clamp(splitFadeRange_, M_EPSILON, 0.5f);
  60. shadowRange_ = Max(shadowRange_, M_EPSILON);
  61. }
  62. void FocusParameters::Validate()
  63. {
  64. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  65. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  66. }
  67. OBJECTTYPESTATIC(Light);
  68. Light::Light(Context* context) :
  69. Drawable(context),
  70. lightType_(DEFAULT_LIGHTTYPE),
  71. specularIntensity_(0.0f),
  72. range_(0.0f),
  73. fov_(DEFAULT_FOV),
  74. aspectRatio_(1.0f),
  75. fadeDistance_(0.0f),
  76. shadowFadeDistance_(0.0f),
  77. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  78. shadowCascade_(CascadeParameters(1, DEFAULT_LAMBDA, DEFAULT_SHADOWFADERANGE, M_LARGE_VALUE)),
  79. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  80. shadowIntensity_(0.0f),
  81. shadowResolution_(1.0f),
  82. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  83. nearSplit_(0.0f),
  84. farSplit_(M_LARGE_VALUE),
  85. nearFadeRange_(M_EPSILON),
  86. farFadeRange_(M_EPSILON),
  87. shadowCamera_(0),
  88. shadowMap_(0),
  89. originalLight_(0)
  90. {
  91. drawableFlags_ = DRAWABLE_LIGHT;
  92. }
  93. Light::~Light()
  94. {
  95. }
  96. void Light::RegisterObject(Context* context)
  97. {
  98. context->RegisterFactory<Light>();
  99. context->CopyBaseAttributes<Drawable, Light>();
  100. context->RemoveAttribute<Light>("Is Occluder");
  101. context->RemoveAttribute<Light>("LOD Bias");
  102. context->RemoveAttribute<Light>("Max Lights");
  103. ENUM_ATTRIBUTE(Light, "Light Type", lightType_, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  104. ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color(), AM_DEFAULT);
  105. ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", specularIntensity_, 0.0f, AM_DEFAULT);
  106. ATTRIBUTE(Light, VAR_FLOAT, "Range", range_, 0.0f, AM_DEFAULT);
  107. ATTRIBUTE(Light, VAR_FLOAT, "Spotlight FOV", fov_, DEFAULT_FOV, AM_DEFAULT);
  108. ATTRIBUTE(Light, VAR_FLOAT, "Spotlight Aspect Ratio", aspectRatio_, 1.0f, AM_DEFAULT);
  109. ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", fadeDistance_, 0.0f, AM_DEFAULT);
  110. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", shadowFadeDistance_, 0.0f, AM_DEFAULT);
  111. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", shadowIntensity_, 0.0f, AM_DEFAULT);
  112. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Map Resolution", shadowResolution_, 1.0f, AM_DEFAULT);
  113. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Camera Near/Far Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  114. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  115. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Slope-scaled Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  116. ATTRIBUTE(Light, VAR_INT, "Shadow Splits", shadowCascade_.splits_, 1, AM_DEFAULT);
  117. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Lambda", shadowCascade_.lambda_, DEFAULT_LAMBDA, AM_DEFAULT);
  118. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Fade Range", shadowCascade_.splitFadeRange_, DEFAULT_SHADOWFADERANGE, AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Max Range", shadowCascade_.shadowRange_, M_LARGE_VALUE, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus", shadowFocus_.focus_, true, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus Allow Non-uniform", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus Allow Zoom-out", shadowFocus_.zoomOut_, true, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Focus Quantization", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Focus Min. View", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  125. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Ramp Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  126. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  127. }
  128. void Light::UpdateDistance(const FrameInfo& frame)
  129. {
  130. switch (lightType_)
  131. {
  132. case LIGHT_DIRECTIONAL:
  133. // Directional light affects the whole scene, so it is always "closest"
  134. distance_ = 0.0f;
  135. break;
  136. default:
  137. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  138. break;
  139. }
  140. }
  141. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  142. {
  143. switch (lightType_)
  144. {
  145. case LIGHT_SPOT:
  146. debug->AddFrustum(GetFrustum(), color_, depthTest);
  147. break;
  148. case LIGHT_POINT:
  149. debug->AddBoundingBox(GetWorldBoundingBox(), GetColor(), depthTest);
  150. break;
  151. }
  152. }
  153. void Light::SetLightType(LightType type)
  154. {
  155. lightType_ = type;
  156. // Validate shape texture type: 2D for spot lights, cube for point lights. Change to null if wrong
  157. if (lightType_ == LIGHT_SPOT && shapeTexture_ && shapeTexture_->GetType() != Texture2D::GetTypeStatic())
  158. shapeTexture_ = 0;
  159. if (lightType_ == LIGHT_POINT && shapeTexture_ && shapeTexture_->GetType() != TextureCube::GetTypeStatic())
  160. shapeTexture_ = 0;
  161. }
  162. void Light::SetColor(const Color& color)
  163. {
  164. color_ = color;
  165. }
  166. void Light::SetRange(float range)
  167. {
  168. range_ = Max(range, 0.0f);
  169. }
  170. void Light::SetFov(float fov)
  171. {
  172. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  173. }
  174. void Light::SetAspectRatio(float aspectRatio)
  175. {
  176. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  177. }
  178. void Light::SetShadowNearFarRatio(float nearFarRatio)
  179. {
  180. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  181. }
  182. void Light::SetSpecularIntensity(float intensity)
  183. {
  184. specularIntensity_ = Max(intensity, 0.0f);
  185. }
  186. void Light::SetFadeDistance(float distance)
  187. {
  188. fadeDistance_ = Max(distance, 0.0f);
  189. }
  190. void Light::SetShadowBias(const BiasParameters& parameters)
  191. {
  192. shadowBias_ = parameters;
  193. shadowBias_.Validate();
  194. }
  195. void Light::SetShadowCascade(const CascadeParameters& parameters)
  196. {
  197. shadowCascade_ = parameters;
  198. shadowCascade_.Validate();
  199. }
  200. void Light::SetShadowFocus(const FocusParameters& parameters)
  201. {
  202. shadowFocus_ = parameters;
  203. shadowFocus_.Validate();
  204. }
  205. void Light::SetShadowFadeDistance(float distance)
  206. {
  207. shadowFadeDistance_ = Max(distance, 0.0f);
  208. }
  209. void Light::SetShadowIntensity(float intensity)
  210. {
  211. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  212. }
  213. void Light::SetShadowResolution(float resolution)
  214. {
  215. shadowResolution_ = Clamp(resolution, 0.25f, 1.0f);
  216. }
  217. void Light::SetRampTexture(Texture* texture)
  218. {
  219. rampTexture_ = texture;
  220. }
  221. void Light::SetShapeTexture(Texture* texture)
  222. {
  223. shapeTexture_ = texture;
  224. }
  225. void Light::CopyFrom(Light* original)
  226. {
  227. node_->SetTransform(original->GetWorldPosition(), original->GetWorldRotation(), Vector3::UNITY);
  228. castShadows_ = original->castShadows_;
  229. drawDistance_ = original->drawDistance_;
  230. shadowDistance_ = original->shadowDistance_;
  231. viewMask_ = original->viewMask_;
  232. distance_ = original->distance_;
  233. lightType_ = original->lightType_;
  234. range_ = original->range_;
  235. fov_ = original->fov_;
  236. aspectRatio_ = original->aspectRatio_;
  237. color_ = original->color_;
  238. specularIntensity_ = original->specularIntensity_;
  239. fadeDistance_ = original->fadeDistance_;
  240. shadowBias_ = original->shadowBias_;
  241. shadowCascade_ = original->shadowCascade_;
  242. shadowFocus_ = original->shadowFocus_;
  243. shadowFadeDistance_ = original->shadowFadeDistance_;
  244. shadowIntensity_ = original->shadowIntensity_;
  245. shadowResolution_ = original->shadowResolution_;
  246. shadowNearFarRatio_ = original->shadowNearFarRatio_;
  247. rampTexture_ = original->rampTexture_;
  248. shapeTexture_ = original->shapeTexture_;
  249. originalLight_ = original;
  250. }
  251. Frustum Light::GetFrustum() const
  252. {
  253. const Matrix3x4& transform = GetWorldTransform();
  254. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  255. Frustum ret;
  256. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  257. return ret;
  258. }
  259. float Light::GetVolumeExtent() const
  260. {
  261. switch (lightType_)
  262. {
  263. case LIGHT_POINT:
  264. return range_ * 1.36f;
  265. case LIGHT_SPOT:
  266. {
  267. float safeRange = range_ * 1.001f;
  268. float yScale = tan(fov_ * M_DEGTORAD * 0.5f) * safeRange;
  269. float xScale = aspectRatio_ * yScale;
  270. return sqrtf(xScale * xScale + yScale * yScale + safeRange * safeRange);
  271. }
  272. case LIGHT_SPLITPOINT:
  273. {
  274. float safeRange = range_ * 1.001f;
  275. return sqrtf(3.0f * safeRange * safeRange);
  276. }
  277. default:
  278. return M_LARGE_VALUE;
  279. }
  280. }
  281. Matrix3x4 Light::GetDirLightTransform(Camera& camera, bool getNearQuad)
  282. {
  283. Vector3 nearVector, farVector;
  284. camera.GetFrustumSize(nearVector, farVector);
  285. float nearClip = camera.GetNearClip();
  286. float farClip = camera.GetFarClip();
  287. float distance;
  288. if (getNearQuad)
  289. distance = Max(nearSplit_ - nearFadeRange_, nearClip);
  290. else
  291. distance = Min(farSplit_, farClip);
  292. if (!camera.IsOrthographic())
  293. farVector *= (distance / farClip);
  294. else
  295. farVector.z_ *= (distance / farClip);
  296. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  297. }
  298. const Matrix3x4& Light::GetVolumeTransform(Camera& camera)
  299. {
  300. const Matrix3x4& transform = GetWorldTransform();
  301. switch (lightType_)
  302. {
  303. case LIGHT_DIRECTIONAL:
  304. volumeTransform_ = GetDirLightTransform(camera);
  305. break;
  306. case LIGHT_POINT:
  307. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  308. break;
  309. case LIGHT_SPOT:
  310. {
  311. float yScale = tan(fov_ * M_DEGTORAD * 0.5f) * range_;
  312. float xScale = aspectRatio_ * yScale;
  313. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  314. }
  315. break;
  316. case LIGHT_SPLITPOINT:
  317. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), range_);
  318. break;
  319. }
  320. return volumeTransform_;
  321. }
  322. void Light::SetRampTextureAttr(ResourceRef value)
  323. {
  324. ResourceCache* cache = GetSubsystem<ResourceCache>();
  325. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  326. }
  327. void Light::SetShapeTextureAttr(ResourceRef value)
  328. {
  329. ResourceCache* cache = GetSubsystem<ResourceCache>();
  330. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  331. }
  332. ResourceRef Light::GetRampTextureAttr() const
  333. {
  334. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  335. }
  336. ResourceRef Light::GetShapeTextureAttr() const
  337. {
  338. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  339. }
  340. void Light::OnWorldBoundingBoxUpdate()
  341. {
  342. switch (lightType_)
  343. {
  344. case LIGHT_DIRECTIONAL:
  345. // Directional light always sets humongous bounding box not affected by transform
  346. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  347. break;
  348. case LIGHT_POINT:
  349. {
  350. const Vector3& center = GetWorldPosition();
  351. Vector3 edge(range_, range_, range_);
  352. worldBoundingBox_.Define(center - edge, center + edge);
  353. }
  354. break;
  355. case LIGHT_SPOT:
  356. case LIGHT_SPLITPOINT:
  357. // Frustum is already transformed into world space
  358. worldBoundingBox_.Define(GetFrustum());
  359. break;
  360. }
  361. }
  362. void Light::SetNearSplit(float nearSplit)
  363. {
  364. nearSplit_ = Max(nearSplit, 0.0f);
  365. }
  366. void Light::SetFarSplit(float farSplit)
  367. {
  368. farSplit_ = Max(farSplit, 0.0f);
  369. }
  370. void Light::SetNearFadeRange(float range)
  371. {
  372. nearFadeRange_ = Max(range, M_EPSILON);
  373. }
  374. void Light::SetFarFadeRange(float range)
  375. {
  376. farFadeRange_ = Max(range, M_EPSILON);
  377. }
  378. void Light::SetShadowCamera(Camera* camera)
  379. {
  380. shadowCamera_ = camera;
  381. }
  382. void Light::SetShadowMap(Texture2D* shadowMap)
  383. {
  384. shadowMap_ = shadowMap;
  385. }
  386. void Light::SetIntensitySortValue(const Vector3& position)
  387. {
  388. // Directional lights are always assumed to be "infinitely" close, while point and spot lights take distance into account
  389. float invIntensity = 1.0f / color_.Intensity();
  390. if (lightType_ == LIGHT_DIRECTIONAL)
  391. sortValue_ = invIntensity;
  392. else
  393. sortValue_ = invIntensity * (1.0f + (GetWorldPosition() - position).LengthFast() / range_);
  394. }