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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 "OctreeQuery.h"
- #include "Profiler.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_RANGE = 10.0f;
- 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_SHADOWFADESTART = 0.8f;
- 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",
- ""
- };
- void BiasParameters::Validate()
- {
- constantBias_ = Clamp(constantBias_, 0.0f, 1.0f);
- slopeScaledBias_ = Clamp(slopeScaledBias_, 0.0f, 16.0f);
- }
- void CascadeParameters::Validate()
- {
- for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
- splits_[i] = Max(splits_[i], 0.0f);
- fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
- }
- void FocusParameters::Validate()
- {
- quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
- minView_ = Max(minView_, SHADOW_MIN_VIEW);
- }
- template<> LightType Variant::Get<LightType>() const
- {
- return (LightType)GetInt();
- }
- OBJECTTYPESTATIC(Light);
- Light::Light(Context* context) :
- Drawable(context),
- lightType_(DEFAULT_LIGHTTYPE),
- perVertex_(false),
- specularIntensity_(0.0f),
- range_(DEFAULT_RANGE),
- fov_(DEFAULT_FOV),
- aspectRatio_(1.0f),
- fadeDistance_(0.0f),
- shadowFadeDistance_(0.0f),
- shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
- shadowCascade_(CascadeParameters(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
- shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
- shadowIntensity_(0.0f),
- shadowResolution_(1.0f),
- shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO)
- {
- drawableFlags_ = DRAWABLE_LIGHT;
- }
- Light::~Light()
- {
- }
- void Light::RegisterObject(Context* context)
- {
- context->RegisterFactory<Light>();
-
- ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color(), AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation 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);
- ATTRIBUTE(Light, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
- ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
- }
- void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
- {
- Serializable::OnSetAttribute(attr, src);
-
- // Validate the bias, cascade & focus parameters
- switch (attr.offset_)
- {
- case offsetof(Light, shadowBias_.constantBias_):
- case offsetof(Light, shadowBias_.slopeScaledBias_):
- shadowBias_.Validate();
- break;
-
- case offsetof(Light, shadowCascade_.start_):
- case offsetof(Light, shadowCascade_.splits_):
- case offsetof(Light, shadowCascade_.splits_) + sizeof(float):
- case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 2:
- case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 3:
- case offsetof(Light, shadowCascade_.fadeStart_):
- shadowCascade_.Validate();
- break;
-
- case offsetof(Light, shadowFocus_.quantize_):
- case offsetof(Light, shadowFocus_.minView_):
- shadowFocus_.Validate();
- break;
- }
- }
- void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
- {
- RayQueryLevel level = query.level_;
-
- switch (level)
- {
- case RAY_AABB_NOSUBOBJECTS:
- case RAY_AABB:
- // Do not record a raycast result for a directional light, as they would overwhelm all other results
- if (lightType_ != LIGHT_DIRECTIONAL)
- Drawable::ProcessRayQuery(query, results);
- break;
-
- case RAY_OBB:
- if (lightType_ != LIGHT_DIRECTIONAL)
- {
- Matrix3x4 inverse(GetWorldTransform().Inverse());
- Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
- float distance = localRay.HitDistance(GetWorldBoundingBox());
- if (distance <= query.maxDistance_)
- {
- RayQueryResult result;
- result.drawable_ = this;
- result.node_ = GetNode();
- result.distance_ = distance;
- result.subObject_ = M_MAX_UNSIGNED;
- results.Push(result);
- }
- }
- break;
-
- case RAY_TRIANGLE:
- if (lightType_ == LIGHT_SPOT)
- {
- float distance = query.ray_.HitDistance(GetFrustum());
- if (distance <= query.maxDistance_)
- {
- RayQueryResult result;
- result.drawable_ = this;
- result.node_ = GetNode();
- result.distance_ = distance;
- result.subObject_ = M_MAX_UNSIGNED;
- results.Push(result);
- }
- }
- if (lightType_ == LIGHT_POINT)
- {
- float distance = query.ray_.HitDistance(Sphere(GetWorldPosition(), range_));
- if (distance <= query.maxDistance_)
- {
- RayQueryResult result;
- result.drawable_ = this;
- result.node_ = GetNode();
- result.distance_ = distance;
- result.subObject_ = M_MAX_UNSIGNED;
- results.Push(result);
- }
- }
- break;
- }
- }
- 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->AddSphere(Sphere(GetWorldPosition(), range_), GetColor(), depthTest);
- break;
- }
- }
- void Light::SetLightType(LightType type)
- {
- lightType_ = type;
- OnMarkedDirty(node_);
- }
- void Light::SetPerVertex(bool enable)
- {
- perVertex_ = enable;
- }
- void Light::SetColor(const Color& color)
- {
- color_ = color;
- }
- void Light::SetRange(float range)
- {
- range_ = Max(range, 0.0f);
- OnMarkedDirty(node_);
- }
- void Light::SetFov(float fov)
- {
- fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
- OnMarkedDirty(node_);
- }
- void Light::SetAspectRatio(float aspectRatio)
- {
- aspectRatio_ = Max(aspectRatio, M_EPSILON);
- OnMarkedDirty(node_);
- }
- 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, 0.125f, 1.0f);
- }
- void Light::SetRampTexture(Texture* texture)
- {
- rampTexture_ = texture;
- }
- void Light::SetShapeTexture(Texture* texture)
- {
- shapeTexture_ = texture;
- }
- 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;
- }
- Matrix3x4 Light::GetDirLightTransform(const Camera& camera, bool getNearQuad)
- {
- Vector3 nearVector, farVector;
- camera.GetFrustumSize(nearVector, farVector);
- float nearClip = camera.GetNearClip();
- float farClip = camera.GetFarClip();
-
- float distance = getNearQuad ? nearClip : farClip;
- if (!camera.IsOrthographic())
- farVector *= (distance / farClip);
- else
- farVector.z_ *= (distance / farClip);
-
- // Set an epsilon from clip planes due to possible inaccuracy
- /// \todo Rather set an identity projection matrix
- farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
-
- return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
- }
- const Matrix3x4& Light::GetVolumeTransform(const Camera& camera)
- {
- const Matrix3x4& transform = GetWorldTransform();
-
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- volumeTransform_ = GetDirLightTransform(camera);
- break;
-
- case LIGHT_SPOT:
- {
- float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
- float xScale = aspectRatio_ * yScale;
- volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
- }
- break;
-
- case LIGHT_POINT:
- volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, 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:
- // Frustum is already transformed into world space
- worldBoundingBox_.Define(GetFrustum());
- break;
- }
- }
- void Light::SetIntensitySortValue(float distance)
- {
- // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
- if (lightType_ != LIGHT_DIRECTIONAL)
- sortValue_ = Max(distance, M_MIN_NEARCLIP) / (color_.Intensity() + M_EPSILON);
- else
- sortValue_ = M_EPSILON / (color_.Intensity() + M_EPSILON);
-
- // Additionally, give priority to vertex lights so that vertex light base passes can be determined before per pixel lights
- if (perVertex_)
- sortValue_ -= M_LARGE_VALUE;
- }
- void Light::SetIntensitySortValue(const BoundingBox& box)
- {
- // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- sortValue_ = 1.0f / (color_.Intensity() + M_EPSILON);
- break;
-
- case LIGHT_POINT:
- {
- Vector3 centerPos = box.Center();
- Vector3 lightPos = GetWorldPosition();
- Vector3 lightDir = (centerPos - lightPos).NormalizedFast();
- Ray lightRay(lightPos, lightDir);
- float distance = lightRay.HitDistance(box);
- float normDistance = distance / range_;
- float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
- sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
- }
- break;
-
- case LIGHT_SPOT:
- {
- Vector3 centerPos = box.Center();
- Vector3 lightPos = GetWorldPosition();
- Vector3 lightDir = GetWorldRotation() * Vector3::FORWARD;
- Ray lightRay(lightPos, lightDir);
-
- Vector3 centerProj = lightRay.Project(centerPos);
- float centerDistance = (centerProj - lightPos).LengthFast();
- Ray centerRay(centerProj, (centerPos - centerProj).NormalizedFast());
- float centerAngle = centerRay.HitDistance(box) / centerDistance;
-
- // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
- Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
- centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
- Vector3 cornerProj = lightRay.Project(cornerPos);
- float cornerDistance = (cornerProj - lightPos).LengthFast();
- float cornerAngle = (cornerPos - cornerProj).LengthFast() / cornerDistance;
-
- float spotAngle = Min(centerAngle, cornerAngle);
- float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
- float spotFactor = Min(spotAngle / maxAngle, 1.0f);
- // We do not know the actual range attenuation ramp, so take only spot attenuation into account
- float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
- sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
- }
- break;
- }
- }
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