Light.cpp 18 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_RANGE = 10.0f;
  37. static const float DEFAULT_FOV = 30.0f;
  38. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  39. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  40. static const float DEFAULT_SHADOWFADESTART = 0.8f;
  41. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  42. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  43. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  44. static const String typeNames[] =
  45. {
  46. "Directional",
  47. "Spot",
  48. "Point",
  49. ""
  50. };
  51. void BiasParameters::Validate()
  52. {
  53. constantBias_ = Clamp(constantBias_, 0.0f, 1.0f);
  54. slopeScaledBias_ = Clamp(slopeScaledBias_, 0.0f, 16.0f);
  55. }
  56. void CascadeParameters::Validate()
  57. {
  58. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  59. splits_[i] = Max(splits_[i], 0.0f);
  60. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  61. }
  62. void FocusParameters::Validate()
  63. {
  64. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  65. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  66. }
  67. template<> LightType Variant::Get<LightType>() const
  68. {
  69. return (LightType)GetInt();
  70. }
  71. OBJECTTYPESTATIC(Light);
  72. Light::Light(Context* context) :
  73. Drawable(context),
  74. lightType_(DEFAULT_LIGHTTYPE),
  75. perVertex_(false),
  76. specularIntensity_(0.0f),
  77. range_(DEFAULT_RANGE),
  78. fov_(DEFAULT_FOV),
  79. aspectRatio_(1.0f),
  80. fadeDistance_(0.0f),
  81. shadowFadeDistance_(0.0f),
  82. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  83. shadowCascade_(CascadeParameters(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  84. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  85. shadowIntensity_(0.0f),
  86. shadowResolution_(1.0f),
  87. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO)
  88. {
  89. drawableFlags_ = DRAWABLE_LIGHT;
  90. }
  91. Light::~Light()
  92. {
  93. }
  94. void Light::RegisterObject(Context* context)
  95. {
  96. context->RegisterFactory<Light>();
  97. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  98. ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color(), AM_DEFAULT);
  99. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, 0.0f, AM_DEFAULT);
  100. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  101. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  102. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  103. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  104. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  105. ATTRIBUTE(Light, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  106. ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
  107. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  108. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  109. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  111. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  112. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  113. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  114. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  115. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  116. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  117. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  118. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  125. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  126. }
  127. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  128. {
  129. Serializable::OnSetAttribute(attr, src);
  130. // Validate the bias, cascade & focus parameters
  131. switch (attr.offset_)
  132. {
  133. case offsetof(Light, shadowBias_.constantBias_):
  134. case offsetof(Light, shadowBias_.slopeScaledBias_):
  135. shadowBias_.Validate();
  136. break;
  137. case offsetof(Light, shadowCascade_.start_):
  138. case offsetof(Light, shadowCascade_.splits_):
  139. case offsetof(Light, shadowCascade_.splits_) + sizeof(float):
  140. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 2:
  141. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 3:
  142. case offsetof(Light, shadowCascade_.fadeStart_):
  143. shadowCascade_.Validate();
  144. break;
  145. case offsetof(Light, shadowFocus_.quantize_):
  146. case offsetof(Light, shadowFocus_.minView_):
  147. shadowFocus_.Validate();
  148. break;
  149. }
  150. }
  151. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  152. {
  153. RayQueryLevel level = query.level_;
  154. switch (level)
  155. {
  156. case RAY_AABB_NOSUBOBJECTS:
  157. case RAY_AABB:
  158. // Do not record a raycast result for a directional light, as they would overwhelm all other results
  159. if (lightType_ != LIGHT_DIRECTIONAL)
  160. Drawable::ProcessRayQuery(query, results);
  161. break;
  162. case RAY_OBB:
  163. if (lightType_ != LIGHT_DIRECTIONAL)
  164. {
  165. Matrix3x4 inverse(GetWorldTransform().Inverse());
  166. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  167. float distance = localRay.HitDistance(GetWorldBoundingBox());
  168. if (distance <= query.maxDistance_)
  169. {
  170. RayQueryResult result;
  171. result.drawable_ = this;
  172. result.node_ = GetNode();
  173. result.distance_ = distance;
  174. result.subObject_ = M_MAX_UNSIGNED;
  175. results.Push(result);
  176. }
  177. }
  178. break;
  179. case RAY_TRIANGLE:
  180. if (lightType_ == LIGHT_SPOT)
  181. {
  182. float distance = query.ray_.HitDistance(GetFrustum());
  183. if (distance <= query.maxDistance_)
  184. {
  185. RayQueryResult result;
  186. result.drawable_ = this;
  187. result.node_ = GetNode();
  188. result.distance_ = distance;
  189. result.subObject_ = M_MAX_UNSIGNED;
  190. results.Push(result);
  191. }
  192. }
  193. if (lightType_ == LIGHT_POINT)
  194. {
  195. float distance = query.ray_.HitDistance(Sphere(GetWorldPosition(), range_));
  196. if (distance <= query.maxDistance_)
  197. {
  198. RayQueryResult result;
  199. result.drawable_ = this;
  200. result.node_ = GetNode();
  201. result.distance_ = distance;
  202. result.subObject_ = M_MAX_UNSIGNED;
  203. results.Push(result);
  204. }
  205. }
  206. break;
  207. }
  208. }
  209. void Light::UpdateDistance(const FrameInfo& frame)
  210. {
  211. switch (lightType_)
  212. {
  213. case LIGHT_DIRECTIONAL:
  214. // Directional light affects the whole scene, so it is always "closest"
  215. distance_ = 0.0f;
  216. break;
  217. default:
  218. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  219. break;
  220. }
  221. }
  222. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  223. {
  224. switch (lightType_)
  225. {
  226. case LIGHT_SPOT:
  227. debug->AddFrustum(GetFrustum(), color_, depthTest);
  228. break;
  229. case LIGHT_POINT:
  230. debug->AddSphere(Sphere(GetWorldPosition(), range_), GetColor(), depthTest);
  231. break;
  232. }
  233. }
  234. void Light::SetLightType(LightType type)
  235. {
  236. lightType_ = type;
  237. OnMarkedDirty(node_);
  238. }
  239. void Light::SetPerVertex(bool enable)
  240. {
  241. perVertex_ = enable;
  242. }
  243. void Light::SetColor(const Color& color)
  244. {
  245. color_ = color;
  246. }
  247. void Light::SetRange(float range)
  248. {
  249. range_ = Max(range, 0.0f);
  250. OnMarkedDirty(node_);
  251. }
  252. void Light::SetFov(float fov)
  253. {
  254. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  255. OnMarkedDirty(node_);
  256. }
  257. void Light::SetAspectRatio(float aspectRatio)
  258. {
  259. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  260. OnMarkedDirty(node_);
  261. }
  262. void Light::SetShadowNearFarRatio(float nearFarRatio)
  263. {
  264. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  265. }
  266. void Light::SetSpecularIntensity(float intensity)
  267. {
  268. specularIntensity_ = Max(intensity, 0.0f);
  269. }
  270. void Light::SetFadeDistance(float distance)
  271. {
  272. fadeDistance_ = Max(distance, 0.0f);
  273. }
  274. void Light::SetShadowBias(const BiasParameters& parameters)
  275. {
  276. shadowBias_ = parameters;
  277. shadowBias_.Validate();
  278. }
  279. void Light::SetShadowCascade(const CascadeParameters& parameters)
  280. {
  281. shadowCascade_ = parameters;
  282. shadowCascade_.Validate();
  283. }
  284. void Light::SetShadowFocus(const FocusParameters& parameters)
  285. {
  286. shadowFocus_ = parameters;
  287. shadowFocus_.Validate();
  288. }
  289. void Light::SetShadowFadeDistance(float distance)
  290. {
  291. shadowFadeDistance_ = Max(distance, 0.0f);
  292. }
  293. void Light::SetShadowIntensity(float intensity)
  294. {
  295. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  296. }
  297. void Light::SetShadowResolution(float resolution)
  298. {
  299. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  300. }
  301. void Light::SetRampTexture(Texture* texture)
  302. {
  303. rampTexture_ = texture;
  304. }
  305. void Light::SetShapeTexture(Texture* texture)
  306. {
  307. shapeTexture_ = texture;
  308. }
  309. Frustum Light::GetFrustum() const
  310. {
  311. const Matrix3x4& transform = GetWorldTransform();
  312. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  313. Frustum ret;
  314. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  315. return ret;
  316. }
  317. Matrix3x4 Light::GetDirLightTransform(const Camera& camera, bool getNearQuad)
  318. {
  319. Vector3 nearVector, farVector;
  320. camera.GetFrustumSize(nearVector, farVector);
  321. float nearClip = camera.GetNearClip();
  322. float farClip = camera.GetFarClip();
  323. float distance = getNearQuad ? nearClip : farClip;
  324. if (!camera.IsOrthographic())
  325. farVector *= (distance / farClip);
  326. else
  327. farVector.z_ *= (distance / farClip);
  328. // Set an epsilon from clip planes due to possible inaccuracy
  329. /// \todo Rather set an identity projection matrix
  330. farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
  331. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  332. }
  333. const Matrix3x4& Light::GetVolumeTransform(const Camera& camera)
  334. {
  335. const Matrix3x4& transform = GetWorldTransform();
  336. switch (lightType_)
  337. {
  338. case LIGHT_DIRECTIONAL:
  339. volumeTransform_ = GetDirLightTransform(camera);
  340. break;
  341. case LIGHT_SPOT:
  342. {
  343. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  344. float xScale = aspectRatio_ * yScale;
  345. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  346. }
  347. break;
  348. case LIGHT_POINT:
  349. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  350. break;
  351. }
  352. return volumeTransform_;
  353. }
  354. void Light::SetRampTextureAttr(ResourceRef value)
  355. {
  356. ResourceCache* cache = GetSubsystem<ResourceCache>();
  357. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  358. }
  359. void Light::SetShapeTextureAttr(ResourceRef value)
  360. {
  361. ResourceCache* cache = GetSubsystem<ResourceCache>();
  362. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  363. }
  364. ResourceRef Light::GetRampTextureAttr() const
  365. {
  366. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  367. }
  368. ResourceRef Light::GetShapeTextureAttr() const
  369. {
  370. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  371. }
  372. void Light::OnWorldBoundingBoxUpdate()
  373. {
  374. switch (lightType_)
  375. {
  376. case LIGHT_DIRECTIONAL:
  377. // Directional light always sets humongous bounding box not affected by transform
  378. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  379. break;
  380. case LIGHT_POINT:
  381. {
  382. const Vector3& center = GetWorldPosition();
  383. Vector3 edge(range_, range_, range_);
  384. worldBoundingBox_.Define(center - edge, center + edge);
  385. }
  386. break;
  387. case LIGHT_SPOT:
  388. // Frustum is already transformed into world space
  389. worldBoundingBox_.Define(GetFrustum());
  390. break;
  391. }
  392. }
  393. void Light::SetIntensitySortValue(float distance)
  394. {
  395. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  396. if (lightType_ != LIGHT_DIRECTIONAL)
  397. sortValue_ = Max(distance, M_MIN_NEARCLIP) / (color_.Intensity() + M_EPSILON);
  398. else
  399. sortValue_ = M_EPSILON / (color_.Intensity() + M_EPSILON);
  400. // Additionally, give priority to vertex lights so that vertex light base passes can be determined before per pixel lights
  401. if (perVertex_)
  402. sortValue_ -= M_LARGE_VALUE;
  403. }
  404. void Light::SetIntensitySortValue(const BoundingBox& box)
  405. {
  406. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  407. switch (lightType_)
  408. {
  409. case LIGHT_DIRECTIONAL:
  410. sortValue_ = 1.0f / (color_.Intensity() + M_EPSILON);
  411. break;
  412. case LIGHT_POINT:
  413. {
  414. Vector3 centerPos = box.Center();
  415. Vector3 lightPos = GetWorldPosition();
  416. Vector3 lightDir = (centerPos - lightPos).NormalizedFast();
  417. Ray lightRay(lightPos, lightDir);
  418. float distance = lightRay.HitDistance(box);
  419. float normDistance = distance / range_;
  420. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  421. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  422. }
  423. break;
  424. case LIGHT_SPOT:
  425. {
  426. Vector3 centerPos = box.Center();
  427. Vector3 lightPos = GetWorldPosition();
  428. Vector3 lightDir = GetWorldRotation() * Vector3::FORWARD;
  429. Ray lightRay(lightPos, lightDir);
  430. Vector3 centerProj = lightRay.Project(centerPos);
  431. float centerDistance = (centerProj - lightPos).LengthFast();
  432. Ray centerRay(centerProj, (centerPos - centerProj).NormalizedFast());
  433. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  434. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  435. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  436. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  437. Vector3 cornerProj = lightRay.Project(cornerPos);
  438. float cornerDistance = (cornerProj - lightPos).LengthFast();
  439. float cornerAngle = (cornerPos - cornerProj).LengthFast() / cornerDistance;
  440. float spotAngle = Min(centerAngle, cornerAngle);
  441. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  442. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  443. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  444. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  445. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  446. }
  447. break;
  448. }
  449. }