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 "StringUtils.h"
  30. #include "Texture2D.h"
  31. #include "TextureCube.h"
  32. #include "XMLElement.h"
  33. #include "DebugNew.h"
  34. static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
  35. static const float DEFAULT_FOV = 30.0f;
  36. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  37. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  38. static const float DEFAULT_LAMBDA = 0.5f;
  39. static const float DEFAULT_SHADOWFADERANGE = 0.2f;
  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 std::string typeNames[] =
  44. {
  45. "directional",
  46. "spot",
  47. "point",
  48. "splitpoint",
  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. splits_ = Max(splits_, 1);
  59. lambda_ = Clamp(lambda_, 0.0f, 1.0f);
  60. splitFadeRange_ = Clamp(splitFadeRange_, M_EPSILON, 0.5f);
  61. shadowRange_ = Max(shadowRange_, M_EPSILON);
  62. }
  63. void FocusParameters::Validate()
  64. {
  65. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  66. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  67. }
  68. OBJECTTYPESTATIC(Light);
  69. Light::Light(Context* context) :
  70. Drawable(context),
  71. lightType_(DEFAULT_LIGHTTYPE),
  72. specularIntensity_(0.0f),
  73. range_(0.0f),
  74. fov_(DEFAULT_FOV),
  75. aspectRatio_(1.0f),
  76. fadeDistance_(0.0f),
  77. shadowFadeDistance_(0.0f),
  78. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  79. shadowCascade_(CascadeParameters(1, DEFAULT_LAMBDA, DEFAULT_SHADOWFADERANGE, M_LARGE_VALUE)),
  80. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  81. shadowIntensity_(0.0f),
  82. shadowResolution_(1.0f),
  83. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  84. nearSplit_(0.0f),
  85. farSplit_(M_LARGE_VALUE),
  86. nearFadeRange_(M_EPSILON),
  87. farFadeRange_(M_EPSILON),
  88. shadowCamera_(0),
  89. shadowMap_(0),
  90. originalLight_(0)
  91. {
  92. drawableFlags_ = DRAWABLE_LIGHT;
  93. }
  94. Light::~Light()
  95. {
  96. }
  97. void Light::RegisterObject(Context* context)
  98. {
  99. context->RegisterFactory<Light>();
  100. context->CopyBaseAttributes<Drawable, Light>();
  101. context->RemoveAttribute<Light>("Is Occluder");
  102. context->RemoveAttribute<Light>("LOD Bias");
  103. context->RemoveAttribute<Light>("Max Lights");
  104. ENUM_ATTRIBUTE(Light, "Light Type", lightType_, typeNames, DEFAULT_LIGHTTYPE);
  105. ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color());
  106. ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", specularIntensity_, 0.0f);
  107. ATTRIBUTE(Light, VAR_FLOAT, "Range", range_, 0.0f);
  108. ATTRIBUTE(Light, VAR_FLOAT, "Spotlight FOV", fov_, DEFAULT_FOV);
  109. ATTRIBUTE(Light, VAR_FLOAT, "Spotlight Aspect Ratio", aspectRatio_, 1.0f);
  110. ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", fadeDistance_, 0.0f);
  111. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", shadowFadeDistance_, 0.0f);
  112. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", shadowIntensity_, 0.0f);
  113. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Map Resolution", shadowResolution_, 1.0f);
  114. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Camera Near/Far Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO);
  115. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS);
  116. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Slope-scaled Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS);
  117. ATTRIBUTE(Light, VAR_INT, "Shadow Splits", shadowCascade_.splits_, 1);
  118. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Lambda", shadowCascade_.lambda_, DEFAULT_LAMBDA);
  119. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Fade Range", shadowCascade_.splitFadeRange_, DEFAULT_SHADOWFADERANGE);
  120. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Split Max Range", shadowCascade_.shadowRange_, M_LARGE_VALUE);
  121. ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus", shadowFocus_.focus_, true);
  122. ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus Allow Non-uniform", shadowFocus_.nonUniform_, true);
  123. ATTRIBUTE(Light, VAR_BOOL, "Shadow Focus Allow Zoom-out", shadowFocus_.zoomOut_, true);
  124. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Focus Quantization", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE);
  125. ATTRIBUTE(Light, VAR_FLOAT, "Shadow Focus Min. View", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW);
  126. ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Ramp Texture", rampTexture_, ResourceRef(Texture2D::GetTypeStatic()));
  127. ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", shapeTexture_, ResourceRef(Texture2D::GetTypeStatic()));
  128. }
  129. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& value)
  130. {
  131. ResourceCache* cache = GetSubsystem<ResourceCache>();
  132. switch (attr.offset_)
  133. {
  134. case offsetof(Light, rampTexture_):
  135. {
  136. ResourceRef ref = value.GetResourceRef();
  137. rampTexture_ = static_cast<Texture*>(cache->GetResource(ref.type_, ref.id_));
  138. }
  139. break;
  140. case offsetof(Light, shapeTexture_):
  141. {
  142. ResourceRef ref = value.GetResourceRef();
  143. shapeTexture_ = static_cast<Texture*>(cache->GetResource(ref.type_, ref.id_));
  144. }
  145. break;
  146. default:
  147. Serializable::OnSetAttribute(attr, value);
  148. break;
  149. }
  150. }
  151. Variant Light::OnGetAttribute(const AttributeInfo& attr)
  152. {
  153. switch (attr.offset_)
  154. {
  155. case offsetof(Light, rampTexture_):
  156. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  157. break;
  158. case offsetof(Light, shapeTexture_):
  159. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  160. break;
  161. default:
  162. return Serializable::OnGetAttribute(attr);
  163. }
  164. }
  165. void Light::UpdateDistance(const FrameInfo& frame)
  166. {
  167. switch (lightType_)
  168. {
  169. case LIGHT_DIRECTIONAL:
  170. // Directional light affects the whole scene, so it is always "closest"
  171. distance_ = 0.0f;
  172. break;
  173. default:
  174. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  175. break;
  176. }
  177. }
  178. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  179. {
  180. switch (lightType_)
  181. {
  182. case LIGHT_SPOT:
  183. debug->AddFrustum(GetFrustum(), color_, depthTest);
  184. break;
  185. case LIGHT_POINT:
  186. debug->AddBoundingBox(GetWorldBoundingBox(), GetColor(), depthTest);
  187. break;
  188. }
  189. }
  190. void Light::SetLightType(LightType type)
  191. {
  192. lightType_ = type;
  193. // Validate shape texture type: 2D for spot lights, cube for point lights. Change to null if wrong
  194. if ((lightType_ == LIGHT_SPOT) && (shapeTexture_) && (shapeTexture_->GetType() != Texture2D::GetTypeStatic()))
  195. shapeTexture_ = 0;
  196. if ((lightType_ == LIGHT_POINT) && (shapeTexture_) && (shapeTexture_->GetType() != TextureCube::GetTypeStatic()))
  197. shapeTexture_ = 0;
  198. }
  199. void Light::SetColor(const Color& color)
  200. {
  201. color_ = color;
  202. }
  203. void Light::SetRange(float range)
  204. {
  205. range_ = Max(range, 0.0f);
  206. }
  207. void Light::SetFov(float fov)
  208. {
  209. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  210. }
  211. void Light::SetAspectRatio(float aspectRatio)
  212. {
  213. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  214. }
  215. void Light::SetShadowNearFarRatio(float nearFarRatio)
  216. {
  217. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  218. }
  219. void Light::SetSpecularIntensity(float intensity)
  220. {
  221. specularIntensity_ = Max(intensity, 0.0f);
  222. }
  223. void Light::SetFadeDistance(float distance)
  224. {
  225. fadeDistance_ = Max(distance, 0.0f);
  226. }
  227. void Light::SetShadowBias(const BiasParameters& parameters)
  228. {
  229. shadowBias_ = parameters;
  230. shadowBias_.Validate();
  231. }
  232. void Light::SetShadowCascade(const CascadeParameters& parameters)
  233. {
  234. shadowCascade_ = parameters;
  235. shadowCascade_.Validate();
  236. }
  237. void Light::SetShadowFocus(const FocusParameters& parameters)
  238. {
  239. shadowFocus_ = parameters;
  240. shadowFocus_.Validate();
  241. }
  242. void Light::SetShadowFadeDistance(float distance)
  243. {
  244. shadowFadeDistance_ = Max(distance, 0.0f);
  245. }
  246. void Light::SetShadowIntensity(float intensity)
  247. {
  248. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  249. }
  250. void Light::SetShadowResolution(float resolution)
  251. {
  252. shadowResolution_ = Clamp(resolution, 0.25f, 1.0f);
  253. }
  254. void Light::SetRampTexture(Texture* texture)
  255. {
  256. rampTexture_ = texture;
  257. }
  258. void Light::SetShapeTexture(Texture* texture)
  259. {
  260. shapeTexture_ = texture;
  261. }
  262. void Light::copyFrom(Light* original)
  263. {
  264. node_->SetTransform(original->GetWorldPosition(), original->GetWorldRotation(), Vector3::UNITY);
  265. castShadows_ = original->castShadows_;
  266. drawDistance_ = original->drawDistance_;
  267. shadowDistance_ = original->shadowDistance_;
  268. viewMask_ = original->viewMask_;
  269. distance_ = original->distance_;
  270. lightType_ = original->lightType_;
  271. range_ = original->range_;
  272. fov_ = original->fov_;
  273. aspectRatio_ = original->aspectRatio_;
  274. color_ = original->color_;
  275. specularIntensity_ = original->specularIntensity_;
  276. fadeDistance_ = original->fadeDistance_;
  277. shadowBias_ = original->shadowBias_;
  278. shadowCascade_ = original->shadowCascade_;
  279. shadowFocus_ = original->shadowFocus_;
  280. shadowFadeDistance_ = original->shadowFadeDistance_;
  281. shadowIntensity_ = original->shadowIntensity_;
  282. shadowResolution_ = original->shadowResolution_;
  283. rampTexture_ = original->rampTexture_;
  284. shapeTexture_ = original->shapeTexture_;
  285. originalLight_ = original;
  286. }
  287. Frustum Light::GetFrustum() const
  288. {
  289. const Matrix4x3& transform = GetWorldTransform();
  290. Matrix4x3 frustumTransform(transform.GetTranslation(), transform.GetRotation(), 1.0f);
  291. Frustum ret;
  292. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, transform);
  293. return ret;
  294. }
  295. float Light::GetVolumeExtent() const
  296. {
  297. switch (lightType_)
  298. {
  299. case LIGHT_POINT:
  300. return range_ * 1.36f;
  301. case LIGHT_SPOT:
  302. {
  303. float safeRange = range_ * 1.001f;
  304. float yScale = tan(fov_ * M_DEGTORAD * 0.5f) * safeRange;
  305. float xScale = aspectRatio_ * yScale;
  306. return sqrtf(xScale * xScale + yScale * yScale + safeRange * safeRange);
  307. }
  308. case LIGHT_SPLITPOINT:
  309. {
  310. float safeRange = range_ * 1.001f;
  311. return sqrtf(3.0f * safeRange * safeRange);
  312. }
  313. default:
  314. return M_LARGE_VALUE;
  315. }
  316. }
  317. Matrix4x3 Light::GetDirLightTransform(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;
  324. if (getNearQuad)
  325. distance = Max(nearSplit_ - nearFadeRange_, nearClip);
  326. else
  327. distance = Min(farSplit_, farClip);
  328. if (!camera.IsOrthographic())
  329. farVector *= (distance / farClip);
  330. else
  331. farVector.z_ *= (distance / farClip);
  332. return Matrix4x3(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  333. }
  334. const Matrix4x3& Light::GetVolumeTransform(Camera& camera)
  335. {
  336. const Matrix4x3& transform = GetWorldTransform();
  337. switch (lightType_)
  338. {
  339. case LIGHT_DIRECTIONAL:
  340. volumeTransform_ = GetDirLightTransform(camera);
  341. break;
  342. case LIGHT_POINT:
  343. volumeTransform_ = Matrix4x3(transform.GetTranslation(), Quaternion::IDENTITY, range_);
  344. break;
  345. case LIGHT_SPOT:
  346. {
  347. float yScale = tan(fov_ * M_DEGTORAD * 0.5f) * range_;
  348. float xScale = aspectRatio_ * yScale;
  349. volumeTransform_ = Matrix4x3(transform.GetTranslation(), transform.GetRotation(), Vector3(xScale, yScale, range_));
  350. }
  351. break;
  352. case LIGHT_SPLITPOINT:
  353. volumeTransform_ = Matrix4x3(transform.GetTranslation(), transform.GetRotation(), range_);
  354. break;
  355. }
  356. return volumeTransform_;
  357. }
  358. void Light::OnWorldBoundingBoxUpdate()
  359. {
  360. switch (lightType_)
  361. {
  362. case LIGHT_DIRECTIONAL:
  363. // Directional light always sets humongous bounding box not affected by transform
  364. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  365. break;
  366. case LIGHT_POINT:
  367. {
  368. const Vector3& center = GetWorldPosition();
  369. Vector3 edge(range_, range_, range_);
  370. worldBoundingBox_.Define(center - edge, center + edge);
  371. }
  372. break;
  373. case LIGHT_SPOT:
  374. case LIGHT_SPLITPOINT:
  375. // Frustum is already transformed into world space
  376. worldBoundingBox_.Define(GetFrustum());
  377. break;
  378. }
  379. }
  380. void Light::SetNearSplit(float nearSplit)
  381. {
  382. nearSplit_ = Max(nearSplit, 0.0f);
  383. }
  384. void Light::SetFarSplit(float farSplit)
  385. {
  386. farSplit_ = Max(farSplit, 0.0f);
  387. }
  388. void Light::SetNearFadeRange(float range)
  389. {
  390. nearFadeRange_ = Max(range, M_EPSILON);
  391. }
  392. void Light::SetFarFadeRange(float range)
  393. {
  394. farFadeRange_ = Max(range, M_EPSILON);
  395. }
  396. void Light::SetShadowCamera(Camera* camera)
  397. {
  398. shadowCamera_ = camera;
  399. }
  400. void Light::SetShadowMap(Texture2D* shadowMap)
  401. {
  402. shadowMap_ = shadowMap;
  403. }
  404. void Light::SetIntensitySortValue(const Vector3& position)
  405. {
  406. // Directional lights are always assumed to be "infinitely" close, while point and spot lights take distance into account
  407. float invIntensity = 1.0f / color_.GetIntensity();
  408. if (lightType_ == LIGHT_DIRECTIONAL)
  409. sortValue_ = invIntensity;
  410. else
  411. sortValue_ = invIntensity * (1.0f + (GetWorldPosition() - position).GetLengthFast() / range_);
  412. }