Light.h 12 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Color.h"
  24. #include "Drawable.h"
  25. #include "Frustum.h"
  26. #include "Texture.h"
  27. namespace Urho3D
  28. {
  29. class Camera;
  30. struct LightBatchQueue;
  31. /// %Light types.
  32. enum LightType
  33. {
  34. LIGHT_DIRECTIONAL = 0,
  35. LIGHT_SPOT,
  36. LIGHT_POINT
  37. };
  38. static const float SHADOW_MIN_QUANTIZE = 0.1f;
  39. static const float SHADOW_MIN_VIEW = 1.0f;
  40. static const int MAX_LIGHT_SPLITS = 6;
  41. #if !defined(ANDROID) && !defined(IOS) && !defined(RASPI)
  42. static const int MAX_CASCADE_SPLITS = 4;
  43. #else
  44. static const int MAX_CASCADE_SPLITS = 1;
  45. #endif
  46. /// Shadow depth bias parameters.
  47. struct URHO3D_API BiasParameters
  48. {
  49. /// Construct undefined.
  50. BiasParameters()
  51. {
  52. }
  53. /// Construct with initial values.
  54. BiasParameters(float constantBias, float slopeScaledBias) :
  55. constantBias_(constantBias),
  56. slopeScaledBias_(slopeScaledBias)
  57. {
  58. }
  59. /// Validate parameters.
  60. void Validate();
  61. /// Constant bias.
  62. float constantBias_;
  63. /// Slope scaled bias.
  64. float slopeScaledBias_;
  65. };
  66. /// Cascaded shadow map parameters.
  67. struct URHO3D_API CascadeParameters
  68. {
  69. /// Construct undefined.
  70. CascadeParameters()
  71. {
  72. }
  73. /// Construct with initial values.
  74. CascadeParameters(float split1, float split2, float split3, float split4, float fadeStart, float biasAutoAdjust = 1.0f) :
  75. fadeStart_(fadeStart),
  76. biasAutoAdjust_(biasAutoAdjust)
  77. {
  78. splits_[0] = split1;
  79. splits_[1] = split2;
  80. splits_[2] = split3;
  81. splits_[3] = split4;
  82. }
  83. /// Validate parameters.
  84. void Validate();
  85. /// Return shadow maximum range.
  86. float GetShadowRange() const
  87. {
  88. float ret = 0.0f;
  89. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  90. ret = Max(ret, splits_[i]);
  91. return ret;
  92. }
  93. /// Far clip values of the splits.
  94. float splits_[4];
  95. /// The point relative to the total shadow range where shadow fade begins (0.0 - 1.0)
  96. float fadeStart_;
  97. /// Automatic depth bias adjustment strength.
  98. float biasAutoAdjust_;
  99. };
  100. /// Shadow map focusing parameters.
  101. struct URHO3D_API FocusParameters
  102. {
  103. /// Construct undefined.
  104. FocusParameters()
  105. {
  106. }
  107. /// Construct with initial values.
  108. FocusParameters(bool focus, bool nonUniform, bool autoSize, float quantize, float minView) :
  109. focus_(focus),
  110. nonUniform_(nonUniform),
  111. autoSize_(autoSize),
  112. quantize_(quantize),
  113. minView_(minView)
  114. {
  115. }
  116. /// Validate parameters.
  117. void Validate();
  118. /// Focus flag.
  119. bool focus_;
  120. /// Non-uniform focusing flag.
  121. bool nonUniform_;
  122. /// Auto-size (reduce resolution when far away) flag.
  123. bool autoSize_;
  124. /// Focus quantization.
  125. float quantize_;
  126. /// Minimum view size.
  127. float minView_;
  128. };
  129. /// %Light component.
  130. class URHO3D_API Light : public Drawable
  131. {
  132. OBJECT(Light);
  133. public:
  134. /// Construct.
  135. Light(Context* context);
  136. /// Destruct.
  137. virtual ~Light();
  138. /// Register object factory. Drawable must be registered first.
  139. static void RegisterObject(Context* context);
  140. /// Handle attribute change.
  141. virtual void OnSetAttribute(const AttributeInfo& attr, const Variant& src);
  142. /// Process octree raycast. May be called from a worker thread.
  143. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results);
  144. /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly.
  145. virtual void UpdateBatches(const FrameInfo& frame);
  146. /// Visualize the component as debug geometry.
  147. virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
  148. /// Set light type.
  149. void SetLightType(LightType type);
  150. /// Set vertex lighting mode.
  151. void SetPerVertex(bool enable);
  152. /// Set color.
  153. void SetColor(const Color& color);
  154. /// Set specular intensity. Zero disables specular calculations.
  155. void SetSpecularIntensity(float intensity);
  156. /// Set light brightness multiplier. Both the color and specular intensity are multiplied with this to get final values for rendering.
  157. void SetBrightness(float brightness);
  158. /// Set range.
  159. void SetRange(float range);
  160. /// Set spotlight field of view.
  161. void SetFov(float fov);
  162. /// Set spotlight aspect ratio.
  163. void SetAspectRatio(float aspectRatio);
  164. /// Set fade out start distance.
  165. void SetFadeDistance(float distance);
  166. /// Set shadow fade out start distance. Only has effect if shadow distance is also non-zero.
  167. void SetShadowFadeDistance(float distance);
  168. /// Set shadow depth bias parameters.
  169. void SetShadowBias(const BiasParameters& parameters);
  170. /// Set directional light cascaded shadow parameters.
  171. void SetShadowCascade(const CascadeParameters& parameters);
  172. /// Set shadow map focusing parameters.
  173. void SetShadowFocus(const FocusParameters& parameters);
  174. /// Set shadow intensity between 0.0 - 1.0. 0.0 (the default) gives fully dark shadows.
  175. void SetShadowIntensity(float intensity);
  176. /// Set shadow resolution between 0.25 - 1.0. Determines the shadow map to use.
  177. void SetShadowResolution(float resolution);
  178. /// Set shadow camera near/far clip distance ratio.
  179. void SetShadowNearFarRatio(float nearFarRatio);
  180. /// Set range attenuation texture.
  181. void SetRampTexture(Texture* texture);
  182. /// Set spotlight attenuation texture.
  183. void SetShapeTexture(Texture* texture);
  184. /// Return light type.
  185. LightType GetLightType() const { return lightType_; }
  186. /// Return vertex lighting mode.
  187. bool GetPerVertex() const { return perVertex_; }
  188. /// Return color.
  189. const Color& GetColor() const { return color_; }
  190. /// Return specular intensity.
  191. float GetSpecularIntensity() const { return specularIntensity_; }
  192. /// Return brightness multiplier.
  193. float GetBrightness() const { return brightness_; }
  194. /// Return effective color, multiplied by brightness. Do not multiply the alpha so that can compare against the default black color to detect a light with no effect.
  195. Color GetEffectiveColor() const { return Color(color_ * brightness_, 1.0f); }
  196. /// Return effective specular intensity, multiplied by absolute value of brightness.
  197. float GetEffectiveSpecularIntensity() const { return specularIntensity_ * Abs(brightness_); }
  198. /// Return range.
  199. float GetRange() const { return range_; }
  200. /// Return spotlight field of view.
  201. float GetFov() const { return fov_; }
  202. /// Return spotlight aspect ratio.
  203. float GetAspectRatio() const { return aspectRatio_; }
  204. /// Return fade start distance.
  205. float GetFadeDistance() const { return fadeDistance_; }
  206. /// Return shadow fade start distance.
  207. float GetShadowFadeDistance() const { return shadowFadeDistance_; }
  208. /// Return shadow depth bias parameters.
  209. const BiasParameters& GetShadowBias() const { return shadowBias_; }
  210. /// Return directional light cascaded shadow parameters.
  211. const CascadeParameters& GetShadowCascade() const { return shadowCascade_; }
  212. /// Return shadow map focus parameters.
  213. const FocusParameters& GetShadowFocus() const { return shadowFocus_; }
  214. /// Return shadow intensity.
  215. float GetShadowIntensity() const { return shadowIntensity_; }
  216. /// Return shadow resolution.
  217. float GetShadowResolution() const { return shadowResolution_; }
  218. /// Return shadow camera near/far clip distance ratio.
  219. float GetShadowNearFarRatio() const { return shadowNearFarRatio_; }
  220. /// Return range attenuation texture.
  221. Texture* GetRampTexture() const { return rampTexture_; }
  222. /// Return spotlight attenuation texture.
  223. Texture* GetShapeTexture() const { return shapeTexture_; }
  224. /// Return spotlight frustum.
  225. Frustum GetFrustum() const;
  226. /// Return number of shadow map cascade splits for a directional light, considering also graphics API limitations.
  227. int GetNumShadowSplits() const;
  228. /// Return whether light has negative (darkening) color.
  229. bool IsNegative() const { return GetEffectiveColor().SumRGB() < 0.0f; }
  230. /// Set sort value based on intensity and view distance.
  231. void SetIntensitySortValue(float distance);
  232. /// Set sort value based on overall intensity over a bounding box.
  233. void SetIntensitySortValue(const BoundingBox& box);
  234. /// Set light queue used for this light. Called by View.
  235. void SetLightQueue(LightBatchQueue* queue);
  236. /// Return directional light quad transform for either near or far split.
  237. Matrix3x4 GetDirLightTransform(Camera* camera, bool getNearQuad = false);
  238. /// Return light volume model transform.
  239. const Matrix3x4& GetVolumeTransform(Camera* camera);
  240. /// Return light queue. Called by View.
  241. LightBatchQueue* GetLightQueue() const { return lightQueue_; }
  242. /// Return a divisor value based on intensity for calculating the sort value.
  243. float GetIntensityDivisor(float attenuation = 1.0f) const { return Max(GetEffectiveColor().SumRGB(), 0.0f) * attenuation + M_EPSILON; }
  244. /// Set ramp texture attribute.
  245. void SetRampTextureAttr(const ResourceRef& value);
  246. /// Set shape texture attribute.
  247. void SetShapeTextureAttr(const ResourceRef& value);
  248. /// Return ramp texture attribute.
  249. ResourceRef GetRampTextureAttr() const;
  250. /// Return shape texture attribute.
  251. ResourceRef GetShapeTextureAttr() const;
  252. protected:
  253. /// Recalculate the world-space bounding box.
  254. virtual void OnWorldBoundingBoxUpdate();
  255. private:
  256. /// Light type.
  257. LightType lightType_;
  258. /// Color.
  259. Color color_;
  260. /// Shadow depth bias parameters.
  261. BiasParameters shadowBias_;
  262. /// Directional light cascaded shadow parameters.
  263. CascadeParameters shadowCascade_;
  264. /// Shadow map focus parameters.
  265. FocusParameters shadowFocus_;
  266. /// Custom world transform for the light volume.
  267. Matrix3x4 volumeTransform_;
  268. /// Range attenuation texture.
  269. SharedPtr<Texture> rampTexture_;
  270. /// Spotlight attenuation texture.
  271. SharedPtr<Texture> shapeTexture_;
  272. /// Light queue.
  273. LightBatchQueue* lightQueue_;
  274. /// Specular intensity.
  275. float specularIntensity_;
  276. /// Brightness multiplier.
  277. float brightness_;
  278. /// Range.
  279. float range_;
  280. /// Spotlight field of view.
  281. float fov_;
  282. /// Spotlight aspect ratio.
  283. float aspectRatio_;
  284. /// Fade start distance.
  285. float fadeDistance_;
  286. /// Shadow fade start distance.
  287. float shadowFadeDistance_;
  288. /// Shadow intensity.
  289. float shadowIntensity_;
  290. /// Shadow resolution.
  291. float shadowResolution_;
  292. /// Shadow camera near/far clip distance ratio.
  293. float shadowNearFarRatio_;
  294. /// Per-vertex lighting flag.
  295. bool perVertex_;
  296. };
  297. inline bool CompareLights(Light* lhs, Light* rhs)
  298. {
  299. // When sorting lights, give priority to per-vertex lights, so that vertex lit base pass can be evaluated first
  300. if (lhs->GetPerVertex() != rhs->GetPerVertex())
  301. return lhs->GetPerVertex();
  302. else
  303. return lhs->GetSortValue() < rhs->GetSortValue();
  304. }
  305. }