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