Light.cpp 13 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_SHADOWFADESTART = 0.8f;
  38. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  39. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  40. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  41. static const String typeNames[] =
  42. {
  43. "Directional",
  44. "Spot",
  45. "Point",
  46. ""
  47. };
  48. void BiasParameters::Validate()
  49. {
  50. constantBias_ = Clamp(constantBias_, 0.0f, 1.0f);
  51. slopeScaledBias_ = Clamp(slopeScaledBias_, 0.0f, 16.0f);
  52. }
  53. void CascadeParameters::Validate()
  54. {
  55. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  56. splits_[i] = Max(splits_[i], 0.0f);
  57. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  58. }
  59. void FocusParameters::Validate()
  60. {
  61. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  62. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  63. }
  64. template<> LightType Variant::Get<LightType>() const
  65. {
  66. return (LightType)GetInt();
  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(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  80. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  81. shadowIntensity_(0.0f),
  82. shadowResolution_(1.0f),
  83. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO)
  84. {
  85. drawableFlags_ = DRAWABLE_LIGHT;
  86. }
  87. Light::~Light()
  88. {
  89. }
  90. void Light::RegisterObject(Context* context)
  91. {
  92. context->RegisterFactory<Light>();
  93. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  94. ATTRIBUTE(Light, VAR_COLOR, "Color", color_, Color(), AM_DEFAULT);
  95. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, 0.0f, AM_DEFAULT);
  96. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, 0.0f, AM_DEFAULT);
  97. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  98. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  99. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  100. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  101. ATTRIBUTE(Light, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  102. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  103. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  104. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  105. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  106. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  107. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  108. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  109. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  110. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  111. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  112. ATTRIBUTE(Light, VAR_FLOAT, "CSM Split 1 End", shadowCascade_.splits_[0], M_LARGE_VALUE, AM_DEFAULT);
  113. ATTRIBUTE(Light, VAR_FLOAT, "CSM Split 2 End", shadowCascade_.splits_[1], M_LARGE_VALUE, AM_DEFAULT);
  114. ATTRIBUTE(Light, VAR_FLOAT, "CSM Split 3 End", shadowCascade_.splits_[2], M_LARGE_VALUE, AM_DEFAULT);
  115. ATTRIBUTE(Light, VAR_FLOAT, "CSM Split 4 End", shadowCascade_.splits_[3], M_LARGE_VALUE, AM_DEFAULT);
  116. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, M_LARGE_VALUE, AM_DEFAULT);
  117. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  118. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  124. }
  125. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  126. {
  127. Serializable::OnSetAttribute(attr, src);
  128. // Validate the bias, cascade & focus parameters
  129. switch (attr.offset_)
  130. {
  131. case offsetof(Light, shadowBias_.constantBias_):
  132. case offsetof(Light, shadowBias_.slopeScaledBias_):
  133. shadowBias_.Validate();
  134. break;
  135. case offsetof(Light, shadowCascade_.start_):
  136. case offsetof(Light, shadowCascade_.splits_):
  137. case offsetof(Light, shadowCascade_.splits_) + sizeof(float):
  138. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 2:
  139. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 3:
  140. case offsetof(Light, shadowCascade_.fadeStart_):
  141. shadowCascade_.Validate();
  142. break;
  143. case offsetof(Light, shadowFocus_.quantize_):
  144. case offsetof(Light, shadowFocus_.minView_):
  145. shadowFocus_.Validate();
  146. break;
  147. }
  148. }
  149. void Light::UpdateDistance(const FrameInfo& frame)
  150. {
  151. switch (lightType_)
  152. {
  153. case LIGHT_DIRECTIONAL:
  154. // Directional light affects the whole scene, so it is always "closest"
  155. distance_ = 0.0f;
  156. break;
  157. default:
  158. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  159. break;
  160. }
  161. }
  162. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  163. {
  164. switch (lightType_)
  165. {
  166. case LIGHT_SPOT:
  167. debug->AddFrustum(GetFrustum(), color_, depthTest);
  168. break;
  169. case LIGHT_POINT:
  170. debug->AddBoundingBox(GetWorldBoundingBox(), GetColor(), depthTest);
  171. break;
  172. }
  173. }
  174. void Light::SetLightType(LightType type)
  175. {
  176. lightType_ = type;
  177. OnMarkedDirty(node_);
  178. }
  179. void Light::SetColor(const Color& color)
  180. {
  181. color_ = color;
  182. }
  183. void Light::SetRange(float range)
  184. {
  185. range_ = Max(range, 0.0f);
  186. OnMarkedDirty(node_);
  187. }
  188. void Light::SetFov(float fov)
  189. {
  190. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  191. OnMarkedDirty(node_);
  192. }
  193. void Light::SetAspectRatio(float aspectRatio)
  194. {
  195. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  196. OnMarkedDirty(node_);
  197. }
  198. void Light::SetShadowNearFarRatio(float nearFarRatio)
  199. {
  200. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  201. }
  202. void Light::SetSpecularIntensity(float intensity)
  203. {
  204. specularIntensity_ = Max(intensity, 0.0f);
  205. }
  206. void Light::SetFadeDistance(float distance)
  207. {
  208. fadeDistance_ = Max(distance, 0.0f);
  209. }
  210. void Light::SetShadowBias(const BiasParameters& parameters)
  211. {
  212. shadowBias_ = parameters;
  213. shadowBias_.Validate();
  214. }
  215. void Light::SetShadowCascade(const CascadeParameters& parameters)
  216. {
  217. shadowCascade_ = parameters;
  218. shadowCascade_.Validate();
  219. }
  220. void Light::SetShadowFocus(const FocusParameters& parameters)
  221. {
  222. shadowFocus_ = parameters;
  223. shadowFocus_.Validate();
  224. }
  225. void Light::SetShadowFadeDistance(float distance)
  226. {
  227. shadowFadeDistance_ = Max(distance, 0.0f);
  228. }
  229. void Light::SetShadowIntensity(float intensity)
  230. {
  231. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  232. }
  233. void Light::SetShadowResolution(float resolution)
  234. {
  235. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  236. }
  237. void Light::SetRampTexture(Texture* texture)
  238. {
  239. rampTexture_ = texture;
  240. }
  241. void Light::SetShapeTexture(Texture* texture)
  242. {
  243. shapeTexture_ = texture;
  244. }
  245. Frustum Light::GetFrustum() const
  246. {
  247. const Matrix3x4& transform = GetWorldTransform();
  248. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  249. Frustum ret;
  250. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  251. return ret;
  252. }
  253. const Matrix3x4& Light::GetVolumeTransform()
  254. {
  255. const Matrix3x4& transform = GetWorldTransform();
  256. switch (lightType_)
  257. {
  258. case LIGHT_POINT:
  259. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  260. break;
  261. case LIGHT_SPOT:
  262. {
  263. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  264. float xScale = aspectRatio_ * yScale;
  265. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  266. }
  267. break;
  268. }
  269. return volumeTransform_;
  270. }
  271. void Light::SetRampTextureAttr(ResourceRef value)
  272. {
  273. ResourceCache* cache = GetSubsystem<ResourceCache>();
  274. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  275. }
  276. void Light::SetShapeTextureAttr(ResourceRef value)
  277. {
  278. ResourceCache* cache = GetSubsystem<ResourceCache>();
  279. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  280. }
  281. ResourceRef Light::GetRampTextureAttr() const
  282. {
  283. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  284. }
  285. ResourceRef Light::GetShapeTextureAttr() const
  286. {
  287. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  288. }
  289. void Light::OnWorldBoundingBoxUpdate()
  290. {
  291. switch (lightType_)
  292. {
  293. case LIGHT_DIRECTIONAL:
  294. // Directional light always sets humongous bounding box not affected by transform
  295. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  296. break;
  297. case LIGHT_POINT:
  298. {
  299. const Vector3& center = GetWorldPosition();
  300. Vector3 edge(range_, range_, range_);
  301. worldBoundingBox_.Define(center - edge, center + edge);
  302. }
  303. break;
  304. case LIGHT_SPOT:
  305. // Frustum is already transformed into world space
  306. worldBoundingBox_.Define(GetFrustum());
  307. break;
  308. }
  309. }
  310. void Light::SetIntensitySortValue(const Vector3& position, bool forDrawable)
  311. {
  312. // Directional lights are always assumed to be "infinitely" close, while point and spot lights take distance into account
  313. float invIntensity = 1.0f / color_.Intensity();
  314. if (lightType_ == LIGHT_DIRECTIONAL)
  315. // If sorting lights for a drawable's maximum lights sorting, use the actual intensity
  316. // Else (when sorting lights globally for the view) ensure directional lights always have a fixed first priority
  317. // so that the combined ambient + first light optimization works as expected
  318. sortValue_ = forDrawable ? invIntensity : 0.0f;
  319. else
  320. sortValue_ = invIntensity * (1.0f + (GetWorldPosition() - position).LengthFast() / range_);
  321. }