1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "Renderer/BsLight.h" |
4 | #include "Private/RTTI/BsLightRTTI.h" |
5 | #include "Renderer/BsRenderer.h" |
6 | #include "Scene/BsSceneObject.h" |
7 | #include "Mesh/BsMesh.h" |
8 | #include "CoreThread/BsCoreObjectSync.h" |
9 | |
10 | namespace bs |
11 | { |
12 | LightBase::LightBase() |
13 | : mType(LightType::Radial), mCastsShadows(false), mColor(Color::White), mAttRadius(10.0f), mSourceRadius(0.0f) |
14 | , mIntensity(100.0f), mSpotAngle(45), mSpotFalloffAngle(35.0f), mAutoAttenuation(false), mShadowBias(0.5f) |
15 | { |
16 | updateAttenuationRange(); |
17 | } |
18 | |
19 | LightBase::LightBase(LightType type, Color color, float intensity, float attRadius, float srcRadius, bool castsShadows, |
20 | Degree spotAngle, Degree spotFalloffAngle) |
21 | : mType(type), mCastsShadows(castsShadows), mColor(color), mAttRadius(attRadius), mSourceRadius(srcRadius) |
22 | , mIntensity(intensity), mSpotAngle(spotAngle), mSpotFalloffAngle(spotFalloffAngle), mAutoAttenuation(false) |
23 | , mShadowBias(0.5f) |
24 | { |
25 | updateAttenuationRange(); |
26 | } |
27 | |
28 | void LightBase::setUseAutoAttenuation(bool enabled) |
29 | { |
30 | mAutoAttenuation = enabled; |
31 | |
32 | if(enabled) |
33 | updateAttenuationRange(); |
34 | |
35 | _markCoreDirty(); |
36 | } |
37 | |
38 | void LightBase::setAttenuationRadius(float radius) |
39 | { |
40 | if (mAutoAttenuation) |
41 | return; |
42 | |
43 | mAttRadius = radius; |
44 | _markCoreDirty(); |
45 | updateBounds(); |
46 | } |
47 | |
48 | void LightBase::setSourceRadius(float radius) |
49 | { |
50 | mSourceRadius = radius; |
51 | |
52 | if (mAutoAttenuation) |
53 | updateAttenuationRange(); |
54 | |
55 | _markCoreDirty(); |
56 | } |
57 | |
58 | void LightBase::setIntensity(float intensity) |
59 | { |
60 | mIntensity = intensity; |
61 | |
62 | if (mAutoAttenuation) |
63 | updateAttenuationRange(); |
64 | |
65 | _markCoreDirty(); |
66 | } |
67 | |
68 | float LightBase::getLuminance() const |
69 | { |
70 | float radius2 = mSourceRadius * mSourceRadius; |
71 | |
72 | switch (mType) |
73 | { |
74 | case LightType::Radial: |
75 | if (mSourceRadius > 0.0f) |
76 | return mIntensity / (4 * radius2 * Math::PI); // Luminous flux -> luminance |
77 | else |
78 | return mIntensity / (4 * Math::PI); // Luminous flux -> luminous intensity |
79 | case LightType::Spot: |
80 | { |
81 | if (mSourceRadius > 0.0f) |
82 | return mIntensity / (radius2 * Math::PI); // Luminous flux -> luminance |
83 | else |
84 | { |
85 | // Note: Consider using the simpler conversion I / PI to match with the area-light conversion |
86 | float cosTotalAngle = Math::cos(mSpotAngle); |
87 | float cosFalloffAngle = Math::cos(mSpotFalloffAngle); |
88 | |
89 | // Luminous flux -> luminous intensity |
90 | return mIntensity / (Math::TWO_PI * (1.0f - (cosFalloffAngle + cosTotalAngle) * 0.5f)); |
91 | } |
92 | } |
93 | case LightType::Directional: |
94 | if (mSourceRadius > 0.0f) |
95 | { |
96 | // Use cone solid angle formulae to calculate disc solid angle |
97 | float solidAngle = Math::TWO_PI * (1 - cos(mSourceRadius * Math::DEG2RAD)); |
98 | return mIntensity / solidAngle; // Illuminance -> luminance |
99 | } |
100 | else |
101 | return mIntensity; // In luminance units by default |
102 | default: |
103 | return 0.0f; |
104 | } |
105 | } |
106 | |
107 | void LightBase::updateAttenuationRange() |
108 | { |
109 | // Value to which intensity needs to drop in order for the light contribution to fade out to zero |
110 | const float minAttenuation = 0.2f; |
111 | |
112 | if(mSourceRadius > 0.0f) |
113 | { |
114 | // Inverse of the attenuation formula for area lights: |
115 | // a = I / (1 + (2/r) * d + (1/r^2) * d^2 |
116 | // Where r is the source radius, and d is the distance from the light. As derived here: |
117 | // https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/ |
118 | |
119 | float luminousFlux = getIntensity(); |
120 | |
121 | float a = sqrt(minAttenuation); |
122 | mAttRadius = (mSourceRadius * (sqrt(luminousFlux - a))) / a; |
123 | } |
124 | else // Based on the basic inverse square distance formula |
125 | { |
126 | float luminousIntensity = getIntensity(); |
127 | |
128 | float a = minAttenuation; |
129 | mAttRadius = sqrt(std::max(0.0f, luminousIntensity / a)); |
130 | } |
131 | |
132 | updateBounds(); |
133 | } |
134 | |
135 | void LightBase::updateBounds() |
136 | { |
137 | const Transform& tfrm = getTransform(); |
138 | |
139 | switch (mType) |
140 | { |
141 | case LightType::Directional: |
142 | mBounds = Sphere(tfrm.getPosition(), std::numeric_limits<float>::infinity()); |
143 | break; |
144 | case LightType::Radial: |
145 | mBounds = Sphere(tfrm.getPosition(), mAttRadius); |
146 | break; |
147 | case LightType::Spot: |
148 | { |
149 | // Note: We could use the formula for calculating the circumcircle of a triangle (after projecting the cone), |
150 | // but the radius of the sphere is the same as in the formula we use here, yet it is much simpler with no need |
151 | // to calculate multiple determinants. Neither are good approximations when cone angle is wide. |
152 | Vector3 offset(0, 0, mAttRadius * 0.5f); |
153 | |
154 | // Direction along the edge of the cone, on the YZ plane (doesn't matter if we used XZ instead) |
155 | Degree angle = Math::clamp(mSpotAngle * 0.5f, Degree(-89), Degree(89)); |
156 | Vector3 coneDir(0, Math::tan(angle)*mAttRadius, mAttRadius); |
157 | |
158 | // Distance between the "corner" of the cone and our center, must be the radius (provided the center is at |
159 | // the middle of the range) |
160 | float radius = (offset - coneDir).length(); |
161 | |
162 | Vector3 center = tfrm.getPosition() - tfrm.getRotation().rotate(offset); |
163 | mBounds = Sphere(center, radius); |
164 | } |
165 | break; |
166 | default: |
167 | break; |
168 | } |
169 | } |
170 | |
171 | void LightBase::setTransform(const Transform& transform) |
172 | { |
173 | if (mMobility != ObjectMobility::Movable) |
174 | return; |
175 | |
176 | SceneActor::setTransform(transform); |
177 | updateBounds(); |
178 | } |
179 | |
180 | template <class P> |
181 | void LightBase::rttiEnumFields(P p) |
182 | { |
183 | p(mType); |
184 | p(mCastsShadows); |
185 | p(mColor); |
186 | p(mAttRadius); |
187 | p(mSourceRadius); |
188 | p(mIntensity); |
189 | p(mSpotAngle); |
190 | p(mSpotFalloffAngle); |
191 | p(mAutoAttenuation); |
192 | p(mBounds); |
193 | p(mShadowBias); |
194 | } |
195 | |
196 | Light::Light(LightType type, Color color, float intensity, float attRadius, float srcRadius, bool castsShadows, |
197 | Degree spotAngle, Degree spotFalloffAngle) |
198 | : LightBase(type, color, intensity, attRadius, srcRadius, castsShadows, spotAngle, spotFalloffAngle) |
199 | { |
200 | // Calling virtual method is okay here because this is the most derived type |
201 | updateBounds(); |
202 | } |
203 | |
204 | SPtr<ct::Light> Light::getCore() const |
205 | { |
206 | return std::static_pointer_cast<ct::Light>(mCoreSpecific); |
207 | } |
208 | |
209 | SPtr<Light> Light::create(LightType type, Color color, |
210 | float intensity, float attRadius, bool castsShadows, Degree spotAngle, Degree spotFalloffAngle) |
211 | { |
212 | Light* handler = new (bs_alloc<Light>()) |
213 | Light(type, color, intensity, attRadius, 0.0f, castsShadows, spotAngle, spotFalloffAngle); |
214 | SPtr<Light> handlerPtr = bs_core_ptr<Light>(handler); |
215 | handlerPtr->_setThisPtr(handlerPtr); |
216 | handlerPtr->initialize(); |
217 | |
218 | return handlerPtr; |
219 | } |
220 | |
221 | SPtr<Light> Light::createEmpty() |
222 | { |
223 | Light* handler = new (bs_alloc<Light>()) Light(); |
224 | SPtr<Light> handlerPtr = bs_core_ptr<Light>(handler); |
225 | handlerPtr->_setThisPtr(handlerPtr); |
226 | |
227 | return handlerPtr; |
228 | } |
229 | |
230 | SPtr<ct::CoreObject> Light::createCore() const |
231 | { |
232 | ct::Light* handler = new (bs_alloc<ct::Light>()) |
233 | ct::Light(mType, mColor, mIntensity, mAttRadius, mSourceRadius, mCastsShadows, mSpotAngle, mSpotFalloffAngle); |
234 | SPtr<ct::Light> handlerPtr = bs_shared_ptr<ct::Light>(handler); |
235 | handlerPtr->_setThisPtr(handlerPtr); |
236 | |
237 | return handlerPtr; |
238 | } |
239 | |
240 | CoreSyncData Light::syncToCore(FrameAlloc* allocator) |
241 | { |
242 | UINT32 size = 0; |
243 | size += rttiGetElemSize(getCoreDirtyFlags()); |
244 | size += coreSyncGetElemSize((SceneActor&)*this); |
245 | size += coreSyncGetElemSize(*this); |
246 | |
247 | UINT8* buffer = allocator->alloc(size); |
248 | |
249 | char* dataPtr = (char*)buffer; |
250 | dataPtr = rttiWriteElem(getCoreDirtyFlags(), dataPtr); |
251 | dataPtr = coreSyncWriteElem((SceneActor&)*this, dataPtr); |
252 | dataPtr = coreSyncWriteElem(*this, dataPtr); |
253 | |
254 | return CoreSyncData(buffer, size); |
255 | } |
256 | |
257 | void Light::_markCoreDirty(ActorDirtyFlag flag) |
258 | { |
259 | markCoreDirty((UINT32)flag); |
260 | } |
261 | |
262 | RTTITypeBase* Light::getRTTIStatic() |
263 | { |
264 | return LightRTTI::instance(); |
265 | } |
266 | |
267 | RTTITypeBase* Light::getRTTI() const |
268 | { |
269 | return Light::getRTTIStatic(); |
270 | } |
271 | |
272 | namespace ct |
273 | { |
274 | const UINT32 Light::LIGHT_CONE_NUM_SIDES = 20; |
275 | const UINT32 Light::LIGHT_CONE_NUM_SLICES = 10; |
276 | |
277 | Light::Light(LightType type, Color color, |
278 | float intensity, float attRadius, float srcRadius, bool castsShadows, Degree spotAngle, Degree spotFalloffAngle) |
279 | :LightBase(type, color, intensity, attRadius, srcRadius, castsShadows, spotAngle, spotFalloffAngle), mRendererId(0) |
280 | { |
281 | |
282 | } |
283 | |
284 | Light::~Light() |
285 | { |
286 | gRenderer()->notifyLightRemoved(this); |
287 | } |
288 | |
289 | void Light::initialize() |
290 | { |
291 | updateBounds(); |
292 | gRenderer()->notifyLightAdded(this); |
293 | |
294 | CoreObject::initialize(); |
295 | } |
296 | |
297 | void Light::syncToCore(const CoreSyncData& data) |
298 | { |
299 | char* dataPtr = (char*)data.getBuffer(); |
300 | |
301 | UINT32 dirtyFlags = 0; |
302 | bool oldIsActive = mActive; |
303 | LightType oldType = mType; |
304 | |
305 | dataPtr = rttiReadElem(dirtyFlags, dataPtr); |
306 | dataPtr = coreSyncReadElem((SceneActor&)*this, dataPtr); |
307 | dataPtr = coreSyncReadElem(*this, dataPtr); |
308 | |
309 | updateBounds(); |
310 | |
311 | if((dirtyFlags & ((UINT32)ActorDirtyFlag::Everything | (UINT32)ActorDirtyFlag::Active)) != 0) |
312 | { |
313 | if (oldIsActive != mActive) |
314 | { |
315 | if (mActive) |
316 | gRenderer()->notifyLightAdded(this); |
317 | else |
318 | { |
319 | LightType newType = mType; |
320 | mType = oldType; |
321 | gRenderer()->notifyLightRemoved(this); |
322 | mType = newType; |
323 | } |
324 | } |
325 | else |
326 | { |
327 | LightType newType = mType; |
328 | mType = oldType; |
329 | gRenderer()->notifyLightRemoved(this); |
330 | mType = newType; |
331 | |
332 | gRenderer()->notifyLightAdded(this); |
333 | } |
334 | } |
335 | else if((dirtyFlags & (UINT32)ActorDirtyFlag::Mobility) != 0) |
336 | { |
337 | gRenderer()->notifyLightRemoved(this); |
338 | gRenderer()->notifyLightAdded(this); |
339 | } |
340 | else if ((dirtyFlags & (UINT32)ActorDirtyFlag::Transform) != 0) |
341 | { |
342 | if (mActive) |
343 | gRenderer()->notifyLightUpdated(this); |
344 | } |
345 | } |
346 | }} |
347 | |