| 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 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Reflection/BsIReflectable.h" |
| 7 | #include "Math/BsVector3.h" |
| 8 | #include "Math/BsQuaternion.h" |
| 9 | #include "Image/BsColor.h" |
| 10 | #include "Math/BsSphere.h" |
| 11 | #include "CoreThread/BsCoreObject.h" |
| 12 | #include "Scene/BsSceneActor.h" |
| 13 | |
| 14 | namespace bs |
| 15 | { |
| 16 | /** @addtogroup Renderer-Internal |
| 17 | * @{ |
| 18 | */ |
| 19 | |
| 20 | /** Light type that determines how is light information parsed by the renderer and other systems. */ |
| 21 | enum BS_SCRIPT_EXPORT(m:Rendering) class LightType |
| 22 | { |
| 23 | Directional, |
| 24 | Radial, |
| 25 | Spot, |
| 26 | |
| 27 | Count BS_SCRIPT_EXPORT(ex:true) // Keep at end |
| 28 | }; |
| 29 | |
| 30 | /** @} */ |
| 31 | |
| 32 | /** @addtogroup Implementation |
| 33 | * @{ |
| 34 | */ |
| 35 | |
| 36 | /** Base class for both sim and core thread Light implementations. */ |
| 37 | class BS_CORE_EXPORT LightBase : public SceneActor |
| 38 | { |
| 39 | public: |
| 40 | LightBase(); |
| 41 | LightBase(LightType type, Color color, float intensity, float attRadius, float srcRadius, |
| 42 | bool castsShadows, Degree spotAngle, Degree spotFalloffAngle); |
| 43 | |
| 44 | virtual ~LightBase() { } |
| 45 | |
| 46 | /** Determines the type of the light. */ |
| 47 | LightType getType() const { return mType; } |
| 48 | |
| 49 | /** @copydoc getType() */ |
| 50 | void setType(LightType type) { mType = type; _markCoreDirty(); updateBounds(); } |
| 51 | |
| 52 | /** Determines does this light cast shadows when rendered. */ |
| 53 | void setCastsShadow(bool castsShadow) { mCastsShadows = castsShadow; _markCoreDirty(); } |
| 54 | |
| 55 | /** @copydoc setCastsShadow */ |
| 56 | bool getCastsShadow() const { return mCastsShadows; } |
| 57 | |
| 58 | /** |
| 59 | * Shadow bias determines offset at which the shadows are rendered from the shadow caster. Bias value of 0 means |
| 60 | * the shadow will be renderered exactly at the casters position. If your geometry has thin areas this will |
| 61 | * produce an artifact called shadow acne, in which case you can increase the shadow bias value to eliminate it. |
| 62 | * Note that increasing the shadow bias will on the other hand make the shadow be offset from the caster and may |
| 63 | * make the caster appear as if floating (Peter Panning artifact). Neither is perfect, so it is preferable to ensure |
| 64 | * all your geometry has thickness and keep the bias at zero, or even at negative values. |
| 65 | * |
| 66 | * Default value is 0.5. Should be in rough range [-1, 1]. |
| 67 | */ |
| 68 | void setShadowBias(float bias) { mShadowBias = bias; _markCoreDirty(); } |
| 69 | |
| 70 | /** @copydoc setShadowBias() */ |
| 71 | float getShadowBias() const { return mShadowBias; } |
| 72 | |
| 73 | /** Determines the color emitted by the light. */ |
| 74 | void setColor(const Color& color) { mColor = color; _markCoreDirty(); } |
| 75 | |
| 76 | /** @copydoc setColor() */ |
| 77 | Color getColor() const { return mColor; } |
| 78 | |
| 79 | /** |
| 80 | * Range at which the light contribution fades out to zero. Use setUseAutoAttenuation to provide a radius |
| 81 | * automatically dependant on light intensity. The radius will cut-off light contribution and therefore manually set |
| 82 | * very small radius can end up being very physically incorrect. |
| 83 | */ |
| 84 | void setAttenuationRadius(float radius); |
| 85 | |
| 86 | /** @copydoc setAttenuationRadius */ |
| 87 | float getAttenuationRadius() const { return mAttRadius; } |
| 88 | |
| 89 | /** |
| 90 | * Radius of the light source. If non-zero then this light represents an area light, otherwise it is a punctual |
| 91 | * light. Area lights have different attenuation then punctual lights, and their appearance in specular reflections |
| 92 | * is realistic. Shape of the area light depends on light type: |
| 93 | * - For directional light the shape is a disc projected on the hemisphere on the sky. This parameter |
| 94 | * represents angular radius (in degrees) of the disk and should be very small (think of how much space the Sun |
| 95 | * takes on the sky - roughly 0.25 degree radius). |
| 96 | * - For radial light the shape is a sphere and the source radius is the radius of the sphere. |
| 97 | * - For spot lights the shape is a disc oriented in the direction of the spot light and the source radius is the |
| 98 | * radius of the disc. |
| 99 | */ |
| 100 | void setSourceRadius(float radius); |
| 101 | |
| 102 | /** @copydoc setSourceRadius */ |
| 103 | float getSourceRadius() const { return mSourceRadius; } |
| 104 | |
| 105 | /** |
| 106 | * If enabled the attenuation radius will automatically be controlled in order to provide reasonable light radius, |
| 107 | * depending on its intensity. |
| 108 | */ |
| 109 | void setUseAutoAttenuation(bool enabled); |
| 110 | |
| 111 | /** @copydoc setUseAutoAttenuation */ |
| 112 | bool getUseAutoAttenuation() const { return mAutoAttenuation; } |
| 113 | |
| 114 | /** |
| 115 | * Determines the power of the light source. This will be luminous flux for radial & spot lights, |
| 116 | * luminance for directional lights with no area, and illuminance for directional lights with area (non-zero source |
| 117 | * radius). |
| 118 | */ |
| 119 | void setIntensity(float intensity); |
| 120 | |
| 121 | /** @copydoc setIntensity */ |
| 122 | float getIntensity() const { return mIntensity; } |
| 123 | |
| 124 | /** Determines the total angle covered by a spot light. */ |
| 125 | void setSpotAngle(const Degree& spotAngle) { mSpotAngle = spotAngle; _markCoreDirty(); updateBounds(); } |
| 126 | |
| 127 | /** @copydoc setSpotAngle */ |
| 128 | Degree getSpotAngle() const { return mSpotAngle; } |
| 129 | |
| 130 | /** |
| 131 | * Determines the falloff angle covered by a spot light. Falloff angle determines at what point does light intensity |
| 132 | * starts quadratically falling off as the angle approaches the total spot angle. |
| 133 | */ |
| 134 | void setSpotFalloffAngle(const Degree& spotFallofAngle) |
| 135 | { mSpotFalloffAngle = spotFallofAngle; _markCoreDirty(); updateBounds(); } |
| 136 | |
| 137 | /** @copydoc setSpotFalloffAngle */ |
| 138 | Degree getSpotFalloffAngle() const { return mSpotFalloffAngle; } |
| 139 | |
| 140 | /** Returns world space bounds that completely encompass the light's area of influence. */ |
| 141 | Sphere getBounds() const { return mBounds; } |
| 142 | |
| 143 | /** |
| 144 | * Returns the luminance of the light source. This is the value that should be used in lighting equations. |
| 145 | * |
| 146 | * @note |
| 147 | * For point light sources this method returns luminous intensity and not luminance. We use the same method for both |
| 148 | * as a convenience since in either case its used as a measure of intensity in lighting equations. |
| 149 | */ |
| 150 | float getLuminance() const; |
| 151 | |
| 152 | /** Enumerates all the fields in the type and executes the specified processor action for each field. */ |
| 153 | template<class P> |
| 154 | void rttiEnumFields(P p); |
| 155 | |
| 156 | protected: |
| 157 | /** Updates the internal bounds for the light. Call this whenever a property affecting the bounds changes. */ |
| 158 | void updateBounds(); |
| 159 | |
| 160 | /** Calculates maximum light range based on light intensity. */ |
| 161 | void updateAttenuationRange(); |
| 162 | |
| 163 | /** @copydoc SceneActor::setTransform */ |
| 164 | void setTransform(const Transform& transform) override; |
| 165 | |
| 166 | LightType mType; /**< Type of light that determines how are the rest of the parameters interpreted. */ |
| 167 | bool mCastsShadows; /**< Determines whether the light casts shadows. */ |
| 168 | Color mColor; /**< Color of the light. */ |
| 169 | float mAttRadius; /**< Radius at which light intensity falls off to zero. */ |
| 170 | float mSourceRadius; /**< Radius of the light source. If > 0 the light is an area light. */ |
| 171 | float mIntensity; /**< Power of the light source. @see setIntensity. */ |
| 172 | Degree mSpotAngle; /**< Total angle covered by a spot light. */ |
| 173 | Degree mSpotFalloffAngle; /**< Spot light angle at which falloff starts. Must be smaller than total angle. */ |
| 174 | Sphere mBounds; /**< Sphere that bounds the light area of influence. */ |
| 175 | bool mAutoAttenuation; /**< Determines is attenuation radius is automatically determined. */ |
| 176 | float mShadowBias; /**< See setShadowBias() */ |
| 177 | }; |
| 178 | |
| 179 | /** @} */ |
| 180 | /** @addtogroup Renderer-Internal |
| 181 | * @{ |
| 182 | */ |
| 183 | |
| 184 | namespace ct { class Light; } |
| 185 | |
| 186 | /** Illuminates a portion of the scene covered by the light. */ |
| 187 | class BS_CORE_EXPORT Light : public IReflectable, public CoreObject, public LightBase |
| 188 | { |
| 189 | public: |
| 190 | /** Retrieves an implementation of the light usable only from the core thread. */ |
| 191 | SPtr<ct::Light> getCore() const; |
| 192 | |
| 193 | /** |
| 194 | * Creates a new light with provided settings. |
| 195 | * |
| 196 | * @param[in] type Type of light that determines how are the rest of the parameters interpreted. |
| 197 | * @param[in] color Color of the light. |
| 198 | * @param[in] intensity Power of the light source. This will be luminous flux for radial & spot lights, |
| 199 | * luminance for directional lights with no area, and illuminance for directional |
| 200 | * lights with area (non-zero source radius). |
| 201 | * @param[in] attRadius Radius at which light's influence fades out to zero. |
| 202 | * @param[in] castsShadows Determines whether the light casts shadows. |
| 203 | * @param[in] spotAngle Total angle covered by a spot light. |
| 204 | * @param[in] spotFalloffAngle Spot light angle at which falloff starts. Must be smaller than total angle. |
| 205 | */ |
| 206 | static SPtr<Light> create(LightType type = LightType::Radial, Color color = Color::White, |
| 207 | float intensity = 100.0f, float attRadius = 10.0f, bool castsShadows = false, |
| 208 | Degree spotAngle = Degree(45), Degree spotFalloffAngle = Degree(40)); |
| 209 | |
| 210 | protected: |
| 211 | Light(LightType type, Color color, float intensity, float attRadius, float srcRadius, |
| 212 | bool castsShadows, Degree spotAngle, Degree spotFalloffAngle); |
| 213 | |
| 214 | /** @copydoc CoreObject::createCore */ |
| 215 | SPtr<ct::CoreObject> createCore() const override; |
| 216 | |
| 217 | /** @copydoc LightBase::_markCoreDirty */ |
| 218 | void _markCoreDirty(ActorDirtyFlag flag = ActorDirtyFlag::Everything) override; |
| 219 | |
| 220 | /** @copydoc CoreObject::syncToCore */ |
| 221 | CoreSyncData syncToCore(FrameAlloc* allocator) override; |
| 222 | |
| 223 | /** Creates a light with without initializing it. Used for serialization. */ |
| 224 | static SPtr<Light> createEmpty(); |
| 225 | |
| 226 | /************************************************************************/ |
| 227 | /* RTTI */ |
| 228 | /************************************************************************/ |
| 229 | public: |
| 230 | friend class LightRTTI; |
| 231 | static RTTITypeBase* getRTTIStatic(); |
| 232 | RTTITypeBase* getRTTI() const override; |
| 233 | |
| 234 | protected: |
| 235 | Light() = default; // Serialization only |
| 236 | }; |
| 237 | |
| 238 | namespace ct |
| 239 | { |
| 240 | /** Core thread usable version of bs::Light. */ |
| 241 | class BS_CORE_EXPORT Light : public CoreObject, public LightBase |
| 242 | { |
| 243 | public: |
| 244 | ~Light(); |
| 245 | |
| 246 | /** Sets an ID that can be used for uniquely identifying this object by the renderer. */ |
| 247 | void setRendererId(UINT32 id) { mRendererId = id; } |
| 248 | |
| 249 | /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */ |
| 250 | UINT32 getRendererId() const { return mRendererId; } |
| 251 | |
| 252 | static const UINT32 LIGHT_CONE_NUM_SIDES; |
| 253 | static const UINT32 LIGHT_CONE_NUM_SLICES; |
| 254 | protected: |
| 255 | friend class bs::Light; |
| 256 | |
| 257 | Light(LightType type, Color color, float intensity, float attRadius, float srcRadius, bool castsShadows, |
| 258 | Degree spotAngle, Degree spotFalloffAngle); |
| 259 | |
| 260 | /** @copydoc CoreObject::initialize */ |
| 261 | void initialize() override; |
| 262 | |
| 263 | /** @copydoc CoreObject::syncToCore */ |
| 264 | void syncToCore(const CoreSyncData& data) override; |
| 265 | |
| 266 | UINT32 mRendererId; |
| 267 | }; |
| 268 | } |
| 269 | |
| 270 | /** @} */ |
| 271 | } |
| 272 | |