NazaraEngine/src/Nazara/Graphics/Light.cpp

356 lines
8.1 KiB
C++

// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Math/Sphere.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <cstring>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Utilisation des UBOs
NzLight::NzLight(nzLightType type) :
m_type(type),
m_color(NzColor::White),
m_boundingVolumeUpdated(false),
m_ambientFactor((type == nzLightType_Directional) ? 0.2f : 0.f),
m_attenuation(0.9f),
m_diffuseFactor(1.f),
m_innerAngle(15.f),
m_outerAngle(45.f),
m_radius(5.f)
{
}
NzLight::NzLight(const NzLight& light) :
NzSceneNode(light),
m_type(light.m_type),
m_boundingVolume(light.m_boundingVolume),
m_color(light.m_color),
m_boundingVolumeUpdated(light.m_boundingVolumeUpdated),
m_ambientFactor(light.m_ambientFactor),
m_attenuation(light.m_attenuation),
m_diffuseFactor(light.m_diffuseFactor),
m_innerAngle(light.m_innerAngle),
m_outerAngle(light.m_outerAngle),
m_radius(light.m_radius)
{
}
void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
{
renderQueue->AddLight(this);
}
void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) const
{
/*
struct Light
{
int type;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
Directional
-P1: vec3 direction
Point
-P1: vec3 position + float attenuation
-P2: float invRadius
Spot
-P1: vec3 position + float attenuation
-P2: vec3 direction + float invRadius
-P3: float cosInnerAngle + float cosOuterAngle
*/
///TODO: Optimiser
int typeLocation = program->GetUniformLocation("Lights[0].type");
int colorLocation = program->GetUniformLocation("Lights[0].color");
int factorsLocation = program->GetUniformLocation("Lights[0].factors");
int parameters1Location = program->GetUniformLocation("Lights[0].parameters1");
int parameters2Location = program->GetUniformLocation("Lights[0].parameters2");
int parameters3Location = program->GetUniformLocation("Lights[0].parameters3");
if (lightUnit > 0)
{
int type2Location = program->GetUniformLocation("Lights[1].type");
int offset = lightUnit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
// On applique cet offset
typeLocation += offset;
colorLocation += offset;
factorsLocation += offset;
parameters1Location += offset;
parameters2Location += offset;
parameters3Location += offset;
}
program->SendInteger(typeLocation, m_type);
program->SendColor(colorLocation, m_color);
program->SendVector(factorsLocation, NzVector2f(m_ambientFactor, m_diffuseFactor));
if (!m_derivedUpdated)
UpdateDerived();
switch (m_type)
{
case nzLightType_Directional:
program->SendVector(parameters1Location, NzVector4f(m_derivedRotation * NzVector3f::Forward()));
break;
case nzLightType_Point:
program->SendVector(parameters1Location, NzVector4f(m_derivedPosition, m_attenuation));
program->SendVector(parameters2Location, NzVector4f(1.f/m_radius, 0.f, 0.f, 0.f));
break;
case nzLightType_Spot:
program->SendVector(parameters1Location, NzVector4f(m_derivedPosition, m_attenuation));
program->SendVector(parameters2Location, NzVector4f(m_derivedRotation * NzVector3f::Forward(), 1.f/m_radius));
program->SendVector(parameters3Location, NzVector2f(std::cos(NzDegreeToRadian(m_innerAngle)), std::cos(NzDegreeToRadian(m_outerAngle))));
break;
}
}
float NzLight::GetAmbientFactor() const
{
return m_ambientFactor;
}
float NzLight::GetAttenuation() const
{
return m_attenuation;
}
const NzBoundingVolumef& NzLight::GetBoundingVolume() const
{
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
return m_boundingVolume;
}
NzColor NzLight::GetColor() const
{
return m_color;
}
float NzLight::GetDiffuseFactor() const
{
return m_diffuseFactor;
}
float NzLight::GetInnerAngle() const
{
return m_innerAngle;
}
nzLightType NzLight::GetLightType() const
{
return m_type;
}
float NzLight::GetOuterAngle() const
{
return m_outerAngle;
}
float NzLight::GetRadius() const
{
return m_radius;
}
nzSceneNodeType NzLight::GetSceneNodeType() const
{
return nzSceneNodeType_Light;
}
bool NzLight::IsDrawable() const
{
return true;
}
void NzLight::SetAmbientFactor(float factor)
{
m_ambientFactor = factor;
}
void NzLight::SetAttenuation(float attenuation)
{
m_attenuation = attenuation;
}
void NzLight::SetColor(const NzColor& color)
{
m_color = color;
}
void NzLight::SetDiffuseFactor(float factor)
{
m_diffuseFactor = factor;
}
void NzLight::SetInnerAngle(float innerAngle)
{
m_innerAngle = innerAngle;
}
void NzLight::SetOuterAngle(float outerAngle)
{
m_outerAngle = outerAngle;
m_boundingVolume.MakeNull();
m_boundingVolumeUpdated = false;
}
void NzLight::SetRadius(float radius)
{
m_radius = radius;
m_boundingVolume.MakeNull();
m_boundingVolumeUpdated = false;
}
NzLight& NzLight::operator=(const NzLight& light)
{
NzSceneNode::operator=(light);
m_ambientFactor = light.m_ambientFactor;
m_attenuation = light.m_attenuation;
m_boundingVolume = light.m_boundingVolume;
m_boundingVolumeUpdated = light.m_boundingVolumeUpdated;
m_color = light.m_color;
m_diffuseFactor = light.m_diffuseFactor;
m_innerAngle = light.m_innerAngle;
m_outerAngle = light.m_outerAngle;
m_radius = light.m_radius;
m_type = light.m_type;
return *this;
}
void NzLight::Disable(const NzShaderProgram* program, unsigned int lightUnit)
{
///TODO: Optimiser
program->SendInteger(program->GetUniformLocation("Lights[" + NzString::Number(lightUnit) + "].type"), -1);
}
bool NzLight::FrustumCull(const NzFrustumf& frustum)
{
switch (m_type)
{
case nzLightType_Directional:
return true; // Toujours visible
case nzLightType_Point:
if (!m_derivedUpdated)
UpdateDerived();
// Un test sphérique est bien plus rapide et précis que celui de la bounding box
return frustum.Contains(NzSpheref(m_derivedPosition, m_radius));
case nzLightType_Spot:
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
return frustum.Contains(m_boundingVolume);
}
NazaraError("Invalid light type (0x" + NzString::Number(m_type, 16) + ')');
return false;
}
void NzLight::Invalidate()
{
NzSceneNode::Invalidate();
m_boundingVolumeUpdated = false;
}
void NzLight::Register()
{
}
void NzLight::Unregister()
{
}
void NzLight::UpdateBoundingVolume() const
{
if (m_boundingVolume.IsNull())
{
switch (m_type)
{
case nzLightType_Directional:
m_boundingVolume.MakeInfinite();
m_boundingVolumeUpdated = true;
return; // Rien d'autre à faire
case nzLightType_Point:
{
NzVector3f radius(m_radius);
m_boundingVolume.Set(-radius, radius);
break;
}
case nzLightType_Spot:
{
// On forme une boite sur l'origine
NzBoxf box(NzVector3f::Zero());
// On calcule le reste des points
float height = m_radius;
NzVector3f base(NzVector3f::Forward()*height);
// Il nous faut maintenant le rayon du cercle projeté à cette distance
// Tangente = Opposé/Adjaçent <=> Opposé = Adjaçent*Tangente
float radius = height*std::tan(NzDegreeToRadian(m_outerAngle));
NzVector3f lExtend = NzVector3f::Left()*radius;
NzVector3f uExtend = NzVector3f::Up()*radius;
// Et on ajoute ensuite les quatres extrémités de la pyramide
box.ExtendTo(base + lExtend + uExtend);
box.ExtendTo(base + lExtend - uExtend);
box.ExtendTo(base - lExtend + uExtend);
box.ExtendTo(base - lExtend - uExtend);
m_boundingVolume.Set(box);
break;
}
}
}
switch (m_type)
{
case nzLightType_Directional:
break;
case nzLightType_Point:
if (!m_derivedUpdated)
UpdateDerived();
m_boundingVolume.Update(NzMatrix4f::Translate(m_derivedPosition)); // Notre BoundingBox ne changera que selon la position
break;
case nzLightType_Spot:
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingVolume.Update(m_transformMatrix);
break;
}
m_boundingVolumeUpdated = true;
}