EG/RenderPipelineFile/rpcore/native/source/rp_light.cpp
2025-07-24 11:37:46 +08:00

138 lines
4.5 KiB
C++

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "rp_light.h"
/**
* @brief Constructs a new light with the given type
* @details This constructs a new base light with the given light type.
* Sub-Classes should call this to initialize all properties.
*
* @param light_type Type of the light
*/
RPLight::RPLight(LightType light_type) {
_light_type = light_type;
_needs_update = false;
_casts_shadows = false;
_slot = -1;
_position.fill(0);
_color.fill(1);
_ies_profile = -1;
_source_resolution = 512;
_near_plane = 0.5;
_energy = 20.0;
}
/**
* @brief Writes the light to a GPUCommand
* @details This writes all of the lights data to the given GPUCommand handle.
* Subclasses should first call this method, and then append their own
* data. This makes sure that for unpacking a light, no information about
* the type of the light is required.
*
* @param cmd The GPUCommand to write to
*/
void RPLight::write_to_command(GPUCommand &cmd) {
cmd.push_int(_light_type);
cmd.push_int(_ies_profile);
if (_casts_shadows) {
// If we casts shadows, write the index of the first source, we expect
// them to be consecutive
nassertv(_shadow_sources.size() >= 0);
nassertv(_shadow_sources[0]->has_slot());
cmd.push_int(_shadow_sources[0]->get_slot());
} else {
// If we cast no shadows, just push a negative number
cmd.push_int(-1);
}
cmd.push_vec3(_position);
// Get the lights color by multiplying color with energy. Divide by
// 100, since 16bit floating point buffers only go up to 65000.0, which
// prevents very bright lights
cmd.push_vec3(_color * _energy / 100.0);
}
/**
* @brief Light destructor
* @details This destructs the light, cleaning up all resourced used. The light
* should be detached at this point, because while the Light is attached,
* the InternalLightManager holds a reference to prevent it from being
* destructed.
*/
RPLight::~RPLight() {
nassertv(!has_slot()); // Light still attached - should never happen
clear_shadow_sources();
}
/**
* @brief Sets the lights color from a given color temperature
* @details This sets the lights color, given a temperature. This is more
* physically based than setting a user defined color. The color will be
* computed from the given temperature.
*
* @param temperature Light temperature
*/
void RPLight::set_color_from_temperature(float temperature) {
// Thanks to rdb for this conversion script
float mm = 1000.0 / temperature;
float mm2 = mm * mm;
float mm3 = mm2 * mm;
float x, y;
if (temperature < 4000) {
x = -0.2661239 * mm3 - 0.2343580 * mm2 + 0.8776956 * mm + 0.179910;
} else {
x = -3.0258469 * mm3 + 2.1070379 * mm2 + 0.2226347 * mm + 0.240390;
}
float x2 = x * x;
float x3 = x2 * x;
if (temperature < 2222) {
y = -1.1063814 * x3 - 1.34811020 * x2 + 2.18555832 * x - 0.20219683;
} else if (temperature < 4000) {
y = -0.9549476 * x3 - 1.37418593 * x2 + 2.09137015 * x - 0.16748867;
} else {
y = 3.0817580 * x3 - 5.87338670 * x2 + 3.75112997 * x - 0.37001483;
}
// xyY to XYZ, assuming Y=1.
LVecBase3 xyz(x / y, 1, (1 - x - y) / y);
// Convert XYZ to linearized sRGB.
const static LMatrix3 xyz_to_rgb(
3.2406, -0.9689, 0.0557,
-1.5372, 1.8758, -0.2050,
-0.4986, 0.0415, 1.0570);
set_color(xyz_to_rgb.xform(xyz));
}