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