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cocos_lib/cocos/scene/Ambient.cpp

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/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.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 "scene/Ambient.h"
#include "core/Root.h"
#include "renderer/pipeline/PipelineSceneData.h"
#include "renderer/pipeline/RenderPipeline.h"
#include "renderer/pipeline/custom/RenderInterfaceTypes.h"
namespace {
cc::Color col;
// Normalize HDR color
void normalizeHDRColor(cc::Vec4 &color) {
const float intensity = 1.F / std::max(std::max(std::max(color.x, color.y), color.z), 0.0001F);
if (intensity < 1.F) {
color.x *= intensity;
color.y *= intensity;
color.z *= intensity;
}
}
} // namespace
namespace cc {
namespace scene {
void AmbientInfo::setSkyLightingColor(const Color &val) {
Vec4 v4(static_cast<float>(val.r) / 255.F, static_cast<float>(val.g) / 255.F, static_cast<float>(val.b) / 255.F, static_cast<float>(val.a) / 255.F);
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_skyColorHDR.set(v4);
} else {
_skyColorLDR.set(v4);
}
if (_resource != nullptr) {
_resource->setSkyColor(v4);
}
}
const Color &AmbientInfo::getSkyLightingColor() const {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
Vec4 v4(isHDR ? _skyColorHDR : _skyColorLDR);
normalizeHDRColor(v4);
col.set(static_cast<uint8_t>(v4.x * 255.F), static_cast<uint8_t>(v4.y * 255.F), static_cast<uint8_t>(v4.z * 255.F), 255);
return col;
}
void AmbientInfo::setSkyColor(const Vec4 &val) {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_skyColorHDR.set(val);
} else {
_skyColorLDR.set(val);
}
if (_resource != nullptr) {
_resource->setSkyColor(val);
}
}
void AmbientInfo::setSkyIllum(float val) {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_skyIllumHDR = val;
} else {
_skyIllumLDR = val;
}
if (_resource != nullptr) {
_resource->setSkyIllum(val);
}
}
float AmbientInfo::getSkyIllum() const {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
return isHDR ? _skyIllumHDR : _skyIllumLDR;
}
void AmbientInfo::setGroundLightingColor(const Color &val) {
const Vec4 v4(static_cast<float>(val.r) / 255.F, static_cast<float>(val.g) / 255.F, static_cast<float>(val.b) / 255.F, static_cast<float>(val.a) / 255.F);
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_groundAlbedoHDR.set(v4);
} else {
_groundAlbedoLDR.set(v4);
}
if (_resource != nullptr) {
_resource->setGroundAlbedo(v4);
}
}
const Color &AmbientInfo::getGroundLightingColor() const {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
Vec4 v4(isHDR ? _groundAlbedoHDR : _groundAlbedoLDR);
normalizeHDRColor(v4);
col.set(static_cast<uint8_t>(v4.x * 255.F), static_cast<uint8_t>(v4.y * 255.F), static_cast<uint8_t>(v4.z * 255.F), 255);
return col;
}
void AmbientInfo::setGroundAlbedo(const Vec4 &val) {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_groundAlbedoHDR.set(val);
} else {
_groundAlbedoLDR.set(val);
}
if (_resource != nullptr) {
_resource->setGroundAlbedo(val);
}
}
void AmbientInfo::activate(Ambient *resource) {
_resource = resource;
_resource->initialize(this);
}
//
void Ambient::initialize(AmbientInfo *info) {
// setSkyColor(info->getSkyColor());
// setGroundAlbedo(info->getGroundAlbedo());
// _skyIllum = info->getSkyIllum();
// Init HDR/LDR from serialized data on load
_skyColorHDR = info->getSkyColorHDR();
_groundAlbedoHDR.set(info->getGroundAlbedoHDR());
_skyIllumHDR = info->getSkyIllumHDR();
_skyColorLDR = info->getSkyColorLDR();
_groundAlbedoLDR.set(info->getGroundAlbedoLDR());
_skyIllumLDR = info->getSkyIllumLDR();
}
Vec4 &Ambient::getSkyColor() {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
return isHDR ? _skyColorHDR : _skyColorLDR;
}
const Vec4 &Ambient::getSkyColor() const {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
return isHDR ? _skyColorHDR : _skyColorLDR;
}
void Ambient::setSkyColor(const Vec4 &color) {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_skyColorHDR.set(color);
} else {
_skyColorLDR.set(color);
}
}
/**
* @en Sky illuminance
* @zh 天空亮度
*/
float Ambient::getSkyIllum() const {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
return isHDR ? _skyIllumHDR : _skyIllumLDR;
}
void Ambient::setSkyIllum(float illum) {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_skyIllumHDR = illum;
} else {
_skyIllumLDR = illum;
}
}
/**
* @en Ground color
* @zh 地面颜色
*/
const Vec4 &Ambient::getGroundAlbedo() const {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
return isHDR ? _groundAlbedoHDR : _groundAlbedoLDR;
}
void Ambient::setGroundAlbedo(const Vec4 &color) {
const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
if (isHDR) {
_groundAlbedoHDR.set(color);
} else {
_groundAlbedoLDR.set(color);
}
}
} // namespace scene
} // namespace cc