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91 lines
3.3 KiB
91 lines
3.3 KiB
/****************************************************************************
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Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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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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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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#include "scene/DirectionalLight.h"
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#include "core/Root.h"
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#include "core/scene-graph/Node.h"
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#include "renderer/pipeline/PipelineSceneData.h"
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#include "renderer/pipeline/RenderPipeline.h"
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#include "renderer/pipeline/custom/RenderInterfaceTypes.h"
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namespace cc {
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namespace scene {
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DirectionalLight::DirectionalLight() { _type = LightType::DIRECTIONAL; }
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DirectionalLight::~DirectionalLight() = default;
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void DirectionalLight::initialize() {
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Light::initialize();
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setIlluminance(Ambient::SUN_ILLUM);
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_dir.set(1.0F, -1.0F, -1.0F);
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}
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void DirectionalLight::update() {
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if (_node && _node->getChangedFlags()) {
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_dir = _forward;
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_node->updateWorldTransform();
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_dir.transformQuat(_node->getWorldRotation());
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}
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}
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float DirectionalLight::getIlluminance() const {
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const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
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if (isHDR) {
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return _illuminanceHDR;
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}
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return _illuminanceLDR;
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}
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void DirectionalLight::setIlluminance(float value) {
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const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
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if (isHDR) {
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_illuminanceHDR = value;
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} else {
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_illuminanceLDR = value;
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}
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}
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void DirectionalLight::activate() const {
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auto *pipeline = Root::getInstance()->getPipeline();
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if (pipeline) {
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if (_shadowEnabled) {
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if (_shadowFixedArea || !pipeline->getPipelineSceneData()->getCSMSupported()) {
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pipeline->setValue("CC_DIR_LIGHT_SHADOW_TYPE", 1);
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} else if (_csmLevel > CSMLevel::LEVEL_1 && pipeline->getPipelineSceneData()->getCSMSupported()) {
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pipeline->setValue("CC_DIR_LIGHT_SHADOW_TYPE", 2);
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pipeline->setValue("CC_CASCADED_LAYERS_TRANSITION", _csmLayersTransition);
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} else {
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pipeline->setValue("CC_DIR_LIGHT_SHADOW_TYPE", 1);
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}
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pipeline->setValue("CC_DIR_SHADOW_PCF_TYPE", static_cast<int32_t>(_shadowPcf));
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} else {
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pipeline->setValue("CC_DIR_LIGHT_SHADOW_TYPE", 0);
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}
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}
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}
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} // namespace scene
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} // namespace cc
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