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134 lines
5.8 KiB
134 lines
5.8 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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#pragma once
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#include "math/Vec3.h"
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#include "scene/Ambient.h"
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#include "scene/Light.h"
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#include "scene/Shadow.h"
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namespace cc {
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namespace scene {
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class DirectionalLight final : public Light {
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public:
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DirectionalLight();
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~DirectionalLight() override;
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void initialize() override;
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void update() override;
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inline void setShadowEnabled(bool enabled) {
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_shadowEnabled = enabled;
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activate();
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}
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inline void setShadowPcf(PCFType pcf) {
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_shadowPcf = pcf;
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activate();
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}
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inline void setShadowBias(float bias) { _shadowBias = bias; }
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inline void setShadowNormalBias(float normalBias) { _shadowNormalBias = normalBias; }
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inline void setShadowSaturation(float saturation) { _shadowSaturation = saturation; }
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inline void setShadowDistance(float distance) { _shadowDistance = distance; }
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inline void setShadowInvisibleOcclusionRange(float invisibleOcclusionRange) { _shadowInvisibleOcclusionRange = invisibleOcclusionRange; }
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inline void setCSMLevel(CSMLevel csmLevel) {
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_csmLevel = csmLevel;
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activate();
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}
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inline void setCSMLayerLambda(float lambda) { _csmLayerLambda = lambda; }
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inline void setCSMNeedUpdate(bool isCSMNeedUpdate) { _isCSMNeedUpdate = isCSMNeedUpdate; }
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inline void setCSMOptimizationMode(CSMOptimizationMode csmOptimizationMode) { _csmOptimizationMode = csmOptimizationMode; }
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inline void setShadowFixedArea(bool fixedArea) {
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_shadowFixedArea = fixedArea;
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activate();
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}
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inline void setShadowNear(float nearValue) { _shadowNear = nearValue; }
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inline void setShadowFar(float farValue) { _shadowFar = farValue; }
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inline void setShadowOrthoSize(float orthoSize) { _shadowOrthoSize = orthoSize; }
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inline void setCSMLayersTransition(bool csmLayersTransition) {
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_csmLayersTransition = csmLayersTransition;
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activate();
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}
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inline void setCSMTransitionRange(bool csmTransitionRange) { _csmTransitionRange = csmTransitionRange; }
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inline bool isShadowEnabled() const { return _shadowEnabled; }
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inline PCFType getShadowPcf() const { return _shadowPcf; }
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inline float getShadowBias() const { return _shadowBias; }
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inline float getShadowNormalBias() const { return _shadowNormalBias; }
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inline float getShadowSaturation() const { return _shadowSaturation; }
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inline float getShadowDistance() const { return _shadowDistance; }
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inline float getShadowInvisibleOcclusionRange() const { return _shadowInvisibleOcclusionRange; }
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inline CSMLevel getCSMLevel() const { return _csmLevel; }
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inline float getCSMLayerLambda() const { return _csmLayerLambda; }
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inline bool isCSMNeedUpdate() const { return _isCSMNeedUpdate; }
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inline CSMOptimizationMode getCSMOptimizationMode() const { return _csmOptimizationMode; }
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inline bool isShadowFixedArea() const { return _shadowFixedArea; }
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inline float getShadowNear() const { return _shadowNear; }
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inline float getShadowFar() const { return _shadowFar; }
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inline float getShadowOrthoSize() const { return _shadowOrthoSize; }
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inline const Vec3 &getDirection() const { return _dir; }
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inline void setDirection(const Vec3 &dir) { _dir = dir; }
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inline void setIlluminanceHDR(float value) { _illuminanceHDR = value; }
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inline void setIlluminanceLDR(float value) { _illuminanceLDR = value; }
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inline float getIlluminanceHDR() const { return _illuminanceHDR; }
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inline float getIlluminanceLDR() const { return _illuminanceLDR; }
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inline float getCSMLayersTransition() const { return _csmLayersTransition; }
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inline float getCSMTransitionRange() const { return _csmTransitionRange; }
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float getIlluminance() const;
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void setIlluminance(float value);
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void activate() const;
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private:
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// shadow info
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bool _shadowEnabled{false};
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bool _isCSMNeedUpdate{false};
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bool _shadowFixedArea{false};
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bool _csmLayersTransition{false};
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PCFType _shadowPcf{PCFType::HARD};
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CSMLevel _csmLevel{CSMLevel::LEVEL_3};
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CSMOptimizationMode _csmOptimizationMode{CSMOptimizationMode::REMOVE_DUPLICATES};
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float _illuminanceHDR{Ambient::SUN_ILLUM};
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float _illuminanceLDR{1.F};
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float _shadowBias{0.0F};
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float _shadowNormalBias{0.0F};
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float _shadowSaturation{0.75F};
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float _shadowDistance{50.0F};
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float _shadowInvisibleOcclusionRange{200.0F};
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float _csmLayerLambda{0.75F};
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float _shadowNear{0.1F};
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float _shadowFar{10.0F};
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float _shadowOrthoSize{1.0F};
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float _csmTransitionRange{0.05F};
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Vec3 _dir{1.0F, -1.0F, -1.0F};
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CC_DISALLOW_COPY_MOVE_ASSIGN(DirectionalLight);
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};
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} // namespace scene
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} // namespace cc
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