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76 lines
2.7 KiB
76 lines
2.7 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/Light.h"
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#include "core/scene-graph/Node.h"
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#include "math/Math.h"
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namespace cc {
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namespace scene {
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Light::Light() = default;
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Light::~Light() = default;
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void Light::destroy() {
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_name.clear();
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_node = nullptr;
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}
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void Light::setNode(Node *node) { _node = node; }
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float Light::nt2lm(float size) {
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return 4 * math::PI * math::PI * size * size;
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}
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Vec3 Light::colorTemperatureToRGB(float kelvin) {
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if (kelvin < 1000.0) {
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kelvin = 1000.0;
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} else if (kelvin > 15000.0) {
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kelvin = 15000.0;
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}
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// Approximate Planckian locus in CIE 1960 UCS
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const float kSqr = kelvin * kelvin;
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const float u = (0.860117757 + 1.54118254e-4 * kelvin + 1.28641212e-7 * kSqr) / (1.0 + 8.42420235e-4 * kelvin + 7.08145163e-7 * kSqr);
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const float v = (0.317398726 + 4.22806245e-5 * kelvin + 4.20481691e-8 * kSqr) / (1.0 - 2.89741816e-5 * kelvin + 1.61456053e-7 * kSqr);
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const float d = (2.0 * u - 8.0 * v + 4.0);
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const float x = (3.0 * u) / d;
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const float y = (2.0 * v) / d;
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const float z = (1.0 - x) - y;
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const float X = (1.0 / y) * x;
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const float Z = (1.0 / y) * z;
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// XYZ to RGB with BT.709 primaries
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Vec3 colorWithTemperature;
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colorWithTemperature.x = 3.2404542 * X + -1.5371385 + -0.4985314 * Z;
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colorWithTemperature.y = -0.9692660 * X + 1.8760108 + 0.0415560 * Z;
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colorWithTemperature.z = 0.0556434 * X + -0.2040259 + 1.0572252 * Z;
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return colorWithTemperature;
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}
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} // namespace scene
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} // namespace cc
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