2022-06-25 00:23:03 +08:00

290 lines
7.6 KiB
C++

/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
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 "Light.h"
#include <new>
#include "gfx/DeviceGraphics.h"
#include "gfx/Texture2D.h"
#include "gfx/RenderBuffer.h"
#include "gfx/FrameBuffer.h"
RENDERER_BEGIN
Light::Light()
{
_worldRT = Mat4();
}
Light::~Light()
{
RENDERER_SAFE_RELEASE(_shadowFrameBuffer);
RENDERER_SAFE_RELEASE(_shadowDepthBuffer);
RENDERER_SAFE_RELEASE(_node);
RENDERER_SAFE_RELEASE(_shadowMap);
}
void Light::setColor(float r, float g, float b)
{
_color.set(r, g, b);
_colorUniform.set(r * _intensity, g * _intensity, b * _intensity);
}
void Light::setIntensity(float val)
{
_intensity = val;
_colorUniform.set(_color.r * _intensity,
_color.g * _intensity,
_color.b * _intensity);
}
void Light::setSpotAngle(float val)
{
_spotAngle = val;
_spotUniform[0] = std::cos(_spotAngle * 0.5f);
}
void Light::setSpotExp(float val)
{
_spotExp = val;
_spotUniform[1] = _spotExp;
}
void Light::setShadowType(ShadowType val)
{
if (ShadowType::NONE == _shadowType &&
ShadowType::NONE != val)
{
_shadowMapDirty = true;
}
_shadowType = val;
}
void Light::setShadowResolution(uint32_t val)
{
if (_shadowResolution != val)
{
_shadowMapDirty = true;
_shadowResolution = val;
}
}
float Light::getShadowMinDepth() const
{
if (LightType::DIRECTIONAL == _type)
return 1.0f;
else
return _shadowMinDepth;
}
float Light::getShadowMaxDepth() const
{
if (LightType::DIRECTIONAL == _type)
return 1.0f;
else
return _shadowMaxDepth;
}
void Light::setWorldMatrix(const Mat4& worldMatrix)
{
_worldMatrix = worldMatrix;
Quaternion rotation;
Vec3 translation;
_worldMatrix.decompose(nullptr, &rotation, &translation);
Mat4::createRotation(rotation, &_worldRT);
_worldRT.translate(translation);
}
void Light::setNode(NodeProxy* node)
{
if (_node == node)
{
return;
}
if (_node != nullptr)
{
_node->release();
}
_node = node;
if (_node != nullptr)
{
_node->retain();
}
}
void Light::extractView(View& out, const std::vector<std::string>& stages)
{
out.shadowLight = const_cast<Light*>(this);
out.rect = { 0, 0, (float)_shadowResolution, (float)_shadowResolution };
// clear options
out.color.set(1.f, 1.f, 1.f, 1.f);
out.depth = 1;
out.stencil = 1;
out.clearFlags = ClearFlag::COLOR | ClearFlag::DEPTH;
// stage & framebuffer
out.stages = stages;
out.frameBuffer = _shadowFrameBuffer;
// view projection matrix
switch (_type)
{
case LightType::SPOT:
computeSpotLightViewProjMatrix(out.matView, out.matProj);
break;
case LightType::DIRECTIONAL:
computeDirectionalLightViewProjMatrix(out.matView, out.matProj);
break;
case LightType::POINT:
computePointLightViewProjMatrix(out.matView, out.matProj);
break;
case LightType::AMBIENT:
break;
default:
RENDERER_LOGW("Shadow of this light type is not supported");
break;
}
// view-porjection
Mat4::multiply(out.matProj, out.matView, &out.matViewProj);
out.matInvViewProj = out.matViewProj.getInversed();
_viewProjMatrix.set(out.matViewProj);
out.cullingMask = 0xffffffff;
}
void Light::update(DeviceGraphics* device)
{
updateLightPositionAndDirection();
if (ShadowType::NONE == _shadowType)
destroyShadowMap();
else
{
destroyShadowMap();
generateShadowMap(device);
_shadowMapDirty = false;
}
}
// private functions
void Light::updateLightPositionAndDirection()
{
_worldMatrix = _node->getWorldMatrix();
_worldMatrix.transformVector(_forward, &_directionUniform);
_positionUniform.set(_worldMatrix.m[12], _worldMatrix.m[13], _worldMatrix.m[14]);
}
void Light::generateShadowMap(DeviceGraphics* device)
{
_shadowMap = new (std::nothrow) Texture2D();
if (!_shadowMap)
return;
_shadowDepthBuffer = new (std::nothrow) RenderBuffer();
if (!_shadowDepthBuffer)
{
_shadowMap->release();
_shadowMap = nullptr;
return;
}
_shadowFrameBuffer = new (std::nothrow) FrameBuffer();
if (!_shadowFrameBuffer)
{
_shadowMap->release();
_shadowDepthBuffer->release();
_shadowMap = nullptr;
_shadowDepthBuffer = nullptr;
return;
}
Texture2D::Options options;
options.width = _shadowResolution;
options.height = _shadowResolution;
options.glFormat = GL_RGBA;
options.wrapS = Texture2D::WrapMode::CLAMP;
options.wrapT = Texture2D::WrapMode::CLAMP;
_shadowMap->init(device, options);
_shadowDepthBuffer->init(device, RenderBuffer::Format::D16, _shadowResolution, _shadowResolution);
_shadowFrameBuffer->init(device, _shadowResolution, _shadowResolution);
_shadowFrameBuffer->setColorBuffer(_shadowMap, 0);
_shadowFrameBuffer->setDepthBuffer(_shadowDepthBuffer);
}
void Light::destroyShadowMap()
{
if (_shadowMap)
{
_shadowMap->release();
_shadowMap = nullptr;
RENDERER_SAFE_RELEASE(_shadowDepthBuffer);
_shadowDepthBuffer = nullptr;
RENDERER_SAFE_RELEASE(_shadowFrameBuffer);
_shadowFrameBuffer = nullptr;
}
}
void Light::computeSpotLightViewProjMatrix(Mat4& matView, Mat4& matProj) const
{
// view matrix
_node->getWorldRT(&(const_cast<Light*>(this)->_worldRT));
matView = _worldRT.getInversed();
// proj matrix
Mat4::createPerspective(_spotAngle * _spotAngleScale / 3.1415926 * 180,
1,
_shadowMinDepth,
_shadowMaxDepth,
&matProj);
}
void Light::computeDirectionalLightViewProjMatrix(Mat4& matView, Mat4& matProj) const
{
// view matrix
_node->getWorldRT(&(const_cast<Light*>(this)->_worldRT));
matView = _worldRT.getInversed();
// proj matrix
float halfSize = _shadowFustumSize / 2;
Mat4::createOrthographic(-halfSize, halfSize, -halfSize, halfSize, _shadowMinDepth, _shadowMaxDepth, &matProj);
}
void Light::computePointLightViewProjMatrix(Mat4& matView, Mat4& matProj) const
{
//REFINE
}
RENDERER_END