| 1 | // Copyright (C) 2008-2012 NVIDIA Corporation. |
| 2 | // Copyright (C) 2019 The Qt Company Ltd. |
| 3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 4 | |
| 5 | #ifndef QSSG_RENDER_LIGHT_H |
| 6 | #define QSSG_RENDER_LIGHT_H |
| 7 | |
| 8 | // |
| 9 | // W A R N I N G |
| 10 | // ------------- |
| 11 | // |
| 12 | // This file is not part of the Qt API. It exists purely as an |
| 13 | // implementation detail. This header file may change from version to |
| 14 | // version without notice, or even be removed. |
| 15 | // |
| 16 | // We mean it. |
| 17 | // |
| 18 | |
| 19 | #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h> |
| 20 | |
| 21 | QT_BEGIN_NAMESPACE |
| 22 | |
| 23 | struct QSSGRenderImage; |
| 24 | |
| 25 | struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLight : public QSSGRenderNode |
| 26 | { |
| 27 | enum class DirtyFlag : quint8 |
| 28 | { |
| 29 | LightDirty = 0x1 |
| 30 | }; |
| 31 | using FlagT = std::underlying_type_t<DirtyFlag>; |
| 32 | |
| 33 | // Must match QQuick3DAbstractLight::QSSGSoftShadowQuality |
| 34 | enum class SoftShadowQuality { |
| 35 | Hard = 0, |
| 36 | PCF4, |
| 37 | PCF8, |
| 38 | PCF16, |
| 39 | PCF32, |
| 40 | PCF64, |
| 41 | }; |
| 42 | |
| 43 | static constexpr DirtyFlag DirtyMask { std::numeric_limits<FlagT>::max() }; |
| 44 | |
| 45 | QSSGRenderNode *m_scope; |
| 46 | QVector3D m_diffuseColor; // colors are 0-1 normalized |
| 47 | QVector3D m_specularColor; // colors are 0-1 normalized |
| 48 | QVector3D m_ambientColor; // colors are 0-1 normalized |
| 49 | |
| 50 | // The variables below are in the same range as Studio |
| 51 | // Only valid if node is a point light |
| 52 | float m_brightness; |
| 53 | float m_constantFade; |
| 54 | float m_linearFade; |
| 55 | float m_quadraticFade; |
| 56 | |
| 57 | float m_coneAngle; // 0-180 |
| 58 | float m_innerConeAngle; // 0-180 |
| 59 | |
| 60 | FlagT m_lightDirtyFlags = 0; |
| 61 | bool m_castShadow; // true if this light produce shadows |
| 62 | float m_shadowBias; // depth shift to avoid self-shadowing artifacts |
| 63 | float m_shadowFactor; // Darkening factor for ESMs |
| 64 | quint32 m_shadowMapRes; // Resolution of shadow map |
| 65 | float m_shadowMapFar; // Far clip plane for the shadow map |
| 66 | float m_shadowFilter; // Shadow map filter step size |
| 67 | SoftShadowQuality m_softShadowQuality = SoftShadowQuality::PCF4; |
| 68 | |
| 69 | float m_pcfFactor = 2.0f; |
| 70 | |
| 71 | bool m_bakingEnabled = false; |
| 72 | bool m_fullyBaked = false; // direct+indirect |
| 73 | |
| 74 | // Cascading shadow map options |
| 75 | float m_csmSplit1 = 0.0f; |
| 76 | float m_csmSplit2 = 0.25f; |
| 77 | float m_csmSplit3 = 0.5f; |
| 78 | int m_csmNumSplits = 0; |
| 79 | float m_csmBlendRatio = 0.05f; |
| 80 | |
| 81 | // Defaults to directional light |
| 82 | explicit QSSGRenderLight(Type type = Type::DirectionalLight); |
| 83 | |
| 84 | [[nodiscard]] inline bool isEnabled() const { return (m_brightness > 0.0f); } |
| 85 | |
| 86 | [[nodiscard]] inline bool isDirty(DirtyFlag dirtyFlag = DirtyMask) const |
| 87 | { |
| 88 | return ((m_lightDirtyFlags & FlagT(dirtyFlag)) != 0) |
| 89 | || ((dirtyFlag == DirtyMask) && QSSGRenderNode::isDirty()); |
| 90 | } |
| 91 | void markDirty(DirtyFlag dirtyFlag); |
| 92 | void clearDirty(DirtyFlag dirtyFlag); |
| 93 | }; |
| 94 | QT_END_NAMESPACE |
| 95 | |
| 96 | #endif |
| 97 | |