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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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.

 */

#ifndef DIVIDE_LIGHT_H_
#define DIVIDE_LIGHT_H_

#include "core.h"
#include "Graphs/Headers/SceneNode.h"

namespace Divide {

///The different types of lights supported
enum LightType {
    LIGHT_TYPE_DIRECTIONAL = 0,
    LIGHT_TYPE_POINT = 1, ///< or omni light, if you prefer
    LIGHT_TYPE_SPOT = 2,
    LightType_PLACEHOLDER
};

enum LightMode {
    LIGHT_MODE_SIMPLE = 0,    ///< normal light. Can't be moved or changed at runtime
    LIGHT_MODE_TOGGLABLE = 1, ///< can be switched on or off, change brightness, color, range at runtime
    LIGHT_MODE_MOVABLE = 2,   ///< can change position at runtime / most expensive
    //LIGHT_MODE_DOMINANT = 3 ///< only shadow caster in scene
};

struct LightProperties {
    /// rgb = diffuse,  w = ambientFactor;
    vec4<F32> _diffuse;     
    /// x = constAtt, y = linearAtt, z = quadraticAtt,  w = brightness
    vec4<F32> _attenuation; 
    /// Position is a direction for directional lights. w = reserved
    vec4<F32> _position;    
    /// xyz = Used by spot lights, w = spotExponent
    vec4<F32> _direction;   
    /// x = light type: 0.0 - directional, 1.0  - point, 2.0 - spot, y = casts shadows, zw - reserved;
    vec4<I32> _options;     
};

struct LightShadowProperties {
    /// light viewProjection matrices
    mat4<F32> _lightVP[4];  
    /// random float values (e.g. split distances)
    vec4<F32> _floatValues; 
    /// light's position in world space
    vec4<F32> _lightPosition[4]; 
};

class Camera;
class Impostor;
class ParamHandler;
class ShadowMapInfo;
class SceneRenderState;
/// A light object placed in the scene at a certain position
class Light : public SceneNode {
public:
    enum PropertyType{
        PROPERTY_TYPE_VISUAL = 0,
        PROPERTY_TYPE_PHYSICAL = 1,
        PROPERTY_TYPE_SHADOW = 2,
        PropertyType_PLACEHOLDER = 3
    };

    typedef hashMapImpl<I64, Light*> LightMap;

    /// Create a new light assigned to the specified slot with the specified range
    /// @param slot = the slot the light is assigned to (as in OpenGL slot for example)
    /// @param range = the light influence range (for spot/point lights)
    Light(const F32 range,const LightType& type);
    virtual ~Light();

    /// Light score determines the importance of this light for the current node queries
    inline F32  getScore() const {
        return _score;
    }

    inline void setScore(const F32 score) {
        _score = score;
    }

    /// Is the light a shadow caster?
    inline bool  castsShadows() const {
        return _properties._options.y == 1;
    }

    /// Get the entire property block
    inline const LightProperties& getProperties() const { 
        return _properties; 
    }

    inline const LightShadowProperties& getShadowProperties() const {
        return _shadowProperties;
    }

    inline F32 getRange() const {
        return _properties._attenuation.w;
    }
    
    void setRange(F32 range);

    /// Get light diffuse color
    inline vec3<F32>  getDiffuseColor() const { 
        return _properties._diffuse.rgb(); 
    }

    void setDiffuseColor(const vec3<F32>& newDiffuseColor);

    /// Get light position for omni and spot or direction for a directional light
    inline vec3<F32> getPosition() const { 
        return _properties._position.xyz(); 
    }

    void setPosition(const vec3<F32>& newPosition);

    /// Get direction for spot lights
    inline vec3<F32> getDirection() const {
        return _properties._direction.xyz(); 
    }

    void setDirection(const vec3<F32>& newDirection);

    /// Light state (on/off)
    inline bool  getEnabled() const {
        return _enabled;
    }

    /// Does this list cast shadows?
    inline void  setCastShadows(const bool state) { 
        _properties._options.y = (state ? 1 : 0);
    }

    /// Draw a sphere at the lights position
    /// The impostor has the range of the light's effect range and the diffuse color as the light's diffuse property
    inline void setDrawImpostor(const bool state) {
        _drawImpostor = state;
    }

    /// Turn the light on/off
    inline void setEnabled(const bool state) {
        _enabled = state;
    }

    /// Get the light type. (see LightType enum)
    inline const LightType& getLightType() const {
        return _type;
    }

    inline const LightMode& getLightMode() const {
        return _mode;
    }

    /// Get a pointer to the light's impostor
    inline Impostor* const getImpostor() const {
        return _impostor;
    }

    /// Checks if this light needs and update
    void onCameraChange();

    /// Dummy function from SceneNode;
    bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage) { 
        return true; 
    }

    /// SceneNode concrete implementations
    bool unload();

    bool computeBoundingBox(SceneGraphNode* const sgn);

    bool isInView(const SceneRenderState& sceneRenderState, 
                  SceneGraphNode* const sgn,
                  const bool distanceCheck = true );

    void sceneUpdate(const U64 deltaTime, 
                     SceneGraphNode* const sgn, 
                     SceneState& sceneState);

    /*----------- Shadow Mapping-------------------*/
    /// Set the function used to generate shadows for this light (usually _scenegraph->render)
    inline ShadowMapInfo* getShadowMapInfo() const {
        return _shadowMapInfo;
    }

	inline void setShadowMappingCallback(const DELEGATE_CBK<>& callback) { 
        _callback = callback; 
    }

    void addShadowMapInfo(ShadowMapInfo* const shadowMapInfo);
    bool removeShadowMapInfo();

    virtual void generateShadowMaps(SceneRenderState& sceneRenderState);

    inline const mat4<F32>& getShadowVPMatrix(U8 index) const { 
        return _shadowProperties._lightVP[index]; 
    }

    inline const vec4<F32>& getShadowFloatValues() const { 
        return _shadowProperties._floatValues; 
    }

    inline const vec4<F32>& getShadowLightPos(U8 index) const { 
        return _shadowProperties._lightPosition[index]; 
    }

    inline void setShadowVPMatrix(U8 index, const mat4<F32>& newValue) { 
        _shadowProperties._lightVP[index].set(newValue);  
    }

    inline void setShadowFloatValue(U8 index, F32 newValue) { 
        _shadowProperties._floatValues[index] = newValue; 
    }

    inline void setShadowLightPos(U8 index, const vec3<F32>& newValue) { 
        _shadowProperties._lightPosition[index].set(newValue, 1.0f); 
    }

    inline void shadowMapResolutionFactor(U8 factor) {
        _resolutionFactor = factor;
    }

    inline U8 shadowMapResolutionFactor() const {
        return _resolutionFactor;
    }

protected:
    friend class LightManager;
    template<typename T>
    friend class ImplResourceLoader;
    bool load(const stringImpl& name);

    /// When the SceneGraph calls the light's render function, we draw the impostor if needed
    virtual void render(SceneGraphNode* const sgn, 
                        const SceneRenderState& sceneRenderState,
                        const RenderStage& currentRenderStage);

    virtual void getDrawCommands(SceneGraphNode* const sgn, 
                                 const RenderStage& currentRenderStage, 
                                 SceneRenderState& sceneRenderState, 
                                 vectorImpl<GenericDrawCommand>& drawCommandsOut) {
    }

    void postLoad(SceneGraphNode* const sgn);

    /// Set light type
    /// @param type Directional/Spot/Omni (see LightType enum)
    inline void setLightType(const LightType& type) { 
        _type = type; 
        _properties._options.x = getLightTypeValue(); 
    }

    /// Set light mode
    /// @param mode Togglable, Movable, Simple, Dominant (see LightMode enum)
    void setLightMode(const LightMode& mode);
    /// Called when the rendering resolution changes
    void updateResolution(I32 newWidth, I32 newHeight);
    /// Get a ref to the shadow camera used by this light
    Camera* const shadowCamera() const {
        return _shadowCamera;
    }

    const I32 getLightTypeValue() const { 
        return _type == LIGHT_TYPE_DIRECTIONAL ? 0 : (_type == LIGHT_TYPE_POINT ? 1 : 2); 
    }

protected:
    LightProperties       _properties;
    LightShadowProperties _shadowProperties;

    LightType _type;
    LightMode _mode;
    bool      _dirty[PropertyType_PLACEHOLDER];

private:
    U8   _resolutionFactor;
    bool _drawImpostor;
    bool _updateLightBB;
    /// Used for debug rendering
    Impostor* _impostor; 
    SceneGraphNode* _lightSGN;
    SceneGraphNode* _impostorSGN;
    Camera*         _shadowCamera;
	DELEGATE_CBK<> _callback;
    F32   _score;
    bool  _enabled;

protected:
    vec2<F32> _zPlanes;
    vec3<F32> _eyePos;
    mat4<F32> _lightViewMatrix;
    ShadowMapInfo* _shadowMapInfo;
    ParamHandler& _par;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/Headers/Light.h

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

330 Diff Diff IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

[Ionut]
- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

327 Diff Diff IonutCava picture IonutCava Thu 02 Oct, 2014 12:32:15 +0000

[Ionut]
- Removed specular color from lights (specular color should be identical to light’s diffuse color anyway)
- Doublesided materials use their own shader defines now
- Fixed a bug in the particle shader related to screen dimensions never being passed
- Disabled material loading from XML for Primitive type geometry

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

285 IonutCava picture IonutCava Wed 02 Jul, 2014 18:33:25 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1.75 / 2 [[BR]]
— Upload node data into a SSBO in one single call [[BR]]
- Re-factored LightManager to upload light info and shadow info in single upload calls [[BR]]
- Improved GUIConsole load performance by using a boost::circular_buffer for initial messages [[BR]]