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rpLight.cxx
1/**
2 *
3 * RenderPipeline
4 *
5 * Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a copy
8 * of this software and associated documentation files (the "Software"), to deal
9 * in the Software without restriction, including without limitation the rights
10 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11 * copies of the Software, and to permit persons to whom the Software is
12 * furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included in
15 * all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
23 * THE SOFTWARE.
24 *
25 */
26
27
28#include "rpLight.h"
29
30
31/**
32 * @brief Constructs a new light with the given type
33 * @details This constructs a new base light with the given light type.
34 * Sub-Classes should call this to initialize all properties.
35 *
36 * @param light_type Type of the light
37 */
39 _light_type = light_type;
40 _needs_update = false;
41 _casts_shadows = false;
42 _slot = -1;
43 _position.fill(0);
44 _color.fill(1);
45 _ies_profile = -1;
46 _source_resolution = 512;
47 _near_plane = 0.5;
48 _energy = 20.0;
49}
50
51/**
52 * @brief Writes the light to a GPUCommand
53 * @details This writes all of the lights data to the given GPUCommand handle.
54 * Subclasses should first call this method, and then append their own
55 * data. This makes sure that for unpacking a light, no information about
56 * the type of the light is required.
57 *
58 * @param cmd The GPUCommand to write to
59 */
61 cmd.push_int(_light_type);
62 cmd.push_int(_ies_profile);
63
64 if (_casts_shadows) {
65 // If we casts shadows, write the index of the first source, we expect
66 // them to be consecutive
67 nassertv(_shadow_sources.size() >= 0);
68 nassertv(_shadow_sources[0]->has_slot());
69 cmd.push_int(_shadow_sources[0]->get_slot());
70 } else {
71 // If we cast no shadows, just push a negative number
72 cmd.push_int(-1);
73 }
74
75 cmd.push_vec3(_position);
76
77 // Get the lights color by multiplying color with energy. Divide by
78 // 100, since 16bit floating point buffers only go up to 65000.0, which
79 // prevents very bright lights
80 cmd.push_vec3(_color * _energy / 100.0);
81}
82
83/**
84 * @brief Light destructor
85 * @details This destructs the light, cleaning up all resourced used. The light
86 * should be detached at this point, because while the Light is attached,
87 * the InternalLightManager holds a reference to prevent it from being
88 * destructed.
89 */
91 nassertv(!has_slot()); // Light still attached - should never happen
93}
94
95/**
96 * @brief Sets the lights color from a given color temperature
97 * @details This sets the lights color, given a temperature. This is more
98 * physically based than setting a user defined color. The color will be
99 * computed from the given temperature.
100 *
101 * @param temperature Light temperature
102 */
103void RPLight::set_color_from_temperature(float temperature) {
104
105 // Thanks to rdb for this conversion script
106 float mm = 1000.0 / temperature;
107 float mm2 = mm * mm;
108 float mm3 = mm2 * mm;
109 float x, y;
110
111 if (temperature < 4000) {
112 x = -0.2661239 * mm3 - 0.2343580 * mm2 + 0.8776956 * mm + 0.179910;
113 } else {
114 x = -3.0258469 * mm3 + 2.1070379 * mm2 + 0.2226347 * mm + 0.240390;
115 }
116
117 float x2 = x * x;
118 float x3 = x2 * x;
119 if (temperature < 2222) {
120 y = -1.1063814 * x3 - 1.34811020 * x2 + 2.18555832 * x - 0.20219683;
121 } else if (temperature < 4000) {
122 y = -0.9549476 * x3 - 1.37418593 * x2 + 2.09137015 * x - 0.16748867;
123 } else {
124 y = 3.0817580 * x3 - 5.87338670 * x2 + 3.75112997 * x - 0.37001483;
125 }
126
127 // xyY to XYZ, assuming Y=1.
128 LVecBase3 xyz(x / y, 1, (1 - x - y) / y);
129
130 // Convert XYZ to linearized sRGB.
131 const static LMatrix3 xyz_to_rgb(
132 3.2406, -0.9689, 0.0557,
133 -1.5372, 1.8758, -0.2050,
134 -0.4986, 0.0415, 1.0570);
135
136 set_color(xyz_to_rgb.xform(xyz));
137}
Class for storing data to be transferred to the GPU.
Definition gpuCommand.h:47
void push_vec3(const LVecBase3 &v)
Appends a 3-component floating point vector to the GPUCommand.
Definition gpuCommand.I:91
void push_int(int v)
RenderPipeline.
Definition gpuCommand.I:37
void clear_shadow_sources()
Clears all shadow source.
Definition rpLight.I:60
bool has_slot() const
Returns whether the light has a slot.
Definition rpLight.I:106
RPLight(LightType light_type)
RenderPipeline.
Definition rpLight.cxx:38
virtual void write_to_command(GPUCommand &cmd)
Writes the light to a GPUCommand.
Definition rpLight.cxx:60
int get_slot() const
Returns the slot of the light.
Definition rpLight.I:118
set_color
Sets the lights color.
Definition rpLight.h:83
void set_color_from_temperature(float temperature)
Sets the lights color from a given color temperature.
Definition rpLight.cxx:103
LightType
Different types of light.
Definition rpLight.h:46
virtual ~RPLight()
Light destructor.
Definition rpLight.cxx:90