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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-06-15 11:44:07 +03:00
occt/src/Graphic3d/Graphic3d_CLight.hxx
kgv d84e866973 0032039: Visualization, TKOpenGl - implement simple shadow mapping for a direct light source
Graphic3d_CLight::ToCastShadows() - added new property defining if light should cast shadows (ignored by Ray-Tracing).

OpenGl_ShaderManager::stdComputeLighting() now implements shadow mapping for directional lights.
OpenGl_ShaderManager::prepareGeomMainSrc() now handles copying of arrays.
OpenGl_Context::ShadowMapTexUnit() - added property defining an offset for shadow map texture units.
OpenGl_ShadowMap - added new class storing shadow map FBO with parameters.
OpenGl_View::prepareFrameBuffers() - added resizing of shadow map FBOs.
OpenGl_View::Redraw() - added section redrawing scene into shadow map FBOs via OpenGl_View::renderShadowMap() method.

vrenderparams - added new parameters -shadowMapResolution and -shadowMapBias.
2021-01-13 17:10:26 +03:00

275 lines
12 KiB
C++

// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_CLight_HeaderFile
#define _Graphic3d_CLight_HeaderFile
#include <gp_Dir.hxx>
#include <Graphic3d_TypeOfLightSource.hxx>
#include <Graphic3d_Vec.hxx>
#include <NCollection_List.hxx>
#include <TCollection_AsciiString.hxx>
#include <Quantity_ColorRGBA.hxx>
//! Generic light source definition.
//! This class defines arbitrary light source - see Graphic3d_TypeOfLightSource enumeration.
//! Some parameters are applicable only to particular light type;
//! calling methods unrelated to current type will throw an exception.
class Graphic3d_CLight : public Standard_Transient
{
DEFINE_STANDARD_RTTIEXT(Graphic3d_CLight, Standard_Transient)
public:
//! Empty constructor, which should be followed by light source properties configuration.
Standard_EXPORT Graphic3d_CLight (Graphic3d_TypeOfLightSource theType);
//! Returns the Type of the Light, cannot be changed after object construction.
Graphic3d_TypeOfLightSource Type() const { return myType; }
//! Returns light source name; empty string by default.
const TCollection_AsciiString& Name() const { return myName; }
//! Sets light source name.
void SetName (const TCollection_AsciiString& theName) { myName = theName; }
//! Returns the color of the light source; WHITE by default.
const Quantity_Color& Color() const { return myColor.GetRGB(); }
//! Defines the color of a light source by giving the basic color.
Standard_EXPORT void SetColor (const Quantity_Color& theColor);
//! Check that the light source is turned on; TRUE by default.
//! This flag affects all occurrences of light sources, where it was registered and activated;
//! so that it is possible defining an active light in View which is actually in disabled state.
Standard_Boolean IsEnabled() const { return myIsEnabled; }
//! Change enabled state of the light state.
//! This call does not remove or deactivate light source in Views/Viewers;
//! instead it turns it OFF so that it just have no effect.
Standard_EXPORT void SetEnabled (Standard_Boolean theIsOn);
//! Return TRUE if shadow casting is enabled; FALSE by default.
//! Has no effect in Ray-Tracing rendering mode.
Standard_Boolean ToCastShadows() const { return myToCastShadows; }
//! Enable/disable shadow casting.
Standard_EXPORT void SetCastShadows (Standard_Boolean theToCast);
//! Returns true if the light is a headlight; FALSE by default.
//! Headlight flag means that light position/direction are defined not in a World coordinate system, but relative to the camera orientation.
Standard_Boolean IsHeadlight() const { return myIsHeadlight; }
//! Alias for IsHeadlight().
Standard_Boolean Headlight() const { return myIsHeadlight; }
//! Setup headlight flag.
Standard_EXPORT void SetHeadlight (Standard_Boolean theValue);
//! @name positional/spot light properties
public:
//! Returns location of positional/spot light; (0, 0, 0) by default.
const gp_Pnt& Position() const { return myPosition; }
//! Setup location of positional/spot light.
Standard_EXPORT void SetPosition (const gp_Pnt& thePosition);
//! Returns location of positional/spot light.
void Position (Standard_Real& theX,
Standard_Real& theY,
Standard_Real& theZ) const
{
theX = myPosition.X();
theY = myPosition.Y();
theZ = myPosition.Z();
}
//! Setup location of positional/spot light.
void SetPosition (Standard_Real theX, Standard_Real theY, Standard_Real theZ) { SetPosition (gp_Pnt (theX, theY, theZ)); }
//! Returns constant attenuation factor of positional/spot light source; 1.0f by default.
//! Distance attenuation factors of reducing positional/spot light intensity depending on the distance from its position:
//! @code
//! float anAttenuation = 1.0 / (ConstAttenuation() + LinearAttenuation() * theDistance + QuadraticAttenuation() * theDistance * theDistance);
//! @endcode
Standard_ShortReal ConstAttenuation() const { return myParams.x(); }
//! Returns linear attenuation factor of positional/spot light source; 0.0 by default.
//! Distance attenuation factors of reducing positional/spot light intensity depending on the distance from its position:
//! @code
//! float anAttenuation = 1.0 / (ConstAttenuation() + LinearAttenuation() * theDistance + QuadraticAttenuation() * theDistance * theDistance);
//! @endcode
Standard_ShortReal LinearAttenuation() const { return myParams.y(); }
//! Returns the attenuation factors.
void Attenuation (Standard_Real& theConstAttenuation,
Standard_Real& theLinearAttenuation) const
{
theConstAttenuation = ConstAttenuation();
theLinearAttenuation = LinearAttenuation();
}
//! Defines the coefficients of attenuation; values should be >= 0.0 and their summ should not be equal to 0.
Standard_EXPORT void SetAttenuation (Standard_ShortReal theConstAttenuation,
Standard_ShortReal theLinearAttenuation);
//! @name directional/spot light additional properties
public:
//! Returns direction of directional/spot light.
gp_Dir Direction() const { return gp_Dir (myDirection.x(), myDirection.y(), myDirection.z()); }
//! Sets direction of directional/spot light.
Standard_EXPORT void SetDirection (const gp_Dir& theDir);
//! Returns the theVx, theVy, theVz direction of the light source.
void Direction (Standard_Real& theVx,
Standard_Real& theVy,
Standard_Real& theVz) const
{
theVx = myDirection.x();
theVy = myDirection.y();
theVz = myDirection.z();
}
//! Sets direction of directional/spot light.
void SetDirection (Standard_Real theVx, Standard_Real theVy, Standard_Real theVz) { SetDirection (gp_Dir (theVx, theVy, theVz)); }
//! @name spotlight additional definition parameters
public:
//! Returns an angle in radians of the cone created by the spot; 30 degrees by default.
Standard_ShortReal Angle() const { return myParams.z(); }
//! Angle in radians of the cone created by the spot, should be within range (0.0, M_PI).
Standard_EXPORT void SetAngle (Standard_ShortReal theAngle);
//! Returns intensity distribution of the spot light, within [0.0, 1.0] range; 1.0 by default.
//! This coefficient should be converted into spotlight exponent within [0.0, 128.0] range:
//! @code
//! float aSpotExponent = Concentration() * 128.0;
//! anAttenuation *= pow (aCosA, aSpotExponent);"
//! @endcode
//! The concentration factor determines the dispersion of the light on the surface, the default value (1.0) corresponds to a minimum of dispersion.
Standard_ShortReal Concentration() const { return myParams.w(); }
//! Defines the coefficient of concentration; value should be within range [0.0, 1.0].
Standard_EXPORT void SetConcentration (Standard_ShortReal theConcentration);
//! @name Ray-Tracing / Path-Tracing light properties
public:
//! Returns the intensity of light source; 1.0 by default.
Standard_ShortReal Intensity() const { return myIntensity; }
//! Modifies the intensity of light source, which should be > 0.0.
Standard_EXPORT void SetIntensity (Standard_ShortReal theValue);
//! Returns the smoothness of light source (either smoothing angle for directional light or smoothing radius in case of positional light); 0.0 by default.
Standard_ShortReal Smoothness() const { return mySmoothness; }
//! Modifies the smoothing radius of positional/spot light; should be >= 0.0.
Standard_EXPORT void SetSmoothRadius (Standard_ShortReal theValue);
//! Modifies the smoothing angle (in radians) of directional light source; should be within range [0.0, M_PI/2].
Standard_EXPORT void SetSmoothAngle (Standard_ShortReal theValue);
//! Returns maximum distance on which point light source affects to objects and is considered during illumination calculations.
//! 0.0 means disabling range considering at all without any distance limits.
//! Has sense only for point light sources (positional and spot).
Standard_ShortReal Range() const { return myDirection.w(); }
//! Modifies maximum distance on which point light source affects to objects and is considered during illumination calculations.
//! Positional and spot lights are only point light sources.
//! 0.0 means disabling range considering at all without any distance limits.
Standard_EXPORT void SetRange (Standard_ShortReal theValue);
//! @name low-level access methods
public:
//! @return light resource identifier string
const TCollection_AsciiString& GetId() const { return myId; }
//! Packed light parameters.
const Graphic3d_Vec4& PackedParams() const { return myParams; }
//! Returns the color of the light source with dummy Alpha component, which should be ignored.
const Graphic3d_Vec4& PackedColor() const { return myColor; }
//! Returns direction of directional/spot light and range for positional/spot light in alpha channel.
const Graphic3d_Vec4& PackedDirectionRange() const { return myDirection; }
//! Returns direction of directional/spot light.
Graphic3d_Vec3 PackedDirection() const { return myDirection.xyz(); }
//! @return modification counter
Standard_Size Revision() const { return myRevision; }
//! Dumps the content of me into the stream
Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
private:
//! Access positional/spot light constant attenuation coefficient from packed vector.
Standard_ShortReal& changeConstAttenuation() { return myParams.x(); }
//! Access positional/spot light linear attenuation coefficient from packed vector.
Standard_ShortReal& changeLinearAttenuation() { return myParams.y(); }
//! Access spotlight angle parameter from packed vector.
Standard_ShortReal& changeAngle() { return myParams.z(); }
//! Access spotlight concentration parameter from packed vector.
Standard_ShortReal& changeConcentration() { return myParams.w(); }
private:
//! Generate unique object id.
void makeId();
//! Update modification counter.
void updateRevisionIf (bool theIsModified)
{
if (theIsModified)
{
++myRevision;
}
}
private:
Graphic3d_CLight (const Graphic3d_CLight& );
Graphic3d_CLight& operator= (const Graphic3d_CLight& );
protected:
TCollection_AsciiString myId; //!< resource id
TCollection_AsciiString myName; //!< user given name
gp_Pnt myPosition; //!< light position
Quantity_ColorRGBA myColor; //!< light color
Graphic3d_Vec4 myDirection; //!< direction of directional/spot light
Graphic3d_Vec4 myParams; //!< packed light parameters
Standard_ShortReal mySmoothness; //!< radius for point light or cone angle for directional light
Standard_ShortReal myIntensity; //!< intensity multiplier for light
const Graphic3d_TypeOfLightSource myType; //!< Graphic3d_TypeOfLightSource enumeration
Standard_Size myRevision; //!< modification counter
Standard_Boolean myIsHeadlight; //!< flag to mark head light
Standard_Boolean myIsEnabled; //!< enabled state
Standard_Boolean myToCastShadows;//!< casting shadows is requested
};
DEFINE_STANDARD_HANDLE(Graphic3d_CLight, Standard_Transient)
#endif // Graphic3d_CLight_HeaderFile