1 /*
2 Copyright (c) 2017-2019 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 Permission is hereby granted, free of charge, to any person or organization
6 obtaining a copy of the software and accompanying documentation covered by
7 this license (the "Software") to use, reproduce, display, distribute,
8 execute, and transmit the Software, and to prepare derivative works of the
9 Software, and to permit third-parties to whom the Software is furnished to
10 do so, all subject to the following:
11 
12 The copyright notices in the Software and this entire statement, including
13 the above license grant, this restriction and the following disclaimer,
14 must be included in all copies of the Software, in whole or in part, and
15 all derivative works of the Software, unless such copies or derivative
16 works are solely in the form of machine-executable object code generated by
17 a source language processor.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
25 DEALINGS IN THE SOFTWARE.
26 */
27 
28 module dagon.graphics.light;
29 
30 import std.stdio;
31 import std.math;
32 import std.conv;
33 import std.random;
34 
35 import dlib.core.memory;
36 import dlib.math.vector;
37 import dlib.math.matrix;
38 import dlib.math.transformation;
39 import dlib.math.quaternion;
40 import dlib.container.array;
41 import dlib.image.color;
42 
43 import dagon.core.libs;
44 import dagon.core.ownership;
45 import dagon.graphics.view;
46 import dagon.graphics.rc;
47 import dagon.graphics.shadow;
48 import dagon.logics.entity;
49 import dagon.logics.behaviour;
50 import dagon.resource.scene;
51 
52 enum LightType
53 {
54     AreaSphere = 1,
55     AreaTube = 2,
56     Sun = 3,
57     Spot = 4
58 }
59 
60 class LightSource: Owner
61 {
62     Vector3f position;
63     Quaternionf rotation;
64     Vector3f color;
65     float radius; // max light attenuation radius
66     float areaRadius; // light's own radius
67     float tubeLength;
68     float energy;
69     float spotOuterCutoff;
70     float spotInnerCutoff;
71     //float spotExponent;
72     LightType type;
73     bool shadowEnabled;
74     ShadowMap shadowMap;
75 
76     this(Owner o)
77     {
78         super(o);
79         this.position = Vector3f(0.0f, 0.0f, 0.0f);
80         this.rotation = Quaternionf.identity;
81         this.tubeLength = 1.0f;
82         this.color = Vector3f(1.0f, 1.0f, 1.0f);
83         this.radius = 1.0f;
84         this.areaRadius = 0.0f;
85         this.energy = 1.0f;
86         this.type = LightType.AreaSphere;
87         this.shadowEnabled = false;
88     }
89 
90     this(Vector3f pos, Vector3f col, float attRadius, float areaRadius, float energy, Owner o)
91     {
92         super(o);
93         this.position = pos;
94         this.rotation = Quaternionf.identity;
95         this.tubeLength = 1.0f;
96         this.color = col;
97         this.radius = attRadius;
98         this.areaRadius = areaRadius;
99         this.energy = energy;
100         this.type = LightType.AreaSphere;
101         this.shadowEnabled = false;
102     }
103 
104     Vector3f direction() @property
105     {
106         return rotation.rotate(Vector3f(0, 0, 1));
107     }
108 
109     Vector3f directionEye(Matrix4x4f viewMatrix)
110     {
111         Vector4f dirHGVector = Vector4f(direction);
112         dirHGVector.w = 0.0;
113         return (dirHGVector * viewMatrix).xyz;
114     }
115 
116     void shadow(bool mode) @property
117     {
118         if (mode)
119         {
120             if (type == LightType.Sun)
121             {
122                 if (shadowMap is null)
123                     shadowMap = New!CascadedShadowMap(this, 1024, 10, 30, 200, -100, 100, this);
124             }
125         }
126 
127         shadowEnabled = mode;
128     }
129 
130     bool shadow() @property
131     {
132         return shadowEnabled;
133     }
134 
135     void updateShadow(Vector3f cameraPosition, Vector3f cameraDirection, RenderingContext* rc, double timeStep)
136     {
137         if (type == LightType.Sun)
138         {
139             if (shadowMap && shadowEnabled)
140                 shadowMap.update(cameraPosition, cameraDirection, rc, timeStep);
141         }
142     }
143 
144     void renderShadow(Scene scene, RenderingContext* rc)
145     {
146         if (type == LightType.Sun)
147         {
148             if (shadowMap && shadowEnabled)
149                 shadowMap.render(scene, rc);
150         }
151     }
152 }
153 
154 class LightManager: Owner
155 {
156     DynamicArray!LightSource lightSources;
157 
158 	this(Owner o)
159     {
160 		super(o);
161 	}
162 
163     ~this()
164     {
165         lightSources.free();
166     }
167 
168     LightSource addPointLight(Vector3f position, Color4f color, float energy, float radius, float areaRadius = 0.0f)
169     {
170         lightSources.append(New!LightSource(position, color.rgb, radius, areaRadius, energy, this));
171         return lightSources.data[$-1];
172     }
173 
174     LightSource addSunLight(Quaternionf rotation, Color4f color, float energy)
175     {
176         LightSource light = New!LightSource(this);
177         light.rotation = rotation;
178         light.color = color.rgb;
179         light.energy = energy;
180         light.type = LightType.Sun;
181         lightSources.append(light);
182         return light;
183     }
184 
185     LightSource addSpotLight(Vector3f position, Color4f color, float energy, Quaternionf rotation, float outerCutoff, float innerCutoff, float volumeRadius)
186     {
187         LightSource light = New!LightSource(this);
188         light.position = position;
189         light.rotation = rotation;
190         light.color = color.rgb;
191         light.energy = energy;
192         light.spotOuterCutoff = outerCutoff;
193         light.spotInnerCutoff = innerCutoff;
194         //light.spotExponent = exponent;
195         light.radius = volumeRadius;
196         light.type = LightType.Spot;
197         lightSources.append(light);
198         return light;
199     }
200 
201     void updateShadows(View view, RenderingContext* rc, double timeStep)
202     {
203         Vector3f cameraDirection = -view.invViewMatrix.forward;
204         cameraDirection.y = 0.0f;
205         cameraDirection = cameraDirection.normalized;
206         updateShadows(view.cameraPosition, cameraDirection, rc, timeStep);
207     }
208 
209     void updateShadows(Vector3f cameraPosition, Vector3f cameraDirection, RenderingContext* rc, double timeStep)
210     {
211         foreach(light; lightSources.data)
212             light.updateShadow(cameraPosition, cameraDirection, rc, timeStep);
213     }
214 
215     void renderShadows(Scene scene, RenderingContext* rc)
216     {
217         foreach(light; lightSources.data)
218             light.renderShadow(scene, rc);
219     }
220 }
221 
222 // Attach a light to Entity
223 class LightBehaviour: Behaviour
224 {
225     LightSource light;
226 
227     this(Entity e, LightSource light)
228     {
229         super(e);
230 
231         this.light = light;
232     }
233 
234     override void update(double dt)
235     {
236         light.position = entity.position;
237     }
238 }