1 | // Copyright (C) 2020 The Qt Company Ltd. |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
3 | |
4 | #include "qquick3dspotlight_p.h" |
5 | #include "qquick3dobject_p.h" |
6 | |
7 | #include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h> |
8 | |
9 | #include "qquick3dnode_p_p.h" |
10 | |
11 | QT_BEGIN_NAMESPACE |
12 | |
13 | /*! |
14 | \qmltype SpotLight |
15 | \inherits Light |
16 | \inqmlmodule QtQuick3D |
17 | \brief Defines a spot light in the scene. |
18 | \since 5.15 |
19 | |
20 | The spot light emits light towards one direction in a cone shape, which is defined by the |
21 | \l {coneAngle} property. The light intensity diminishes when approaching the \l {coneAngle}. |
22 | The angle at which the light intensity starts to diminish is defined by \l {innerConeAngle}. |
23 | Both angles are defined in degrees. |
24 | |
25 | Inside the \l {innerConeAngle}, the spot light behaves similarly to the point light. |
26 | There the light intensity diminishes according to inverse-square-law. However, the fade-off |
27 | (and range) can be controlled with the \l {constantFade}, \l {linearFade}, and |
28 | \l quadraticFade properties. Light attenuation is calculated using the formula: |
29 | \l {constantFade} + \c distance * (\l {linearFade} * 0.01) + \c distance * (\l {quadraticFade} * 0.0001)^2 |
30 | |
31 | Let's look at a simple example. Here a SpotLight is placed at 300 on the Z |
32 | axis, so halfway between the camera and the scene center. By default the |
33 | light is emitting in the direction of the Z axis. The \l {Light::}{brightness} is |
34 | increased to 10 to make it look more like a typical spot light. |
35 | |
36 | \qml |
37 | import QtQuick |
38 | import QtQuick3D |
39 | View3D { |
40 | anchors.fill: parent |
41 | |
42 | PerspectiveCamera { z: 600 } |
43 | |
44 | SpotLight { |
45 | z: 300 |
46 | brightness: 10 |
47 | ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) |
48 | } |
49 | |
50 | Model { |
51 | source: "#Rectangle" |
52 | scale: Qt.vector3d(10, 10, 10) |
53 | z: -100 |
54 | materials: PrincipledMaterial { } |
55 | } |
56 | |
57 | Model { |
58 | source: "#Sphere" |
59 | scale: Qt.vector3d(2, 2, 2) |
60 | materials: PrincipledMaterial { |
61 | baseColor: "#40c060" |
62 | roughness: 0.1 |
63 | } |
64 | } |
65 | } |
66 | \endqml |
67 | |
68 | \image spotlight-1.png |
69 | |
70 | Rotations happens similarly to \l DirectionalLight. Here we want to light to |
71 | emit more to the right, so we rotate around the Y axis by -20 degrees. The |
72 | cone is reduced by setting coneAngle to 30 instead of the default 40. We |
73 | also make the intensity start diminish earlier, by changing innerConeAngle |
74 | to 10. |
75 | |
76 | \qml |
77 | SpotLight { |
78 | z: 300 |
79 | brightness: 10 |
80 | ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) |
81 | eulerRotation.y: -20 |
82 | coneAngle: 30 |
83 | innerConeAngle: 10 |
84 | } |
85 | \endqml |
86 | |
87 | \image spotlight-2.png |
88 | |
89 | For further usage examples, see \l{Qt Quick 3D - Lights Example}. |
90 | |
91 | \sa DirectionalLight, PointLight, {Shadow Mapping} |
92 | */ |
93 | |
94 | /*! |
95 | \qmlproperty real SpotLight::constantFade |
96 | |
97 | This property is constant factor of the attenuation term of the light. |
98 | The default value is 1.0. |
99 | */ |
100 | |
101 | /*! |
102 | \qmlproperty real SpotLight::linearFade |
103 | |
104 | This property increases the rate at which the lighting effect dims the light |
105 | in proportion to the distance to the light. The default value is \c 0.0, which means the light |
106 | doesn't have linear fade. The value used here is multiplied by \c 0.01 before being used to |
107 | calculate light attenuation. |
108 | */ |
109 | |
110 | /*! |
111 | \qmlproperty real SpotLight::quadraticFade |
112 | |
113 | This property increases the rate at which the lighting effect dims the light |
114 | in proportion to the inverse square law. The default value is 1.0, which means the spot light |
115 | fade exactly follows the inverse square law, i.e. when distance to an object doubles the |
116 | light intensity decreases to 1/4th. The value used here is multiplied by \c 0.0001 before |
117 | being used to calculate light attenuation. |
118 | */ |
119 | |
120 | /*! |
121 | \qmlproperty real SpotLight::coneAngle |
122 | |
123 | This property defines the cut-off angle (from edge to edge) beyond which the light doesn't affect the scene. |
124 | Defined in degrees between \c{0} and \c{180}. The default value is \c{40}. |
125 | |
126 | \note When the cone angle approaches \c{180} degrees the shadow quality will start to deteriorate. A value |
127 | under \c{170} is therefore recommended. |
128 | */ |
129 | |
130 | /*! |
131 | \qmlproperty real SpotLight::innerConeAngle |
132 | |
133 | This property defines the angle (from edge to edge) at which the light intensity starts to gradually diminish |
134 | as it approaches \l {coneAngle}. Defined in degrees between 0 and 180. If the value is set |
135 | larger than \l {coneAngle}, it'll behave as if it had the same value as \l {coneAngle}. |
136 | The default value is 30. |
137 | */ |
138 | |
139 | QQuick3DSpotLight::QQuick3DSpotLight(QQuick3DNode *parent) |
140 | : QQuick3DAbstractLight(*(new QQuick3DNodePrivate(QQuick3DNodePrivate::Type::SpotLight)), parent) {} |
141 | |
142 | float QQuick3DSpotLight::constantFade() const |
143 | { |
144 | return m_constantFade; |
145 | } |
146 | |
147 | float QQuick3DSpotLight::linearFade() const |
148 | { |
149 | return m_linearFade; |
150 | } |
151 | |
152 | float QQuick3DSpotLight::quadraticFade() const |
153 | { |
154 | return m_quadraticFade; |
155 | } |
156 | |
157 | float QQuick3DSpotLight::coneAngle() const |
158 | { |
159 | return m_coneAngle; |
160 | } |
161 | |
162 | float QQuick3DSpotLight::innerConeAngle() const |
163 | { |
164 | return m_innerConeAngle; |
165 | } |
166 | |
167 | void QQuick3DSpotLight::setConstantFade(float constantFade) |
168 | { |
169 | if (qFuzzyCompare(p1: m_constantFade, p2: constantFade)) |
170 | return; |
171 | |
172 | m_constantFade = constantFade; |
173 | m_dirtyFlags.setFlag(flag: DirtyFlag::FadeDirty); |
174 | emit constantFadeChanged(); |
175 | update(); |
176 | } |
177 | |
178 | void QQuick3DSpotLight::setLinearFade(float linearFade) |
179 | { |
180 | if (qFuzzyCompare(p1: m_linearFade, p2: linearFade)) |
181 | return; |
182 | |
183 | m_linearFade = linearFade; |
184 | m_dirtyFlags.setFlag(flag: DirtyFlag::FadeDirty); |
185 | emit linearFadeChanged(); |
186 | update(); |
187 | } |
188 | |
189 | void QQuick3DSpotLight::setQuadraticFade(float quadraticFade) |
190 | { |
191 | if (qFuzzyCompare(p1: m_quadraticFade, p2: quadraticFade)) |
192 | return; |
193 | |
194 | m_quadraticFade = quadraticFade; |
195 | m_dirtyFlags.setFlag(flag: DirtyFlag::FadeDirty); |
196 | emit quadraticFadeChanged(); |
197 | update(); |
198 | } |
199 | |
200 | void QQuick3DSpotLight::setConeAngle(float coneAngle) |
201 | { |
202 | if (coneAngle < 0.f) |
203 | coneAngle = 0.f; |
204 | else if (coneAngle > 180.f) |
205 | coneAngle = 180.f; |
206 | |
207 | if (qFuzzyCompare(p1: m_coneAngle, p2: coneAngle)) |
208 | return; |
209 | |
210 | m_coneAngle = coneAngle; |
211 | m_dirtyFlags.setFlag(flag: DirtyFlag::AreaDirty); |
212 | emit coneAngleChanged(); |
213 | update(); |
214 | } |
215 | |
216 | void QQuick3DSpotLight::setInnerConeAngle(float innerConeAngle) |
217 | { |
218 | if (innerConeAngle < 0.f) |
219 | innerConeAngle = 0.f; |
220 | else if (innerConeAngle > 180.f) |
221 | innerConeAngle = 180.f; |
222 | |
223 | if (qFuzzyCompare(p1: m_innerConeAngle, p2: innerConeAngle)) |
224 | return; |
225 | |
226 | m_innerConeAngle = innerConeAngle; |
227 | m_dirtyFlags.setFlag(flag: DirtyFlag::AreaDirty); |
228 | emit innerConeAngleChanged(); |
229 | update(); |
230 | } |
231 | |
232 | QSSGRenderGraphObject *QQuick3DSpotLight::updateSpatialNode(QSSGRenderGraphObject *node) |
233 | { |
234 | if (!node) { |
235 | markAllDirty(); |
236 | node = new QSSGRenderLight(QSSGRenderLight::Type::SpotLight); |
237 | } |
238 | |
239 | QQuick3DAbstractLight::updateSpatialNode(node); // Marks the light node dirty if m_dirtyFlags != 0 |
240 | |
241 | QSSGRenderLight *light = static_cast<QSSGRenderLight *>(node); |
242 | |
243 | if (m_dirtyFlags.testFlag(flag: DirtyFlag::FadeDirty)) { |
244 | m_dirtyFlags.setFlag(flag: DirtyFlag::FadeDirty, on: false); |
245 | light->m_constantFade = m_constantFade; |
246 | light->m_linearFade = m_linearFade; |
247 | light->m_quadraticFade = m_quadraticFade; |
248 | } |
249 | |
250 | if (m_dirtyFlags.testFlag(flag: DirtyFlag::AreaDirty)) { |
251 | m_dirtyFlags.setFlag(flag: DirtyFlag::AreaDirty, on: false); |
252 | light->m_coneAngle = qBound(min: 0.0f, val: m_coneAngle * 0.5, max: 90.0f); |
253 | light->m_innerConeAngle = qBound(min: 0.0f, val: m_innerConeAngle * 0.5, max: 90.0f); |
254 | } |
255 | |
256 | return node; |
257 | } |
258 | |
259 | QT_END_NAMESPACE |
260 | |