1// Copyright (C) 2008-2012 NVIDIA Corporation.
2// Copyright (C) 2019 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
4
5#ifndef QSSG_RENDER_LIGHT_H
6#define QSSG_RENDER_LIGHT_H
7
8//
9// W A R N I N G
10// -------------
11//
12// This file is not part of the Qt API. It exists purely as an
13// implementation detail. This header file may change from version to
14// version without notice, or even be removed.
15//
16// We mean it.
17//
18
19#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
20
21QT_BEGIN_NAMESPACE
22
23struct QSSGRenderImage;
24
25struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLight : public QSSGRenderNode
26{
27 enum class DirtyFlag : quint8
28 {
29 LightDirty = 0x1
30 };
31 using FlagT = std::underlying_type_t<DirtyFlag>;
32
33 // Must match QQuick3DAbstractLight::QSSGSoftShadowQuality
34 enum class SoftShadowQuality {
35 Hard = 0,
36 PCF4,
37 PCF8,
38 PCF16,
39 PCF32,
40 PCF64,
41 };
42
43 static constexpr DirtyFlag DirtyMask { std::numeric_limits<FlagT>::max() };
44
45 QSSGRenderNode *m_scope;
46 QVector3D m_diffuseColor; // colors are 0-1 normalized
47 QVector3D m_specularColor; // colors are 0-1 normalized
48 QVector3D m_ambientColor; // colors are 0-1 normalized
49
50 // The variables below are in the same range as Studio
51 // Only valid if node is a point light
52 float m_brightness;
53 float m_constantFade;
54 float m_linearFade;
55 float m_quadraticFade;
56
57 float m_coneAngle; // 0-180
58 float m_innerConeAngle; // 0-180
59
60 FlagT m_lightDirtyFlags = 0;
61 bool m_castShadow; // true if this light produce shadows
62 float m_shadowBias; // depth shift to avoid self-shadowing artifacts
63 float m_shadowFactor; // Darkening factor for ESMs
64 quint32 m_shadowMapRes; // Resolution of shadow map
65 float m_shadowMapFar; // Far clip plane for the shadow map
66 float m_shadowFilter; // Shadow map filter step size
67 SoftShadowQuality m_softShadowQuality = SoftShadowQuality::PCF4;
68
69 float m_pcfFactor = 2.0f;
70
71 bool m_bakingEnabled;
72 bool m_fullyBaked; // direct+indirect
73
74 // Cascading shadow map options
75 float m_csmSplit1 = 0.0f;
76 float m_csmSplit2 = 0.25f;
77 float m_csmSplit3 = 0.5f;
78 int m_csmNumSplits = 0;
79 float m_csmBlendRatio = 0.05f;
80
81 // Defaults to directional light
82 explicit QSSGRenderLight(Type type = Type::DirectionalLight);
83
84 [[nodiscard]] inline bool isEnabled() const { return (m_brightness > 0.0f); }
85
86 [[nodiscard]] inline bool isDirty(DirtyFlag dirtyFlag = DirtyMask) const
87 {
88 return ((m_lightDirtyFlags & FlagT(dirtyFlag)) != 0)
89 || ((dirtyFlag == DirtyMask) && QSSGRenderNode::isDirty());
90 }
91 void markDirty(DirtyFlag dirtyFlag);
92 void clearDirty(DirtyFlag dirtyFlag);
93};
94QT_END_NAMESPACE
95
96#endif
97

source code of qtquick3d/src/runtimerender/graphobjects/qssgrenderlight_p.h