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1 /*
2  * Copyright (c) 2022 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #if !defined(API_3D_ECS_COMPONENTS_LIGHT_COMPONENT_H) || defined(IMPLEMENT_MANAGER)
17 #define API_3D_ECS_COMPONENTS_LIGHT_COMPONENT_H
18 
19 #if !defined(IMPLEMENT_MANAGER)
20 #include <3d/ecs/components/layer_defines.h>
21 #include <3d/namespace.h>
22 #include <base/math/vector.h>
23 #include <core/ecs/component_struct_macros.h>
24 #include <core/ecs/intf_component_manager.h>
25 
26 CORE3D_BEGIN_NAMESPACE()
27 #endif
28 
29 BEGIN_COMPONENT(ILightComponentManager, LightComponent)
30 #if !defined(IMPLEMENT_MANAGER)
31     enum class Type : uint8_t { DIRECTIONAL = 0, POINT = 1, SPOT = 2 };
32 #endif
33 
34     /** Type of the light.
35      */
36     DEFINE_PROPERTY(Type, type, "Type", 0, VALUE(Type::DIRECTIONAL))
37 
38     /** Diffuse color of the light. Values from 0.0 to 1.0
39      */
40     DEFINE_PROPERTY(BASE_NS::Math::Vec3, color, "Color", 0, ARRAY_VALUE(1.0f, 1.0f, 1.0f))
41 
42     /** Intensity of the light.
43      */
44     DEFINE_PROPERTY(float, intensity, "Intensity", 0, VALUE(1.0f))
45 
46     /** Range, distance cutoff for points and spots.
47      * Safe range is calculated automatically if the value is default (0.0)
48      * Do not modify if one wants the default bahaviour
49      */
50     DEFINE_PROPERTY(float, range, "Range", 0, VALUE(0.0f))
51 
52     /** Near plane distance from the light source.
53      */
54     DEFINE_PROPERTY(float, nearPlane, "Shadow Near Plane", 0, VALUE(0.5f))
55 
56     /** Spotlight inner angle.
57      */
58     DEFINE_PROPERTY(float, spotInnerAngle, "Spot Cone Inner Angle", 0, VALUE(0.0f))
59 
60     /** Spotlight outer angle.
61      */
62     DEFINE_PROPERTY(float, spotOuterAngle, "Spot Cone Outer Angle", 0, VALUE(0.78539816339f))
63 
64     /** Shadow strength.
65      */
66     DEFINE_PROPERTY(float, shadowStrength, "Shadow Strength", 0, VALUE(1.0f))
67 
68     /** Shadow depth bias.
69      */
70     DEFINE_PROPERTY(float, shadowDepthBias, "Shadow Depth Bias", 0, VALUE(0.005f))
71 
72     /** Shadow normal bias.
73      */
74     DEFINE_PROPERTY(float, shadowNormalBias, "Shadow Normal Bias", 0, VALUE(0.025f))
75 
76     /** Shadow enabled.
77      */
78     DEFINE_PROPERTY(bool, shadowEnabled, "Shadow Enabled", 0, VALUE(false))
79 
80     /** Additional factor for e.g. shader customization.
81      */
82     DEFINE_PROPERTY(BASE_NS::Math::Vec4, additionalFactor, "Additional Factor", 0, ARRAY_VALUE(0.0f, 0.0f, 0.0f, 0.0f))
83 
84     /** Defines a layer mask which affects lighting of layer objects. Default is all layer mask, and then the
85      * light affects objects on all layers. */
86     DEFINE_BITFIELD_PROPERTY(uint64_t, lightLayerMask, "Light Layer Mask", PropertyFlags::IS_BITFIELD,
87         VALUE(LayerConstants::ALL_LAYER_MASK), LayerFlagBits)
88 
89     /** Defines a layer mask which affects shadow camera's rendering. Default is all layer mask, and then the
90      * shadow camera renders objects from all layers. */
91     DEFINE_BITFIELD_PROPERTY(uint64_t, shadowLayerMask, "Shadow Layer Mask", PropertyFlags::IS_BITFIELD,
92         VALUE(LayerConstants::ALL_LAYER_MASK), LayerFlagBits)
93 
94 END_COMPONENT(ILightComponentManager, LightComponent, "8047c9cd-4e83-45b3-91d9-dd32d643f0c8")
95 #if !defined(IMPLEMENT_MANAGER)
96 CORE3D_END_NAMESPACE()
97 #endif
98 
99 #endif
100