Revision control
++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // Copyright (C) 2019 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #ifndef QSSG_RENDER_LIGHT_H
++ #define QSSG_RENDER_LIGHT_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists purely as an
++ // implementation detail. This header file may change from version to
++ // version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ struct QSSGRenderImage;
++
++ struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLight : public QSSGRenderNode
++ {
++ enum class DirtyFlag : quint8
++ {
++ LightDirty = 0x1
++ };
++ using FlagT = std::underlying_type_t<DirtyFlag>;
++
++ // Must match QQuick3DAbstractLight::QSSGSoftShadowQuality
++ enum class SoftShadowQuality {
++ Hard = 0,
++ PCF4,
++ PCF8,
++ PCF16,
++ PCF32,
++ PCF64,
++ };
++
++ static constexpr DirtyFlag DirtyMask { std::numeric_limits<FlagT>::max() };
++
++ QSSGRenderNode *m_scope;
++ QVector3D m_diffuseColor; // colors are 0-1 normalized
++ QVector3D m_specularColor; // colors are 0-1 normalized
++ QVector3D m_ambientColor; // colors are 0-1 normalized
++
++ // The variables below are in the same range as Studio
++ // Only valid if node is a point light
++ float m_brightness;
++ float m_constantFade;
++ float m_linearFade;
++ float m_quadraticFade;
++
++ float m_coneAngle; // 0-180
++ float m_innerConeAngle; // 0-180
++
++ FlagT m_lightDirtyFlags = 0;
++ bool m_castShadow; // true if this light produce shadows
++ float m_shadowBias; // depth shift to avoid self-shadowing artifacts
++ float m_shadowFactor; // Darkening factor for ESMs
++ quint32 m_shadowMapRes; // Resolution of shadow map
++ float m_shadowMapFar; // Far clip plane for the shadow map
++ float m_shadowFilter; // Shadow map filter step size
++ SoftShadowQuality m_softShadowQuality = SoftShadowQuality::PCF4;
++
++ float m_pcfFactor = 2.0f;
++ bool m_use32BitShadowmap = false;
++
++ bool m_bakingEnabled = false;
++ bool m_fullyBaked = false; // direct+indirect
++
++ // Cascading shadow map options
++ float m_csmSplit1 = 0.1f;
++ float m_csmSplit2 = 0.25f;
++ float m_csmSplit3 = 0.5f;
++ int m_csmNumSplits = 0;
++ float m_csmBlendRatio = 0.05f;
++ bool m_lockShadowmapTexels = false;
++
++ // Defaults to directional light
++ explicit QSSGRenderLight(Type type = Type::DirectionalLight);
++
++ [[nodiscard]] inline bool isEnabled() const { return (m_brightness > 0.0f); }
++
++ [[nodiscard]] inline bool isDirty(DirtyFlag dirtyFlag = DirtyMask) const
++ {
++ return ((m_lightDirtyFlags & FlagT(dirtyFlag)) != 0)
++ || ((dirtyFlag == DirtyMask) && QSSGRenderNode::isDirty());
++ }
++ void markDirty(DirtyFlag dirtyFlag);
++ void clearDirty(DirtyFlag dirtyFlag);
++ };
++ QT_END_NAMESPACE
++
++ #endif