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// 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