Files
FlaxEngine/Source/Engine/Level/Actors/PointLight.h
2024-02-26 19:00:48 +01:00

109 lines
3.6 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Light.h"
#include "Engine/Content/Assets/IESProfile.h"
#include "Engine/Content/AssetReference.h"
/// <summary>
/// Point light emits light from point in all directions.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Point Light\"), ActorToolbox(\"Lights\")")
class FLAXENGINE_API PointLight : public LightWithShadow
{
DECLARE_SCENE_OBJECT(PointLight);
private:
Float3 _direction;
float _radius;
public:
/// <summary>
/// Light source bulb radius
/// </summary>
API_FIELD(Attributes="EditorOrder(2), DefaultValue(0.0f), EditorDisplay(\"Light\"), Limit(0, 1000, 0.01f)")
float SourceRadius = 0.0f;
/// <summary>
/// Light source bulb length
/// </summary>
API_FIELD(Attributes="EditorOrder(3), DefaultValue(0.0f), EditorDisplay(\"Light\"), Limit(0, 1000, 0.01f)")
float SourceLength = 0.0f;
/// <summary>
/// Whether to use physically based inverse squared distance falloff, where Radius is only clamping the light's contribution.
/// </summary>
API_FIELD(Attributes = "EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
bool UseInverseSquaredFalloff = false;
/// <summary>
/// Controls the radial falloff of light when UseInverseSquaredFalloff is disabled.
/// </summary>
API_FIELD(Attributes="EditorOrder(14), DefaultValue(8.0f), EditorDisplay(\"Light\"), Limit(2, 16, 0.01f), VisibleIf(nameof(UseInverseSquaredFalloff), true)")
float FallOffExponent = 8.0f;
/// <summary>
/// IES texture (light profiles from real world measured data)
/// </summary>
API_FIELD(Attributes="EditorOrder(211), DefaultValue(null), EditorDisplay(\"IES Profile\", \"IES Texture\")")
AssetReference<IESProfile> IESTexture;
/// <summary>
/// Enable/disable using light brightness from IES profile
/// </summary>
API_FIELD(Attributes="EditorOrder(212), DefaultValue(false), EditorDisplay(\"IES Profile\", \"Use IES Brightness\")")
bool UseIESBrightness = false;
/// <summary>
/// Global scale for IES brightness contribution
/// </summary>
API_FIELD(Attributes="EditorOrder(213), DefaultValue(1.0f), Limit(0, 10000, 0.01f), EditorDisplay(\"IES Profile\", \"Brightness Scale\")")
float IESBrightnessScale = 1.0f;
public:
/// <summary>
/// Computes light brightness value.
/// </summary>
float ComputeBrightness() const;
/// <summary>
/// Gets scaled light radius
/// </summary>
float GetScaledRadius() const;
/// <summary>
/// Gets light radius
/// </summary>
API_PROPERTY(Attributes="EditorOrder(1), DefaultValue(1000.0f), EditorDisplay(\"Light\"), Limit(0, 100000, 0.1f)")
FORCE_INLINE float GetRadius() const
{
return _radius;
}
/// <summary>
/// Sets light radius
/// </summary>
/// <param name="value">The new value</param>
API_PROPERTY() void SetRadius(float value);
private:
void UpdateBounds();
public:
// [LightWithShadow]
void Draw(RenderContext& renderContext) override;
#if USE_EDITOR
void OnDebugDraw() override;
void OnDebugDrawSelected() override;
void DrawLightsDebug(RenderView& view) override;
#endif
void OnLayerChanged() override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
protected:
// [LightWithShadow]
void OnTransformChanged() override;
};