// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "../default.h" namespace embree { namespace SceneGraph { enum LightType { LIGHT_AMBIENT, LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT, LIGHT_DISTANT, LIGHT_TRIANGLE, LIGHT_QUAD, }; class Light { ALIGNED_CLASS_(16) public: Light(LightType type) : type(type) {} LightType getType() const { return type; } private: LightType type; }; class AmbientLight : public Light { public: AmbientLight (const Vec3fa& L) : Light(LIGHT_AMBIENT), L(L) {} AmbientLight transform(const AffineSpace3fa& space) const { return AmbientLight(L); } static AmbientLight lerp(const AmbientLight& light0, const AmbientLight& light1, const float f) { return AmbientLight(embree::lerp(light0.L,light1.L,f)); } public: Vec3fa L; //!< radiance of ambient light }; class PointLight : public Light { public: PointLight (const Vec3fa& P, const Vec3fa& I) : Light(LIGHT_POINT), P(P), I(I) {} PointLight transform(const AffineSpace3fa& space) const { return PointLight(xfmPoint(space,P),I); } static PointLight lerp(const PointLight& light0, const PointLight& light1, const float f) { return PointLight(embree::lerp(light0.P,light1.P,f), embree::lerp(light0.I,light1.I,f)); } public: Vec3fa P; //!< position of point light Vec3fa I; //!< radiant intensity of point light }; class DirectionalLight : public Light { public: DirectionalLight (const Vec3fa& D, const Vec3fa& E) : Light(LIGHT_DIRECTIONAL), D(D), E(E) {} DirectionalLight transform(const AffineSpace3fa& space) const { return DirectionalLight(xfmVector(space,D),E); } static DirectionalLight lerp(const DirectionalLight& light0, const DirectionalLight& light1, const float f) { return DirectionalLight(embree::lerp(light0.D,light1.D,f), embree::lerp(light0.E,light1.E,f)); } public: Vec3fa D; //!< Light direction Vec3fa E; //!< Irradiance (W/m^2) }; class SpotLight : public Light { public: SpotLight (const Vec3fa& P, const Vec3fa& D, const Vec3fa& I, float angleMin, float angleMax) : Light(LIGHT_SPOT), P(P), D(D), I(I), angleMin(angleMin), angleMax(angleMax) {} SpotLight transform(const AffineSpace3fa& space) const { return SpotLight(xfmPoint(space,P),xfmVector(space,D),I,angleMin,angleMax); } static SpotLight lerp(const SpotLight& light0, const SpotLight& light1, const float f) { return SpotLight(embree::lerp(light0.P,light1.P,f), embree::lerp(light0.D,light1.D,f), embree::lerp(light0.I,light1.I,f), embree::lerp(light0.angleMin,light1.angleMin,f), embree::lerp(light0.angleMax,light1.angleMax,f)); } public: Vec3fa P; //!< Position of the spot light Vec3fa D; //!< Light direction of the spot light Vec3fa I; //!< Radiant intensity (W/sr) float angleMin, angleMax; //!< Linear falloff region }; class DistantLight : public Light { public: DistantLight (const Vec3fa& D, const Vec3fa& L, const float halfAngle) : Light(LIGHT_DISTANT), D(D), L(L), halfAngle(halfAngle), radHalfAngle(deg2rad(halfAngle)), cosHalfAngle(cos(deg2rad(halfAngle))) {} DistantLight transform(const AffineSpace3fa& space) const { return DistantLight(xfmVector(space,D),L,halfAngle); } static DistantLight lerp(const DistantLight& light0, const DistantLight& light1, const float f) { return DistantLight(embree::lerp(light0.D,light1.D,f), embree::lerp(light0.L,light1.L,f), embree::lerp(light0.halfAngle,light1.halfAngle,f)); } public: Vec3fa D; //!< Light direction Vec3fa L; //!< Radiance (W/(m^2*sr)) float halfAngle; //!< Half illumination angle float radHalfAngle; //!< Half illumination angle in radians float cosHalfAngle; //!< Cosine of half illumination angle }; class TriangleLight : public Light { public: TriangleLight (const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& L) : Light(LIGHT_TRIANGLE), v0(v0), v1(v1), v2(v2), L(L) {} TriangleLight transform(const AffineSpace3fa& space) const { return TriangleLight(xfmPoint(space,v0),xfmPoint(space,v1),xfmPoint(space,v2),L); } static TriangleLight lerp(const TriangleLight& light0, const TriangleLight& light1, const float f) { return TriangleLight(embree::lerp(light0.v0,light1.v0,f), embree::lerp(light0.v1,light1.v1,f), embree::lerp(light0.v2,light1.v2,f), embree::lerp(light0.L,light1.L,f)); } public: Vec3fa v0; Vec3fa v1; Vec3fa v2; Vec3fa L; }; class QuadLight : public Light { public: QuadLight (const Vec3fa& v0, const Vec3fa& v1, const Vec3fa& v2, const Vec3fa& v3, const Vec3fa& L) : Light(LIGHT_QUAD), v0(v0), v1(v1), v2(v2), v3(v3), L(L) {} QuadLight transform(const AffineSpace3fa& space) const { return QuadLight(xfmPoint(space,v0),xfmPoint(space,v1),xfmPoint(space,v2),xfmPoint(space,v3),L); } static QuadLight lerp(const QuadLight& light0, const QuadLight& light1, const float f) { return QuadLight(embree::lerp(light0.v0,light1.v0,f), embree::lerp(light0.v1,light1.v1,f), embree::lerp(light0.v2,light1.v2,f), embree::lerp(light0.v3,light1.v3,f), embree::lerp(light0.L,light1.L,f)); } public: Vec3fa v0; Vec3fa v1; Vec3fa v2; Vec3fa v3; Vec3fa L; }; } }