rendering-in-cgi/Framework/scenegraph/lights.h
2024-04-23 10:14:24 +02:00

190 lines
7 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
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;
};
}
}