1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #if !defined(API_3D_ECS_COMPONENTS_LIGHT_COMPONENT_H) || defined(IMPLEMENT_MANAGER)
17 #define API_3D_ECS_COMPONENTS_LIGHT_COMPONENT_H
18 
19 #if !defined(IMPLEMENT_MANAGER)
20 #include <3d/ecs/components/layer_defines.h>
21 #include <3d/namespace.h>
22 #include <base/math/vector.h>
23 #include <core/ecs/component_struct_macros.h>
24 #include <core/ecs/intf_component_manager.h>
25 
26 CORE3D_BEGIN_NAMESPACE()
27 #endif
28 
29 BEGIN_COMPONENT(ILightComponentManager, LightComponent)
30 #if !defined(IMPLEMENT_MANAGER)
31     enum class Type : uint8_t { DIRECTIONAL = 0, POINT = 1, SPOT = 2 };
32 #endif
33 
34     /** Type of the light.
35      */
36     DEFINE_PROPERTY(Type, type, "Type", 0, VALUE(Type::DIRECTIONAL))
37 
38     /** Diffuse color of the light. Values from 0.0 to 1.0
39      */
40     DEFINE_PROPERTY(BASE_NS::Math::Vec3, color, "Color", 0, ARRAY_VALUE(1.0f, 1.0f, 1.0f))
41 
42     /** Intensity of the light.
43      */
44     DEFINE_PROPERTY(float, intensity, "Intensity", 0, VALUE(1.0f))
45 
46     /** Range, distance cutoff for points and spots.
47      */
48     DEFINE_PROPERTY(float, range, "Range", 0, VALUE(0.0f))
49 
50     /** Near plane distance from the light source.
51      */
52     DEFINE_PROPERTY(float, nearPlane, "Shadow Near Plane", 0, VALUE(0.5f))
53 
54     /** Spotlight inner angle.
55      */
56     DEFINE_PROPERTY(float, spotInnerAngle, "Spot Cone Inner Angle", 0, VALUE(0.0f))
57 
58     /** Spotlight outer angle.
59      */
60     DEFINE_PROPERTY(float, spotOuterAngle, "Spot Cone Outer Angle", 0, VALUE(0.78539816339f))
61 
62     /** Shadow strength.
63      */
64     DEFINE_PROPERTY(float, shadowStrength, "Shadow Strength", 0, VALUE(1.0f))
65 
66     /** Shadow depth bias.
67      */
68     DEFINE_PROPERTY(float, shadowDepthBias, "Shadow Depth Bias", 0, VALUE(0.005f))
69 
70     /** Shadow normal bias.
71      */
72     DEFINE_PROPERTY(float, shadowNormalBias, "Shadow Normal Bias", 0, VALUE(0.025f))
73 
74     /** Shadow enabled.
75      */
76     DEFINE_PROPERTY(bool, shadowEnabled, "Shadow Enabled", 0, VALUE(false))
77 
78     /** Additional factor for e.g. shader customization.
79      */
80     DEFINE_PROPERTY(BASE_NS::Math::Vec4, additionalFactor, "Additional Factor", 0, ARRAY_VALUE(0.0f, 0.0f, 0.0f, 0.0f))
81 
82     /** Defines a layer mask which affects lighting of layer objects. Default is all layer mask, and then the
83      * light affects objects on all layers. */
84     DEFINE_BITFIELD_PROPERTY(uint64_t, lightLayerMask, "Light Layer Mask", PropertyFlags::IS_BITFIELD,
85         VALUE(LayerConstants::ALL_LAYER_MASK), LayerFlagBits)
86 
87     /** Defines a layer mask which affects shadow camera's rendering. Default is all layer mask, and then the
88      * shadow camera renders objects from all layers. */
89     DEFINE_BITFIELD_PROPERTY(uint64_t, shadowLayerMask, "Shadow Layer Mask", PropertyFlags::IS_BITFIELD,
90         VALUE(LayerConstants::ALL_LAYER_MASK), LayerFlagBits)
91 
92 END_COMPONENT(ILightComponentManager, LightComponent, "8047c9cd-4e83-45b3-91d9-dd32d643f0c8")
93 #if !defined(IMPLEMENT_MANAGER)
94 CORE3D_END_NAMESPACE()
95 #endif
96 
97 #endif
98