// Copyright (C) 2020 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "qquick3dspotlight_p.h" #include "qquick3dobject_p.h" #include #include "qquick3dnode_p_p.h" QT_BEGIN_NAMESPACE /*! \qmltype SpotLight \inherits Light \inqmlmodule QtQuick3D \brief Defines a spot light in the scene. \since 5.15 The spot light emits light towards one direction in a cone shape, which is defined by the \l {coneAngle} property. The light intensity diminishes when approaching the \l {coneAngle}. The angle at which the light intensity starts to diminish is defined by \l {innerConeAngle}. Both angles are defined in degrees. Inside the \l {innerConeAngle}, the spot light behaves similarly to the point light. There the light intensity diminishes according to inverse-square-law. However, the fade-off (and range) can be controlled with the \l {constantFade}, \l {linearFade}, and \l quadraticFade properties. Light attenuation is calculated using the formula: \l {constantFade} + \c distance * (\l {linearFade} * 0.01) + \c distance * (\l {quadraticFade} * 0.0001)^2 Let's look at a simple example. Here a SpotLight is placed at 300 on the Z axis, so halfway between the camera and the scene center. By default the light is emitting in the direction of the Z axis. The \l {Light::}{brightness} is increased to 10 to make it look more like a typical spot light. \qml import QtQuick import QtQuick3D View3D { anchors.fill: parent PerspectiveCamera { z: 600 } SpotLight { z: 300 brightness: 10 ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) } Model { source: "#Rectangle" scale: Qt.vector3d(10, 10, 10) z: -100 materials: PrincipledMaterial { } } Model { source: "#Sphere" scale: Qt.vector3d(2, 2, 2) materials: PrincipledMaterial { baseColor: "#40c060" roughness: 0.1 } } } \endqml \image spotlight-1.png Rotations happens similarly to \l DirectionalLight. Here we want to light to emit more to the right, so we rotate around the Y axis by -20 degrees. The cone is reduced by setting coneAngle to 30 instead of the default 40. We also make the intensity start diminish earlier, by changing innerConeAngle to 10. \qml SpotLight { z: 300 brightness: 10 ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) eulerRotation.y: -20 coneAngle: 30 innerConeAngle: 10 } \endqml \image spotlight-2.png For further usage examples, see \l{Qt Quick 3D - Lights Example}. \sa DirectionalLight, PointLight, {Shadow Mapping} */ /*! \qmlproperty real SpotLight::constantFade This property is constant factor of the attenuation term of the light. The default value is 1.0. */ /*! \qmlproperty real SpotLight::linearFade This property increases the rate at which the lighting effect dims the light in proportion to the distance to the light. The default value is \c 0.0, which means the light doesn't have linear fade. The value used here is multiplied by \c 0.01 before being used to calculate light attenuation. */ /*! \qmlproperty real SpotLight::quadraticFade This property increases the rate at which the lighting effect dims the light in proportion to the inverse square law. The default value is 1.0, which means the spot light fade exactly follows the inverse square law, i.e. when distance to an object doubles the light intensity decreases to 1/4th. The value used here is multiplied by \c 0.0001 before being used to calculate light attenuation. */ /*! \qmlproperty real SpotLight::coneAngle This property defines the cut-off angle (from edge to edge) beyond which the light doesn't affect the scene. Defined in degrees between \c{0} and \c{180}. The default value is \c{40}. \note When the cone angle approaches \c{180} degrees the shadow quality will start to deteriorate. A value under \c{170} is therefore recommended. */ /*! \qmlproperty real SpotLight::innerConeAngle This property defines the angle (from edge to edge) at which the light intensity starts to gradually diminish as it approaches \l {coneAngle}. Defined in degrees between 0 and 180. If the value is set larger than \l {coneAngle}, it'll behave as if it had the same value as \l {coneAngle}. The default value is 30. */ QQuick3DSpotLight::QQuick3DSpotLight(QQuick3DNode *parent) : QQuick3DAbstractLight(*(new QQuick3DNodePrivate(QQuick3DNodePrivate::Type::SpotLight)), parent) {} float QQuick3DSpotLight::constantFade() const { return m_constantFade; } float QQuick3DSpotLight::linearFade() const { return m_linearFade; } float QQuick3DSpotLight::quadraticFade() const { return m_quadraticFade; } float QQuick3DSpotLight::coneAngle() const { return m_coneAngle; } float QQuick3DSpotLight::innerConeAngle() const { return m_innerConeAngle; } void QQuick3DSpotLight::setConstantFade(float constantFade) { if (qFuzzyCompare(m_constantFade, constantFade)) return; m_constantFade = constantFade; m_dirtyFlags.setFlag(DirtyFlag::FadeDirty); emit constantFadeChanged(); update(); } void QQuick3DSpotLight::setLinearFade(float linearFade) { if (qFuzzyCompare(m_linearFade, linearFade)) return; m_linearFade = linearFade; m_dirtyFlags.setFlag(DirtyFlag::FadeDirty); emit linearFadeChanged(); update(); } void QQuick3DSpotLight::setQuadraticFade(float quadraticFade) { if (qFuzzyCompare(m_quadraticFade, quadraticFade)) return; m_quadraticFade = quadraticFade; m_dirtyFlags.setFlag(DirtyFlag::FadeDirty); emit quadraticFadeChanged(); update(); } void QQuick3DSpotLight::setConeAngle(float coneAngle) { if (coneAngle < 0.f) coneAngle = 0.f; else if (coneAngle > 180.f) coneAngle = 180.f; if (qFuzzyCompare(m_coneAngle, coneAngle)) return; m_coneAngle = coneAngle; m_dirtyFlags.setFlag(DirtyFlag::AreaDirty); emit coneAngleChanged(); update(); } void QQuick3DSpotLight::setInnerConeAngle(float innerConeAngle) { if (innerConeAngle < 0.f) innerConeAngle = 0.f; else if (innerConeAngle > 180.f) innerConeAngle = 180.f; if (qFuzzyCompare(m_innerConeAngle, innerConeAngle)) return; m_innerConeAngle = innerConeAngle; m_dirtyFlags.setFlag(DirtyFlag::AreaDirty); emit innerConeAngleChanged(); update(); } QSSGRenderGraphObject *QQuick3DSpotLight::updateSpatialNode(QSSGRenderGraphObject *node) { if (!node) { markAllDirty(); node = new QSSGRenderLight(QSSGRenderLight::Type::SpotLight); } QQuick3DAbstractLight::updateSpatialNode(node); // Marks the light node dirty if m_dirtyFlags != 0 QSSGRenderLight *light = static_cast(node); if (m_dirtyFlags.testFlag(DirtyFlag::FadeDirty)) { m_dirtyFlags.setFlag(DirtyFlag::FadeDirty, false); light->m_constantFade = m_constantFade; light->m_linearFade = m_linearFade; light->m_quadraticFade = m_quadraticFade; } if (m_dirtyFlags.testFlag(DirtyFlag::AreaDirty)) { m_dirtyFlags.setFlag(DirtyFlag::AreaDirty, false); light->m_coneAngle = qBound(0.0f, m_coneAngle * 0.5, 90.0f); light->m_innerConeAngle = qBound(0.0f, m_innerConeAngle * 0.5, 90.0f); } return node; } QT_END_NAMESPACE