Torque3D/Engine/source/lighting/lightQuery.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/lightQuery.h"
#include "lighting/lightManager.h"
#include "platform/profiler.h"
LightQuery::LightQuery( U32 maxLights )
: mMaxLights( maxLights )
{
}
LightQuery::~LightQuery()
{
}
void LightQuery::init( const Point3F &cameraPos,
const Point3F &cameraDir,
F32 viewDist )
{
mVolume.center = cameraPos;
mVolume.radius = viewDist;
mLights.clear();
}
void LightQuery::init( const SphereF &bounds )
{
mVolume = bounds;
mLights.clear();
}
void LightQuery::init( const Box3F &bounds )
{
bounds.getCenter( &mVolume.center );
mVolume.radius = ( bounds.maxExtents - mVolume.center ).len();
mLights.clear();
}
void LightQuery::getLights( LightInfo** outLights, U32 maxLights )
{
PROFILE_SCOPE( LightQuery_getLights );
// Gather lights if we haven't already.
if ( mLights.empty() )
_scoreLights();
U32 lightCount = getMin( (U32)mLights.size(), getMin( mMaxLights, maxLights ) );
// Copy them over.
for ( U32 i = 0; i < lightCount; i++ )
{
LightInfo *light = mLights[i];
// If the score reaches zero then we got to
// the end of the valid lights for this object.
if ( light->getScore() <= 0.0f )
break;
outLights[i] = light;
}
}
void LightQuery::_scoreLights()
{
PROFILE_SCOPE( LightQuery_scoreLights );
if ( !LIGHTMGR )
return;
// Get all the lights.
LIGHTMGR->getAllUnsortedLights( &mLights );
LightInfo *sun = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
const Point3F lumDot( 0.2125f, 0.7154f, 0.0721f );
Vector<LightInfo*>::iterator iter = mLights.begin();
for ( ; iter != mLights.end(); iter++ )
{
// Get the light.
LightInfo *light = (*iter);
F32 luminace = 0.0f;
F32 dist = 0.0f;
F32 weight = 0.0f;
const bool isSpot = light->getType() == LightInfo::Spot;
const bool isPoint = light->getType() == LightInfo::Point;
if ( isPoint || isSpot )
{
// Get the luminocity.
luminace = mDot( light->getColor(), lumDot ) * light->getBrightness();
// Get the distance to the light... score it 1 to 0 near to far.
F32 lenSq = ( mVolume.center - light->getPosition() ).lenSquared();
F32 radiusSq = mSquared( light->getRange().x + mVolume.radius );
F32 distSq = radiusSq - lenSq;
if ( distSq > 0.0f )
dist = mClampF( distSq / ( 1000.0f * 1000.0f ), 0.0f, 1.0f );
// TODO: This culling is broken... it culls spotlights
// that are actually visible.
if ( false && isSpot && dist > 0.0f )
{
// TODO: I cannot test to see if we're within
// the cone without a more detailed test... so
// just reject if we're behind the spot direction.
Point3F toCenter = mVolume.center - light->getPosition();
F32 angDot = mDot( toCenter, light->getDirection() );
if ( angDot < 0.0f )
dist = 0.0f;
}
weight = light->getPriority();
}
else
{
// The sun always goes first
// regardless of the settings.
if ( light == sun )
{
weight = F32_MAX;
dist = 1.0f;
luminace = 1.0f;
}
else
{
// TODO: When we have multiple directional
// lights we should score them here.
}
}
// TODO: Manager ambient lights here too!
light->setScore( luminace * weight * dist );
}
// Sort them!
mLights.sort( _lightScoreCmp );
}
S32 LightQuery::_lightScoreCmp( LightInfo* const *a, LightInfo* const *b )
{
F32 diff = (*a)->getScore() - (*b)->getScore();
return diff < 0 ? 1 : diff > 0 ? -1 : 0;
}