mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
93 lines
3.2 KiB
C++
93 lines
3.2 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "terrain/terrRender.h"
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#include "lighting/lightInfo.h"
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#include "scene/sceneRenderState.h"
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/*
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U32 TerrainRender::testSquareLights(GridSquare *sq, S32 level, const Point2I &pos, U32 lightMask)
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{
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// Calculate our Box3F for this GridSquare
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Point3F boxMin(pos.x * mSquareSize + mBlockPos.x, pos.y * mSquareSize + mBlockPos.y, fixedToFloat(sq->minHeight));
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F32 blockSize = F32(mSquareSize * (1 << level));
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F32 blockHeight = fixedToFloat(sq->maxHeight - sq->minHeight);
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Point3F boxMax(boxMin);
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boxMax += Point3F(blockSize, blockSize, blockHeight);
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Box3F gridBox(boxMin, boxMax);
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U32 retMask = 0;
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for(S32 i = 0; (lightMask >> i) != 0; i++)
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{
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if(lightMask & (1 << i))
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{
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if (mTerrainLights[i].light->mType != LightInfo::Vector)
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{
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// test the visibility of this light to box
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F32 dist = gridBox.getDistanceFromPoint(mTerrainLights[i].pos);
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static F32 minDist = 1e14f;
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minDist = getMin(minDist, dist);
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if(dist < mTerrainLights[i].radius)
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retMask |= (1 << i);
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} else {
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retMask |= (1 << i);
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}
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}
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}
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return retMask;
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}
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void TerrainRender::buildLightArray(SceneState * state)
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{
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PROFILE_SCOPE(TerrainRender_buildLightArray);
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mDynamicLightCount = 0;
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if ((mTerrainLighting == NULL) || (!TerrainRender::mEnableTerrainDynLights))
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return;
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static LightInfoList lights;
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lights.clear();
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LIGHTMGR->getBestLights(lights);
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// create terrain lights from these...
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U32 curIndex = 0;
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for(U32 i = 0; i < lights.size(); i++)
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{
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LightInfo* light = lights[i];
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if((light->mType != LightInfo::Point) && (light->mType != LightInfo::Spot))
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continue;
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// set the 'fo
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TerrLightInfo & info = mTerrainLights[curIndex++];
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mCurrentBlock->getWorldTransform().mulP(light->mPos, &info.pos);
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info.radius = light->getRadius();
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info.light = light;
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}
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mDynamicLightCount = curIndex;
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}
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*/
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