Torque3D/Engine/source/terrain/terrLighting.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 "terrain/terrRender.h"
#include "lighting/lightInfo.h"
#include "scene/sceneRenderState.h"
/*
U32 TerrainRender::testSquareLights(GridSquare *sq, S32 level, const Point2I &pos, U32 lightMask)
{
// Calculate our Box3F for this GridSquare
Point3F boxMin(pos.x * mSquareSize + mBlockPos.x, pos.y * mSquareSize + mBlockPos.y, fixedToFloat(sq->minHeight));
F32 blockSize = F32(mSquareSize * (1 << level));
F32 blockHeight = fixedToFloat(sq->maxHeight - sq->minHeight);
Point3F boxMax(boxMin);
boxMax += Point3F(blockSize, blockSize, blockHeight);
Box3F gridBox(boxMin, boxMax);
U32 retMask = 0;
for(S32 i = 0; (lightMask >> i) != 0; i++)
{
if(lightMask & (1 << i))
{
if (mTerrainLights[i].light->mType != LightInfo::Vector)
{
// test the visibility of this light to box
F32 dist = gridBox.getDistanceFromPoint(mTerrainLights[i].pos);
static F32 minDist = 1e14f;
minDist = getMin(minDist, dist);
if(dist < mTerrainLights[i].radius)
retMask |= (1 << i);
} else {
retMask |= (1 << i);
}
}
}
return retMask;
}
void TerrainRender::buildLightArray(SceneState * state)
{
PROFILE_SCOPE(TerrainRender_buildLightArray);
mDynamicLightCount = 0;
if ((mTerrainLighting == NULL) || (!TerrainRender::mEnableTerrainDynLights))
return;
static LightInfoList lights;
lights.clear();
LIGHTMGR->getBestLights(lights);
// create terrain lights from these...
U32 curIndex = 0;
for(U32 i = 0; i < lights.size(); i++)
{
LightInfo* light = lights[i];
if((light->mType != LightInfo::Point) && (light->mType != LightInfo::Spot))
continue;
// set the 'fo
TerrLightInfo & info = mTerrainLights[curIndex++];
mCurrentBlock->getWorldTransform().mulP(light->mPos, &info.pos);
info.radius = light->getRadius();
info.light = light;
}
mDynamicLightCount = curIndex;
}
*/