mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
171
Engine/source/lighting/lightQuery.cpp
Normal file
171
Engine/source/lighting/lightQuery.cpp
Normal file
|
|
@ -0,0 +1,171 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue