mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
172 lines
5 KiB
C++
172 lines
5 KiB
C++
//-----------------------------------------------------------------------------
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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 "platform/platform.h"
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#include "lighting/lightQuery.h"
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#include "lighting/lightManager.h"
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#include "platform/profiler.h"
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LightQuery::LightQuery( U32 maxLights )
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: mMaxLights( maxLights )
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{
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}
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LightQuery::~LightQuery()
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{
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}
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void LightQuery::init( const Point3F &cameraPos,
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const Point3F &cameraDir,
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F32 viewDist )
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{
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mVolume.center = cameraPos;
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mVolume.radius = viewDist;
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mLights.clear();
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}
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void LightQuery::init( const SphereF &bounds )
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{
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mVolume = bounds;
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mLights.clear();
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}
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void LightQuery::init( const Box3F &bounds )
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{
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bounds.getCenter( &mVolume.center );
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mVolume.radius = ( bounds.maxExtents - mVolume.center ).len();
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mLights.clear();
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}
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void LightQuery::getLights( LightInfo** outLights, U32 maxLights )
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{
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PROFILE_SCOPE( LightQuery_getLights );
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// Gather lights if we haven't already.
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if ( mLights.empty() )
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_scoreLights();
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U32 lightCount = getMin( (U32)mLights.size(), getMin( mMaxLights, maxLights ) );
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// Copy them over.
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for ( U32 i = 0; i < lightCount; i++ )
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{
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LightInfo *light = mLights[i];
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// If the score reaches zero then we got to
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// the end of the valid lights for this object.
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if ( light->getScore() <= 0.0f )
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break;
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outLights[i] = light;
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}
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}
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void LightQuery::_scoreLights()
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{
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PROFILE_SCOPE( LightQuery_scoreLights );
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if ( !LIGHTMGR )
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return;
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// Get all the lights.
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LIGHTMGR->getAllUnsortedLights( &mLights );
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LightInfo *sun = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
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const Point3F lumDot( 0.2125f, 0.7154f, 0.0721f );
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Vector<LightInfo*>::iterator iter = mLights.begin();
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for ( ; iter != mLights.end(); iter++ )
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{
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// Get the light.
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LightInfo *light = (*iter);
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F32 luminace = 0.0f;
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F32 dist = 0.0f;
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F32 weight = 0.0f;
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const bool isSpot = light->getType() == LightInfo::Spot;
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const bool isPoint = light->getType() == LightInfo::Point;
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if ( isPoint || isSpot )
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{
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// Get the luminocity.
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luminace = mDot( light->getColor(), lumDot ) * light->getBrightness();
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// Get the distance to the light... score it 1 to 0 near to far.
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F32 lenSq = ( mVolume.center - light->getPosition() ).lenSquared();
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F32 radiusSq = mSquared( light->getRange().x + mVolume.radius );
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F32 distSq = radiusSq - lenSq;
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if ( distSq > 0.0f )
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dist = mClampF( distSq / ( 1000.0f * 1000.0f ), 0.0f, 1.0f );
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// TODO: This culling is broken... it culls spotlights
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// that are actually visible.
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if ( false && isSpot && dist > 0.0f )
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{
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// TODO: I cannot test to see if we're within
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// the cone without a more detailed test... so
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// just reject if we're behind the spot direction.
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Point3F toCenter = mVolume.center - light->getPosition();
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F32 angDot = mDot( toCenter, light->getDirection() );
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if ( angDot < 0.0f )
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dist = 0.0f;
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}
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weight = light->getPriority();
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}
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else
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{
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// The sun always goes first
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// regardless of the settings.
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if ( light == sun )
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{
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weight = F32_MAX;
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dist = 1.0f;
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luminace = 1.0f;
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}
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else
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{
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// TODO: When we have multiple directional
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// lights we should score them here.
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}
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}
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// TODO: Manager ambient lights here too!
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light->setScore( luminace * weight * dist );
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}
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// Sort them!
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mLights.sort( _lightScoreCmp );
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}
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S32 LightQuery::_lightScoreCmp( LightInfo* const *a, LightInfo* const *b )
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{
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F32 diff = (*a)->getScore() - (*b)->getScore();
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return diff < 0 ? 1 : diff > 0 ? -1 : 0;
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}
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