//----------------------------------------------------------------------------- // 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; } */