| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171 | //-----------------------------------------------------------------------------// 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;}
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