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- //-----------------------------------------------------------------------------
- // 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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