Light.cpp 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545
  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "Context.h"
  25. #include "DebugRenderer.h"
  26. #include "Light.h"
  27. #include "Node.h"
  28. #include "OctreeQuery.h"
  29. #include "Profiler.h"
  30. #include "ResourceCache.h"
  31. #include "Texture2D.h"
  32. #include "TextureCube.h"
  33. #include "DebugNew.h"
  34. namespace Urho3D
  35. {
  36. extern const char* SCENE_CATEGORY;
  37. static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
  38. static const float DEFAULT_RANGE = 10.0f;
  39. static const float DEFAULT_FOV = 30.0f;
  40. static const float DEFAULT_SPECULARINTENSITY = 1.0f;
  41. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  42. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  43. static const float DEFAULT_BIASAUTOADJUST = 1.0f;
  44. static const float DEFAULT_SHADOWFADESTART = 0.8f;
  45. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  46. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  47. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  48. static const float DEFAULT_SHADOWSPLIT = 1000.0f;
  49. static const char* typeNames[] =
  50. {
  51. "Directional",
  52. "Spot",
  53. "Point",
  54. 0
  55. };
  56. void BiasParameters::Validate()
  57. {
  58. constantBias_ = Clamp(constantBias_, -1.0f, 1.0f);
  59. slopeScaledBias_ = Clamp(slopeScaledBias_, -16.0f, 16.0f);
  60. }
  61. void CascadeParameters::Validate()
  62. {
  63. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  64. splits_[i] = Max(splits_[i], 0.0f);
  65. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  66. }
  67. void FocusParameters::Validate()
  68. {
  69. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  70. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  71. }
  72. template<> LightType Variant::Get<LightType>() const
  73. {
  74. return (LightType)GetInt();
  75. }
  76. Light::Light(Context* context) :
  77. Drawable(context, DRAWABLE_LIGHT),
  78. lightType_(DEFAULT_LIGHTTYPE),
  79. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  80. shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  81. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  82. lightQueue_(0),
  83. specularIntensity_(DEFAULT_SPECULARINTENSITY),
  84. range_(DEFAULT_RANGE),
  85. fov_(DEFAULT_FOV),
  86. aspectRatio_(1.0f),
  87. fadeDistance_(0.0f),
  88. shadowFadeDistance_(0.0f),
  89. shadowIntensity_(0.0f),
  90. shadowResolution_(1.0f),
  91. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  92. perVertex_(false)
  93. {
  94. }
  95. Light::~Light()
  96. {
  97. }
  98. void Light::RegisterObject(Context* context)
  99. {
  100. context->RegisterFactory<Light>(SCENE_CATEGORY);
  101. ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  102. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  103. REF_ACCESSOR_ATTRIBUTE(Light, VAR_COLOR, "Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
  104. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY, AM_DEFAULT);
  105. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  106. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  107. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  108. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  109. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  111. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  112. ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
  113. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  114. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  115. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  116. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  117. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  118. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_FLOAT, "CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
  125. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  126. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  127. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  128. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  129. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  130. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  131. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  132. }
  133. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  134. {
  135. Component::OnSetAttribute(attr, src);
  136. // Validate the bias, cascade & focus parameters
  137. if (attr.offset_ >= offsetof(Light, shadowBias_) && attr.offset_ < (offsetof(Light, shadowBias_) + sizeof(BiasParameters)))
  138. shadowBias_.Validate();
  139. else if (attr.offset_ >= offsetof(Light, shadowCascade_) && attr.offset_ < (offsetof(Light, shadowCascade_) + sizeof(CascadeParameters)))
  140. shadowCascade_.Validate();
  141. else if (attr.offset_ >= offsetof(Light, shadowFocus_) && attr.offset_ < (offsetof(Light, shadowFocus_) + sizeof(FocusParameters)))
  142. shadowFocus_.Validate();
  143. }
  144. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  145. {
  146. // Do not record a raycast result for a directional light, as it would block all other results
  147. if (lightType_ == LIGHT_DIRECTIONAL)
  148. return;
  149. float distance;
  150. switch (query.level_)
  151. {
  152. case RAY_AABB_NOSUBOBJECTS:
  153. case RAY_AABB:
  154. Drawable::ProcessRayQuery(query, results);
  155. return;
  156. case RAY_OBB:
  157. {
  158. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  159. Ray localRay = query.ray_.Transformed(inverse);
  160. distance = localRay.HitDistance(GetWorldBoundingBox().Transformed(inverse));
  161. if (distance >= query.maxDistance_)
  162. return;
  163. }
  164. break;
  165. case RAY_TRIANGLE:
  166. if (lightType_ == LIGHT_SPOT)
  167. {
  168. distance = query.ray_.HitDistance(GetFrustum());
  169. if (distance >= query.maxDistance_)
  170. return;
  171. }
  172. else
  173. {
  174. distance = query.ray_.HitDistance(Sphere(node_->GetWorldPosition(), range_));
  175. if (distance >= query.maxDistance_)
  176. return;
  177. }
  178. break;
  179. }
  180. // If the code reaches here then we have a hit
  181. RayQueryResult result;
  182. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  183. result.normal_ = -query.ray_.direction_;
  184. result.distance_ = distance;
  185. result.drawable_ = this;
  186. result.node_ = node_;
  187. result.subObject_ = M_MAX_UNSIGNED;
  188. results.Push(result);
  189. }
  190. void Light::UpdateBatches(const FrameInfo& frame)
  191. {
  192. switch (lightType_)
  193. {
  194. case LIGHT_DIRECTIONAL:
  195. // Directional light affects the whole scene, so it is always "closest"
  196. distance_ = 0.0f;
  197. break;
  198. default:
  199. distance_ = frame.camera_->GetDistance(node_->GetWorldPosition());
  200. break;
  201. }
  202. }
  203. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  204. {
  205. if (debug && IsEnabledEffective())
  206. {
  207. switch (lightType_)
  208. {
  209. case LIGHT_DIRECTIONAL:
  210. {
  211. Vector3 start = node_->GetWorldPosition();
  212. Vector3 end = start + node_->GetWorldDirection() * 10.f;
  213. for (short i = -1; i < 2; ++i)
  214. for (short j = -1; j < 2; ++j)
  215. {
  216. Vector3 offset = Vector3::UP * (5.f * i) + Vector3::RIGHT * (5.f * j);
  217. debug->AddSphere(Sphere(start + offset, 0.1f), color_, depthTest);
  218. debug->AddLine(start + offset, end + offset, color_, depthTest);
  219. }
  220. }
  221. break;
  222. case LIGHT_SPOT:
  223. debug->AddFrustum(GetFrustum(), color_, depthTest);
  224. break;
  225. case LIGHT_POINT:
  226. debug->AddSphere(Sphere(node_->GetWorldPosition(), range_), color_, depthTest);
  227. break;
  228. }
  229. }
  230. }
  231. void Light::SetLightType(LightType type)
  232. {
  233. lightType_ = type;
  234. OnMarkedDirty(node_);
  235. MarkNetworkUpdate();
  236. }
  237. void Light::SetPerVertex(bool enable)
  238. {
  239. perVertex_ = enable;
  240. MarkNetworkUpdate();
  241. }
  242. void Light::SetColor(const Color& color)
  243. {
  244. // Clamp RGB values to positive, as negative values behave erratically depending on whether the pass uses
  245. // replace or additive blend mode
  246. color_ = Color(Max(color.r_, 0.0f), Max(color.g_, 0.0f), Max(color.b_, 0.0f), 1.0f);
  247. MarkNetworkUpdate();
  248. }
  249. void Light::SetRange(float range)
  250. {
  251. range_ = Max(range, 0.0f);
  252. OnMarkedDirty(node_);
  253. MarkNetworkUpdate();
  254. }
  255. void Light::SetFov(float fov)
  256. {
  257. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  258. OnMarkedDirty(node_);
  259. MarkNetworkUpdate();
  260. }
  261. void Light::SetAspectRatio(float aspectRatio)
  262. {
  263. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  264. OnMarkedDirty(node_);
  265. MarkNetworkUpdate();
  266. }
  267. void Light::SetShadowNearFarRatio(float nearFarRatio)
  268. {
  269. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  270. MarkNetworkUpdate();
  271. }
  272. void Light::SetSpecularIntensity(float intensity)
  273. {
  274. specularIntensity_ = Max(intensity, 0.0f);
  275. MarkNetworkUpdate();
  276. }
  277. void Light::SetFadeDistance(float distance)
  278. {
  279. fadeDistance_ = Max(distance, 0.0f);
  280. MarkNetworkUpdate();
  281. }
  282. void Light::SetShadowBias(const BiasParameters& parameters)
  283. {
  284. shadowBias_ = parameters;
  285. shadowBias_.Validate();
  286. MarkNetworkUpdate();
  287. }
  288. void Light::SetShadowCascade(const CascadeParameters& parameters)
  289. {
  290. shadowCascade_ = parameters;
  291. shadowCascade_.Validate();
  292. MarkNetworkUpdate();
  293. }
  294. void Light::SetShadowFocus(const FocusParameters& parameters)
  295. {
  296. shadowFocus_ = parameters;
  297. shadowFocus_.Validate();
  298. MarkNetworkUpdate();
  299. }
  300. void Light::SetShadowFadeDistance(float distance)
  301. {
  302. shadowFadeDistance_ = Max(distance, 0.0f);
  303. MarkNetworkUpdate();
  304. }
  305. void Light::SetShadowIntensity(float intensity)
  306. {
  307. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  308. MarkNetworkUpdate();
  309. }
  310. void Light::SetShadowResolution(float resolution)
  311. {
  312. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  313. MarkNetworkUpdate();
  314. }
  315. void Light::SetRampTexture(Texture* texture)
  316. {
  317. rampTexture_ = texture;
  318. MarkNetworkUpdate();
  319. }
  320. void Light::SetShapeTexture(Texture* texture)
  321. {
  322. shapeTexture_ = texture;
  323. MarkNetworkUpdate();
  324. }
  325. Frustum Light::GetFrustum() const
  326. {
  327. // Note: frustum is unaffected by node or parent scale
  328. Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
  329. Matrix3x4::IDENTITY);
  330. Frustum ret;
  331. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  332. return ret;
  333. }
  334. Matrix3x4 Light::GetDirLightTransform(Camera* camera, bool getNearQuad)
  335. {
  336. if (!camera)
  337. return Matrix3x4::IDENTITY;
  338. Vector3 nearVector, farVector;
  339. camera->GetFrustumSize(nearVector, farVector);
  340. float nearClip = camera->GetNearClip();
  341. float farClip = camera->GetFarClip();
  342. float distance = getNearQuad ? nearClip : farClip;
  343. if (!camera->IsOrthographic())
  344. farVector *= (distance / farClip);
  345. else
  346. farVector.z_ *= (distance / farClip);
  347. // Set an epsilon from clip planes due to possible inaccuracy
  348. /// \todo Rather set an identity projection matrix
  349. farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
  350. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  351. }
  352. const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
  353. {
  354. if (!node_)
  355. return Matrix3x4::IDENTITY;
  356. switch (lightType_)
  357. {
  358. case LIGHT_DIRECTIONAL:
  359. volumeTransform_ = GetDirLightTransform(camera);
  360. break;
  361. case LIGHT_SPOT:
  362. {
  363. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  364. float xScale = aspectRatio_ * yScale;
  365. volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), Vector3(xScale, yScale, range_));
  366. }
  367. break;
  368. case LIGHT_POINT:
  369. volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), Quaternion::IDENTITY, range_);
  370. break;
  371. }
  372. return volumeTransform_;
  373. }
  374. void Light::SetRampTextureAttr(ResourceRef value)
  375. {
  376. ResourceCache* cache = GetSubsystem<ResourceCache>();
  377. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
  378. }
  379. void Light::SetShapeTextureAttr(ResourceRef value)
  380. {
  381. ResourceCache* cache = GetSubsystem<ResourceCache>();
  382. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
  383. }
  384. ResourceRef Light::GetRampTextureAttr() const
  385. {
  386. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  387. }
  388. ResourceRef Light::GetShapeTextureAttr() const
  389. {
  390. return GetResourceRef(shapeTexture_, lightType_ == LIGHT_POINT ? TextureCube::GetTypeStatic() : Texture2D::GetTypeStatic());
  391. }
  392. void Light::OnWorldBoundingBoxUpdate()
  393. {
  394. switch (lightType_)
  395. {
  396. case LIGHT_DIRECTIONAL:
  397. // Directional light always sets humongous bounding box not affected by transform
  398. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  399. break;
  400. case LIGHT_SPOT:
  401. // Frustum is already transformed into world space
  402. worldBoundingBox_.Define(GetFrustum());
  403. break;
  404. case LIGHT_POINT:
  405. {
  406. const Vector3& center = node_->GetWorldPosition();
  407. Vector3 edge(range_, range_, range_);
  408. worldBoundingBox_.Define(center - edge, center + edge);
  409. }
  410. break;
  411. }
  412. }
  413. void Light::SetIntensitySortValue(float distance)
  414. {
  415. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  416. if (lightType_ != LIGHT_DIRECTIONAL)
  417. sortValue_ = Max(distance, M_MIN_NEARCLIP) / (color_.SumRGB() + M_EPSILON);
  418. else
  419. sortValue_ = M_EPSILON / (color_.SumRGB() + M_EPSILON);
  420. // Additionally, give priority to vertex lights so that vertex light base passes can be determined before per pixel lights
  421. if (perVertex_)
  422. sortValue_ -= M_LARGE_VALUE;
  423. }
  424. void Light::SetIntensitySortValue(const BoundingBox& box)
  425. {
  426. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  427. switch (lightType_)
  428. {
  429. case LIGHT_DIRECTIONAL:
  430. sortValue_ = 1.0f / (color_.SumRGB() + M_EPSILON);
  431. break;
  432. case LIGHT_SPOT:
  433. {
  434. Vector3 centerPos = box.Center();
  435. Vector3 lightPos = node_->GetWorldPosition();
  436. Vector3 lightDir = node_->GetWorldDirection();
  437. Ray lightRay(lightPos, lightDir);
  438. Vector3 centerProj = lightRay.Project(centerPos);
  439. float centerDistance = (centerProj - lightPos).Length();
  440. Ray centerRay(centerProj, centerPos - centerProj);
  441. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  442. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  443. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  444. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  445. Vector3 cornerProj = lightRay.Project(cornerPos);
  446. float cornerDistance = (cornerProj - lightPos).Length();
  447. float cornerAngle = (cornerPos - cornerProj).Length() / cornerDistance;
  448. float spotAngle = Min(centerAngle, cornerAngle);
  449. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  450. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  451. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  452. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  453. sortValue_ = 1.0f / (color_.SumRGB() * att + M_EPSILON);
  454. }
  455. break;
  456. case LIGHT_POINT:
  457. {
  458. Vector3 centerPos = box.Center();
  459. Vector3 lightPos = node_->GetWorldPosition();
  460. Vector3 lightDir = (centerPos - lightPos).Normalized();
  461. Ray lightRay(lightPos, lightDir);
  462. float distance = lightRay.HitDistance(box);
  463. float normDistance = distance / range_;
  464. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  465. sortValue_ = 1.0f / (color_.SumRGB() * att + M_EPSILON);
  466. }
  467. break;
  468. }
  469. }
  470. void Light::SetLightQueue(LightBatchQueue* queue)
  471. {
  472. lightQueue_ = queue;
  473. }
  474. }