Light.cpp 19 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Camera.h"
  25. #include "Context.h"
  26. #include "DebugRenderer.h"
  27. #include "Light.h"
  28. #include "OctreeQuery.h"
  29. #include "Profiler.h"
  30. #include "ResourceCache.h"
  31. #include "Texture2D.h"
  32. #include "TextureCube.h"
  33. #include "XMLElement.h"
  34. #include "DebugNew.h"
  35. static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
  36. static const float DEFAULT_RANGE = 10.0f;
  37. static const float DEFAULT_FOV = 30.0f;
  38. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  39. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  40. static const float DEFAULT_SHADOWFADESTART = 0.8f;
  41. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  42. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  43. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  44. static const String typeNames[] =
  45. {
  46. "Directional",
  47. "Spot",
  48. "Point",
  49. ""
  50. };
  51. void BiasParameters::Validate()
  52. {
  53. constantBias_ = Clamp(constantBias_, 0.0f, 1.0f);
  54. slopeScaledBias_ = Clamp(slopeScaledBias_, 0.0f, 16.0f);
  55. }
  56. void CascadeParameters::Validate()
  57. {
  58. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  59. splits_[i] = Max(splits_[i], 0.0f);
  60. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  61. }
  62. void FocusParameters::Validate()
  63. {
  64. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  65. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  66. }
  67. template<> LightType Variant::Get<LightType>() const
  68. {
  69. return (LightType)GetInt();
  70. }
  71. OBJECTTYPESTATIC(Light);
  72. Light::Light(Context* context) :
  73. Drawable(context),
  74. lightType_(DEFAULT_LIGHTTYPE),
  75. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  76. shadowCascade_(CascadeParameters(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  77. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  78. lightQueue_(0),
  79. specularIntensity_(0.0f),
  80. range_(DEFAULT_RANGE),
  81. fov_(DEFAULT_FOV),
  82. aspectRatio_(1.0f),
  83. fadeDistance_(0.0f),
  84. shadowFadeDistance_(0.0f),
  85. shadowIntensity_(0.0f),
  86. shadowResolution_(1.0f),
  87. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  88. perVertex_(false)
  89. {
  90. drawableFlags_ = DRAWABLE_LIGHT;
  91. }
  92. Light::~Light()
  93. {
  94. }
  95. void Light::RegisterObject(Context* context)
  96. {
  97. context->RegisterFactory<Light>();
  98. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  99. REF_ACCESSOR_ATTRIBUTE(Light, VAR_COLOR, "Color", GetColor, SetColor, Color, Color(), AM_DEFAULT);
  100. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, 0.0f, AM_DEFAULT);
  101. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  102. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  103. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  104. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  105. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  106. ATTRIBUTE(Light, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  107. ATTRIBUTE(Light, VAR_BOOL, "Can Be Occluded", occludee_, true, AM_DEFAULT);
  108. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  109. ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  111. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  112. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  113. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  114. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  115. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  116. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  117. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  118. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  125. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  126. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  127. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  128. }
  129. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  130. {
  131. Serializable::OnSetAttribute(attr, src);
  132. // Validate the bias, cascade & focus parameters
  133. switch (attr.offset_)
  134. {
  135. case offsetof(Light, shadowBias_.constantBias_):
  136. case offsetof(Light, shadowBias_.slopeScaledBias_):
  137. shadowBias_.Validate();
  138. break;
  139. case offsetof(Light, shadowCascade_.start_):
  140. case offsetof(Light, shadowCascade_.splits_):
  141. case offsetof(Light, shadowCascade_.splits_) + sizeof(float):
  142. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 2:
  143. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 3:
  144. case offsetof(Light, shadowCascade_.fadeStart_):
  145. shadowCascade_.Validate();
  146. break;
  147. case offsetof(Light, shadowFocus_.quantize_):
  148. case offsetof(Light, shadowFocus_.minView_):
  149. shadowFocus_.Validate();
  150. break;
  151. }
  152. }
  153. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  154. {
  155. RayQueryLevel level = query.level_;
  156. switch (level)
  157. {
  158. case RAY_AABB_NOSUBOBJECTS:
  159. case RAY_AABB:
  160. // Do not record a raycast result for a directional light, as they would overwhelm all other results
  161. if (lightType_ != LIGHT_DIRECTIONAL)
  162. Drawable::ProcessRayQuery(query, results);
  163. break;
  164. case RAY_OBB:
  165. if (lightType_ != LIGHT_DIRECTIONAL)
  166. {
  167. Matrix3x4 inverse(GetWorldTransform().Inverse());
  168. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  169. float distance = localRay.HitDistance(GetWorldBoundingBox());
  170. if (distance <= query.maxDistance_)
  171. {
  172. RayQueryResult result;
  173. result.drawable_ = this;
  174. result.node_ = GetNode();
  175. result.distance_ = distance;
  176. result.subObject_ = M_MAX_UNSIGNED;
  177. results.Push(result);
  178. }
  179. }
  180. break;
  181. case RAY_TRIANGLE:
  182. if (lightType_ == LIGHT_SPOT)
  183. {
  184. float distance = query.ray_.HitDistance(GetFrustum());
  185. if (distance <= query.maxDistance_)
  186. {
  187. RayQueryResult result;
  188. result.drawable_ = this;
  189. result.node_ = GetNode();
  190. result.distance_ = distance;
  191. result.subObject_ = M_MAX_UNSIGNED;
  192. results.Push(result);
  193. }
  194. }
  195. if (lightType_ == LIGHT_POINT)
  196. {
  197. float distance = query.ray_.HitDistance(Sphere(GetWorldPosition(), range_));
  198. if (distance <= query.maxDistance_)
  199. {
  200. RayQueryResult result;
  201. result.drawable_ = this;
  202. result.node_ = GetNode();
  203. result.distance_ = distance;
  204. result.subObject_ = M_MAX_UNSIGNED;
  205. results.Push(result);
  206. }
  207. }
  208. break;
  209. }
  210. }
  211. void Light::UpdateDistance(const FrameInfo& frame)
  212. {
  213. switch (lightType_)
  214. {
  215. case LIGHT_DIRECTIONAL:
  216. // Directional light affects the whole scene, so it is always "closest"
  217. distance_ = 0.0f;
  218. break;
  219. default:
  220. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  221. break;
  222. }
  223. }
  224. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  225. {
  226. switch (lightType_)
  227. {
  228. case LIGHT_SPOT:
  229. debug->AddFrustum(GetFrustum(), color_, depthTest);
  230. break;
  231. case LIGHT_POINT:
  232. debug->AddSphere(Sphere(GetWorldPosition(), range_), GetColor(), depthTest);
  233. break;
  234. }
  235. }
  236. void Light::SetLightType(LightType type)
  237. {
  238. lightType_ = type;
  239. OnMarkedDirty(node_);
  240. }
  241. void Light::SetPerVertex(bool enable)
  242. {
  243. perVertex_ = enable;
  244. }
  245. void Light::SetColor(const Color& color)
  246. {
  247. // Clamp RGB values to positive, as negative values behave erratically depending on whether the pass uses
  248. // replace or additive blend mode
  249. color_ = Color(Max(color.r_, 0.0f), Max(color.g_, 0.0f), Max(color.b_, 0.0f), 1.0f);
  250. }
  251. void Light::SetRange(float range)
  252. {
  253. range_ = Max(range, 0.0f);
  254. OnMarkedDirty(node_);
  255. }
  256. void Light::SetFov(float fov)
  257. {
  258. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  259. OnMarkedDirty(node_);
  260. }
  261. void Light::SetAspectRatio(float aspectRatio)
  262. {
  263. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  264. OnMarkedDirty(node_);
  265. }
  266. void Light::SetShadowNearFarRatio(float nearFarRatio)
  267. {
  268. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  269. }
  270. void Light::SetSpecularIntensity(float intensity)
  271. {
  272. specularIntensity_ = Max(intensity, 0.0f);
  273. }
  274. void Light::SetFadeDistance(float distance)
  275. {
  276. fadeDistance_ = Max(distance, 0.0f);
  277. }
  278. void Light::SetShadowBias(const BiasParameters& parameters)
  279. {
  280. shadowBias_ = parameters;
  281. shadowBias_.Validate();
  282. }
  283. void Light::SetShadowCascade(const CascadeParameters& parameters)
  284. {
  285. shadowCascade_ = parameters;
  286. shadowCascade_.Validate();
  287. }
  288. void Light::SetShadowFocus(const FocusParameters& parameters)
  289. {
  290. shadowFocus_ = parameters;
  291. shadowFocus_.Validate();
  292. }
  293. void Light::SetShadowFadeDistance(float distance)
  294. {
  295. shadowFadeDistance_ = Max(distance, 0.0f);
  296. }
  297. void Light::SetShadowIntensity(float intensity)
  298. {
  299. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  300. }
  301. void Light::SetShadowResolution(float resolution)
  302. {
  303. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  304. }
  305. void Light::SetRampTexture(Texture* texture)
  306. {
  307. rampTexture_ = texture;
  308. }
  309. void Light::SetShapeTexture(Texture* texture)
  310. {
  311. shapeTexture_ = texture;
  312. }
  313. Frustum Light::GetFrustum() const
  314. {
  315. const Matrix3x4& transform = GetWorldTransform();
  316. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  317. Frustum ret;
  318. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  319. return ret;
  320. }
  321. Matrix3x4 Light::GetDirLightTransform(Camera* camera, bool getNearQuad)
  322. {
  323. if (!camera)
  324. return Matrix3x4::IDENTITY;
  325. Vector3 nearVector, farVector;
  326. camera->GetFrustumSize(nearVector, farVector);
  327. float nearClip = camera->GetNearClip();
  328. float farClip = camera->GetFarClip();
  329. float distance = getNearQuad ? nearClip : farClip;
  330. if (!camera->IsOrthographic())
  331. farVector *= (distance / farClip);
  332. else
  333. farVector.z_ *= (distance / farClip);
  334. // Set an epsilon from clip planes due to possible inaccuracy
  335. /// \todo Rather set an identity projection matrix
  336. farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
  337. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  338. }
  339. const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
  340. {
  341. const Matrix3x4& transform = GetWorldTransform();
  342. switch (lightType_)
  343. {
  344. case LIGHT_DIRECTIONAL:
  345. volumeTransform_ = GetDirLightTransform(camera);
  346. break;
  347. case LIGHT_SPOT:
  348. {
  349. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  350. float xScale = aspectRatio_ * yScale;
  351. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  352. }
  353. break;
  354. case LIGHT_POINT:
  355. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  356. break;
  357. }
  358. return volumeTransform_;
  359. }
  360. void Light::SetRampTextureAttr(ResourceRef value)
  361. {
  362. ResourceCache* cache = GetSubsystem<ResourceCache>();
  363. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  364. }
  365. void Light::SetShapeTextureAttr(ResourceRef value)
  366. {
  367. ResourceCache* cache = GetSubsystem<ResourceCache>();
  368. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  369. }
  370. ResourceRef Light::GetRampTextureAttr() const
  371. {
  372. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  373. }
  374. ResourceRef Light::GetShapeTextureAttr() const
  375. {
  376. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  377. }
  378. void Light::OnWorldBoundingBoxUpdate()
  379. {
  380. switch (lightType_)
  381. {
  382. case LIGHT_DIRECTIONAL:
  383. // Directional light always sets humongous bounding box not affected by transform
  384. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  385. break;
  386. case LIGHT_POINT:
  387. {
  388. const Vector3& center = GetWorldPosition();
  389. Vector3 edge(range_, range_, range_);
  390. worldBoundingBox_.Define(center - edge, center + edge);
  391. }
  392. break;
  393. case LIGHT_SPOT:
  394. // Frustum is already transformed into world space
  395. worldBoundingBox_.Define(GetFrustum());
  396. break;
  397. }
  398. }
  399. void Light::SetIntensitySortValue(float distance)
  400. {
  401. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  402. if (lightType_ != LIGHT_DIRECTIONAL)
  403. sortValue_ = Max(distance, M_MIN_NEARCLIP) / (color_.Intensity() + M_EPSILON);
  404. else
  405. sortValue_ = M_EPSILON / (color_.Intensity() + M_EPSILON);
  406. // Additionally, give priority to vertex lights so that vertex light base passes can be determined before per pixel lights
  407. if (perVertex_)
  408. sortValue_ -= M_LARGE_VALUE;
  409. }
  410. void Light::SetIntensitySortValue(const BoundingBox& box)
  411. {
  412. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  413. switch (lightType_)
  414. {
  415. case LIGHT_DIRECTIONAL:
  416. sortValue_ = 1.0f / (color_.Intensity() + M_EPSILON);
  417. break;
  418. case LIGHT_POINT:
  419. {
  420. Vector3 centerPos = box.Center();
  421. Vector3 lightPos = GetWorldPosition();
  422. Vector3 lightDir = (centerPos - lightPos).Normalized();
  423. Ray lightRay(lightPos, lightDir);
  424. float distance = lightRay.HitDistance(box);
  425. float normDistance = distance / range_;
  426. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  427. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  428. }
  429. break;
  430. case LIGHT_SPOT:
  431. {
  432. Vector3 centerPos = box.Center();
  433. Vector3 lightPos = GetWorldPosition();
  434. Vector3 lightDir = GetWorldRotation() * Vector3::FORWARD;
  435. Ray lightRay(lightPos, lightDir);
  436. Vector3 centerProj = lightRay.Project(centerPos);
  437. float centerDistance = (centerProj - lightPos).Length();
  438. Ray centerRay(centerProj, (centerPos - centerProj).Normalized());
  439. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  440. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  441. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  442. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  443. Vector3 cornerProj = lightRay.Project(cornerPos);
  444. float cornerDistance = (cornerProj - lightPos).Length();
  445. float cornerAngle = (cornerPos - cornerProj).Length() / cornerDistance;
  446. float spotAngle = Min(centerAngle, cornerAngle);
  447. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  448. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  449. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  450. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  451. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  452. }
  453. break;
  454. }
  455. }
  456. void Light::SetLightQueue(LightBatchQueue* queue)
  457. {
  458. lightQueue_ = queue;
  459. }