Light.cpp 19 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 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. perVertex_(false),
  76. specularIntensity_(0.0f),
  77. range_(DEFAULT_RANGE),
  78. fov_(DEFAULT_FOV),
  79. aspectRatio_(1.0f),
  80. fadeDistance_(0.0f),
  81. shadowFadeDistance_(0.0f),
  82. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  83. shadowCascade_(CascadeParameters(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  84. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  85. shadowIntensity_(0.0f),
  86. shadowResolution_(1.0f),
  87. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO)
  88. {
  89. drawableFlags_ = DRAWABLE_LIGHT;
  90. }
  91. Light::~Light()
  92. {
  93. }
  94. void Light::RegisterObject(Context* context)
  95. {
  96. context->RegisterFactory<Light>();
  97. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  98. REF_ACCESSOR_ATTRIBUTE(Light, VAR_COLOR, "Color", GetColor, SetColor, Color, Color(), AM_DEFAULT);
  99. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, 0.0f, AM_DEFAULT);
  100. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  101. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  102. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  103. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  104. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  105. ATTRIBUTE(Light, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  106. ATTRIBUTE(Light, VAR_BOOL, "Can Be Occluded", occludee_, true, AM_DEFAULT);
  107. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  108. ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
  109. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  111. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  112. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  113. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  114. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  115. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  116. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  117. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  118. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  119. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  125. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  126. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  127. }
  128. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  129. {
  130. Serializable::OnSetAttribute(attr, src);
  131. // Validate the bias, cascade & focus parameters
  132. switch (attr.offset_)
  133. {
  134. case offsetof(Light, shadowBias_.constantBias_):
  135. case offsetof(Light, shadowBias_.slopeScaledBias_):
  136. shadowBias_.Validate();
  137. break;
  138. case offsetof(Light, shadowCascade_.start_):
  139. case offsetof(Light, shadowCascade_.splits_):
  140. case offsetof(Light, shadowCascade_.splits_) + sizeof(float):
  141. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 2:
  142. case offsetof(Light, shadowCascade_.splits_) + sizeof(float) * 3:
  143. case offsetof(Light, shadowCascade_.fadeStart_):
  144. shadowCascade_.Validate();
  145. break;
  146. case offsetof(Light, shadowFocus_.quantize_):
  147. case offsetof(Light, shadowFocus_.minView_):
  148. shadowFocus_.Validate();
  149. break;
  150. }
  151. }
  152. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  153. {
  154. RayQueryLevel level = query.level_;
  155. switch (level)
  156. {
  157. case RAY_AABB_NOSUBOBJECTS:
  158. case RAY_AABB:
  159. // Do not record a raycast result for a directional light, as they would overwhelm all other results
  160. if (lightType_ != LIGHT_DIRECTIONAL)
  161. Drawable::ProcessRayQuery(query, results);
  162. break;
  163. case RAY_OBB:
  164. if (lightType_ != LIGHT_DIRECTIONAL)
  165. {
  166. Matrix3x4 inverse(GetWorldTransform().Inverse());
  167. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  168. float distance = localRay.HitDistance(GetWorldBoundingBox());
  169. if (distance <= query.maxDistance_)
  170. {
  171. RayQueryResult result;
  172. result.drawable_ = this;
  173. result.node_ = GetNode();
  174. result.distance_ = distance;
  175. result.subObject_ = M_MAX_UNSIGNED;
  176. results.Push(result);
  177. }
  178. }
  179. break;
  180. case RAY_TRIANGLE:
  181. if (lightType_ == LIGHT_SPOT)
  182. {
  183. float distance = query.ray_.HitDistance(GetFrustum());
  184. if (distance <= query.maxDistance_)
  185. {
  186. RayQueryResult result;
  187. result.drawable_ = this;
  188. result.node_ = GetNode();
  189. result.distance_ = distance;
  190. result.subObject_ = M_MAX_UNSIGNED;
  191. results.Push(result);
  192. }
  193. }
  194. if (lightType_ == LIGHT_POINT)
  195. {
  196. float distance = query.ray_.HitDistance(Sphere(GetWorldPosition(), range_));
  197. if (distance <= query.maxDistance_)
  198. {
  199. RayQueryResult result;
  200. result.drawable_ = this;
  201. result.node_ = GetNode();
  202. result.distance_ = distance;
  203. result.subObject_ = M_MAX_UNSIGNED;
  204. results.Push(result);
  205. }
  206. }
  207. break;
  208. }
  209. }
  210. void Light::UpdateDistance(const FrameInfo& frame)
  211. {
  212. switch (lightType_)
  213. {
  214. case LIGHT_DIRECTIONAL:
  215. // Directional light affects the whole scene, so it is always "closest"
  216. distance_ = 0.0f;
  217. break;
  218. default:
  219. distance_ = frame.camera_->GetDistance(GetWorldPosition());
  220. break;
  221. }
  222. }
  223. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  224. {
  225. switch (lightType_)
  226. {
  227. case LIGHT_SPOT:
  228. debug->AddFrustum(GetFrustum(), color_, depthTest);
  229. break;
  230. case LIGHT_POINT:
  231. debug->AddSphere(Sphere(GetWorldPosition(), range_), GetColor(), depthTest);
  232. break;
  233. }
  234. }
  235. void Light::SetLightType(LightType type)
  236. {
  237. lightType_ = type;
  238. OnMarkedDirty(node_);
  239. }
  240. void Light::SetPerVertex(bool enable)
  241. {
  242. perVertex_ = enable;
  243. }
  244. void Light::SetColor(const Color& color)
  245. {
  246. // Clamp RGB values to positive, as negative values behave erratically depending on whether the pass uses
  247. // replace or additive blend mode
  248. color_ = Color(Max(color.r_, 0.0f), Max(color.g_, 0.0f), Max(color.b_, 0.0f), 1.0f);
  249. }
  250. void Light::SetRange(float range)
  251. {
  252. range_ = Max(range, 0.0f);
  253. OnMarkedDirty(node_);
  254. }
  255. void Light::SetFov(float fov)
  256. {
  257. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  258. OnMarkedDirty(node_);
  259. }
  260. void Light::SetAspectRatio(float aspectRatio)
  261. {
  262. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  263. OnMarkedDirty(node_);
  264. }
  265. void Light::SetShadowNearFarRatio(float nearFarRatio)
  266. {
  267. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  268. }
  269. void Light::SetSpecularIntensity(float intensity)
  270. {
  271. specularIntensity_ = Max(intensity, 0.0f);
  272. }
  273. void Light::SetFadeDistance(float distance)
  274. {
  275. fadeDistance_ = Max(distance, 0.0f);
  276. }
  277. void Light::SetShadowBias(const BiasParameters& parameters)
  278. {
  279. shadowBias_ = parameters;
  280. shadowBias_.Validate();
  281. }
  282. void Light::SetShadowCascade(const CascadeParameters& parameters)
  283. {
  284. shadowCascade_ = parameters;
  285. shadowCascade_.Validate();
  286. }
  287. void Light::SetShadowFocus(const FocusParameters& parameters)
  288. {
  289. shadowFocus_ = parameters;
  290. shadowFocus_.Validate();
  291. }
  292. void Light::SetShadowFadeDistance(float distance)
  293. {
  294. shadowFadeDistance_ = Max(distance, 0.0f);
  295. }
  296. void Light::SetShadowIntensity(float intensity)
  297. {
  298. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  299. }
  300. void Light::SetShadowResolution(float resolution)
  301. {
  302. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  303. }
  304. void Light::SetRampTexture(Texture* texture)
  305. {
  306. rampTexture_ = texture;
  307. }
  308. void Light::SetShapeTexture(Texture* texture)
  309. {
  310. shapeTexture_ = texture;
  311. }
  312. Frustum Light::GetFrustum() const
  313. {
  314. const Matrix3x4& transform = GetWorldTransform();
  315. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  316. Frustum ret;
  317. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  318. return ret;
  319. }
  320. Matrix3x4 Light::GetDirLightTransform(Camera* camera, bool getNearQuad)
  321. {
  322. if (!camera)
  323. return Matrix3x4::IDENTITY;
  324. Vector3 nearVector, farVector;
  325. camera->GetFrustumSize(nearVector, farVector);
  326. float nearClip = camera->GetNearClip();
  327. float farClip = camera->GetFarClip();
  328. float distance = getNearQuad ? nearClip : farClip;
  329. if (!camera->IsOrthographic())
  330. farVector *= (distance / farClip);
  331. else
  332. farVector.z_ *= (distance / farClip);
  333. // Set an epsilon from clip planes due to possible inaccuracy
  334. /// \todo Rather set an identity projection matrix
  335. farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
  336. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  337. }
  338. const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
  339. {
  340. const Matrix3x4& transform = GetWorldTransform();
  341. switch (lightType_)
  342. {
  343. case LIGHT_DIRECTIONAL:
  344. volumeTransform_ = GetDirLightTransform(camera);
  345. break;
  346. case LIGHT_SPOT:
  347. {
  348. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  349. float xScale = aspectRatio_ * yScale;
  350. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  351. }
  352. break;
  353. case LIGHT_POINT:
  354. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  355. break;
  356. }
  357. return volumeTransform_;
  358. }
  359. void Light::SetRampTextureAttr(ResourceRef value)
  360. {
  361. ResourceCache* cache = GetSubsystem<ResourceCache>();
  362. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  363. }
  364. void Light::SetShapeTextureAttr(ResourceRef value)
  365. {
  366. ResourceCache* cache = GetSubsystem<ResourceCache>();
  367. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  368. }
  369. ResourceRef Light::GetRampTextureAttr() const
  370. {
  371. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  372. }
  373. ResourceRef Light::GetShapeTextureAttr() const
  374. {
  375. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  376. }
  377. void Light::OnWorldBoundingBoxUpdate()
  378. {
  379. switch (lightType_)
  380. {
  381. case LIGHT_DIRECTIONAL:
  382. // Directional light always sets humongous bounding box not affected by transform
  383. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  384. break;
  385. case LIGHT_POINT:
  386. {
  387. const Vector3& center = GetWorldPosition();
  388. Vector3 edge(range_, range_, range_);
  389. worldBoundingBox_.Define(center - edge, center + edge);
  390. }
  391. break;
  392. case LIGHT_SPOT:
  393. // Frustum is already transformed into world space
  394. worldBoundingBox_.Define(GetFrustum());
  395. break;
  396. }
  397. }
  398. void Light::SetIntensitySortValue(float distance)
  399. {
  400. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  401. if (lightType_ != LIGHT_DIRECTIONAL)
  402. sortValue_ = Max(distance, M_MIN_NEARCLIP) / (color_.Intensity() + M_EPSILON);
  403. else
  404. sortValue_ = M_EPSILON / (color_.Intensity() + M_EPSILON);
  405. // Additionally, give priority to vertex lights so that vertex light base passes can be determined before per pixel lights
  406. if (perVertex_)
  407. sortValue_ -= M_LARGE_VALUE;
  408. }
  409. void Light::SetIntensitySortValue(const BoundingBox& box)
  410. {
  411. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  412. switch (lightType_)
  413. {
  414. case LIGHT_DIRECTIONAL:
  415. sortValue_ = 1.0f / (color_.Intensity() + M_EPSILON);
  416. break;
  417. case LIGHT_POINT:
  418. {
  419. Vector3 centerPos = box.Center();
  420. Vector3 lightPos = GetWorldPosition();
  421. Vector3 lightDir = (centerPos - lightPos).Normalized();
  422. Ray lightRay(lightPos, lightDir);
  423. float distance = lightRay.HitDistance(box);
  424. float normDistance = distance / range_;
  425. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  426. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  427. }
  428. break;
  429. case LIGHT_SPOT:
  430. {
  431. Vector3 centerPos = box.Center();
  432. Vector3 lightPos = GetWorldPosition();
  433. Vector3 lightDir = GetWorldRotation() * Vector3::FORWARD;
  434. Ray lightRay(lightPos, lightDir);
  435. Vector3 centerProj = lightRay.Project(centerPos);
  436. float centerDistance = (centerProj - lightPos).Length();
  437. Ray centerRay(centerProj, (centerPos - centerProj).Normalized());
  438. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  439. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  440. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  441. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  442. Vector3 cornerProj = lightRay.Project(cornerPos);
  443. float cornerDistance = (cornerProj - lightPos).Length();
  444. float cornerAngle = (cornerPos - cornerProj).Length() / cornerDistance;
  445. float spotAngle = Min(centerAngle, cornerAngle);
  446. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  447. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  448. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  449. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  450. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  451. }
  452. break;
  453. }
  454. }