Light.cpp 20 KB

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  1. //
  2. // Copyright (c) 2008-2014 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_LIGHT_FOV = 30.0f;
  40. static const float DEFAULT_SPECULARINTENSITY = 1.0f;
  41. static const float DEFAULT_BRIGHTNESS = 1.0f;
  42. static const float DEFAULT_CONSTANTBIAS = 0.0001f;
  43. static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
  44. static const float DEFAULT_BIASAUTOADJUST = 1.0f;
  45. static const float DEFAULT_SHADOWFADESTART = 0.8f;
  46. static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
  47. static const float DEFAULT_SHADOWMINVIEW = 3.0f;
  48. static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
  49. static const float DEFAULT_SHADOWSPLIT = 1000.0f;
  50. static const char* typeNames[] =
  51. {
  52. "Directional",
  53. "Spot",
  54. "Point",
  55. 0
  56. };
  57. void BiasParameters::Validate()
  58. {
  59. constantBias_ = Clamp(constantBias_, -1.0f, 1.0f);
  60. slopeScaledBias_ = Clamp(slopeScaledBias_, -16.0f, 16.0f);
  61. }
  62. void CascadeParameters::Validate()
  63. {
  64. for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
  65. splits_[i] = Max(splits_[i], 0.0f);
  66. fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
  67. }
  68. void FocusParameters::Validate()
  69. {
  70. quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
  71. minView_ = Max(minView_, SHADOW_MIN_VIEW);
  72. }
  73. template<> LightType Variant::Get<LightType>() const
  74. {
  75. return (LightType)GetInt();
  76. }
  77. Light::Light(Context* context) :
  78. Drawable(context, DRAWABLE_LIGHT),
  79. lightType_(DEFAULT_LIGHTTYPE),
  80. shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
  81. shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
  82. shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
  83. lightQueue_(0),
  84. specularIntensity_(DEFAULT_SPECULARINTENSITY),
  85. brightness_(DEFAULT_BRIGHTNESS),
  86. range_(DEFAULT_RANGE),
  87. fov_(DEFAULT_LIGHT_FOV),
  88. aspectRatio_(1.0f),
  89. fadeDistance_(0.0f),
  90. shadowFadeDistance_(0.0f),
  91. shadowIntensity_(0.0f),
  92. shadowResolution_(1.0f),
  93. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  94. perVertex_(false)
  95. {
  96. }
  97. Light::~Light()
  98. {
  99. }
  100. void Light::RegisterObject(Context* context)
  101. {
  102. context->RegisterFactory<Light>(SCENE_CATEGORY);
  103. ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  104. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  105. REF_ACCESSOR_ATTRIBUTE(Light, VAR_COLOR, "Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
  106. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY, AM_DEFAULT);
  107. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Brightness Multiplier", GetBrightness, SetBrightness, float, DEFAULT_BRIGHTNESS, AM_DEFAULT);
  108. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  109. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_LIGHT_FOV, AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  111. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  112. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  113. ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  114. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  115. ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
  116. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  117. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  118. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  119. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  120. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  121. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  125. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  126. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  127. ATTRIBUTE(Light, VAR_FLOAT, "CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
  128. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  129. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  130. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  131. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  132. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  133. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  134. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  135. }
  136. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  137. {
  138. Component::OnSetAttribute(attr, src);
  139. // Validate the bias, cascade & focus parameters
  140. if (attr.offset_ >= offsetof(Light, shadowBias_) && attr.offset_ < (offsetof(Light, shadowBias_) + sizeof(BiasParameters)))
  141. shadowBias_.Validate();
  142. else if (attr.offset_ >= offsetof(Light, shadowCascade_) && attr.offset_ < (offsetof(Light, shadowCascade_) + sizeof(CascadeParameters)))
  143. shadowCascade_.Validate();
  144. else if (attr.offset_ >= offsetof(Light, shadowFocus_) && attr.offset_ < (offsetof(Light, shadowFocus_) + sizeof(FocusParameters)))
  145. shadowFocus_.Validate();
  146. }
  147. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  148. {
  149. // Do not record a raycast result for a directional light, as it would block all other results
  150. if (lightType_ == LIGHT_DIRECTIONAL)
  151. return;
  152. float distance;
  153. switch (query.level_)
  154. {
  155. case RAY_AABB:
  156. Drawable::ProcessRayQuery(query, results);
  157. return;
  158. case RAY_OBB:
  159. {
  160. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  161. Ray localRay = query.ray_.Transformed(inverse);
  162. distance = localRay.HitDistance(GetWorldBoundingBox().Transformed(inverse));
  163. if (distance >= query.maxDistance_)
  164. return;
  165. }
  166. break;
  167. case RAY_TRIANGLE:
  168. if (lightType_ == LIGHT_SPOT)
  169. {
  170. distance = query.ray_.HitDistance(GetFrustum());
  171. if (distance >= query.maxDistance_)
  172. return;
  173. }
  174. else
  175. {
  176. distance = query.ray_.HitDistance(Sphere(node_->GetWorldPosition(), range_));
  177. if (distance >= query.maxDistance_)
  178. return;
  179. }
  180. break;
  181. }
  182. // If the code reaches here then we have a hit
  183. RayQueryResult result;
  184. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  185. result.normal_ = -query.ray_.direction_;
  186. result.distance_ = distance;
  187. result.drawable_ = this;
  188. result.node_ = node_;
  189. result.subObject_ = M_MAX_UNSIGNED;
  190. results.Push(result);
  191. }
  192. void Light::UpdateBatches(const FrameInfo& frame)
  193. {
  194. switch (lightType_)
  195. {
  196. case LIGHT_DIRECTIONAL:
  197. // Directional light affects the whole scene, so it is always "closest"
  198. distance_ = 0.0f;
  199. break;
  200. default:
  201. distance_ = frame.camera_->GetDistance(node_->GetWorldPosition());
  202. break;
  203. }
  204. }
  205. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  206. {
  207. Color color = GetEffectiveColor();
  208. if (debug && IsEnabledEffective())
  209. {
  210. switch (lightType_)
  211. {
  212. case LIGHT_DIRECTIONAL:
  213. {
  214. Vector3 start = node_->GetWorldPosition();
  215. Vector3 end = start + node_->GetWorldDirection() * 10.f;
  216. for (int i = -1; i < 2; ++i)
  217. {
  218. for (int j = -1; j < 2; ++j)
  219. {
  220. Vector3 offset = Vector3::UP * (5.f * i) + Vector3::RIGHT * (5.f * j);
  221. debug->AddSphere(Sphere(start + offset, 0.1f), color, depthTest);
  222. debug->AddLine(start + offset, end + offset, color, depthTest);
  223. }
  224. }
  225. }
  226. break;
  227. case LIGHT_SPOT:
  228. debug->AddFrustum(GetFrustum(), color, depthTest);
  229. break;
  230. case LIGHT_POINT:
  231. debug->AddSphere(Sphere(node_->GetWorldPosition(), range_), color, depthTest);
  232. break;
  233. }
  234. }
  235. }
  236. void Light::SetLightType(LightType type)
  237. {
  238. lightType_ = type;
  239. OnMarkedDirty(node_);
  240. MarkNetworkUpdate();
  241. }
  242. void Light::SetPerVertex(bool enable)
  243. {
  244. perVertex_ = enable;
  245. MarkNetworkUpdate();
  246. }
  247. void Light::SetColor(const Color& color)
  248. {
  249. color_ = Color(color.r_, color.g_, color.b_, 1.0f);
  250. MarkNetworkUpdate();
  251. }
  252. void Light::SetSpecularIntensity(float intensity)
  253. {
  254. specularIntensity_ = Max(intensity, 0.0f);
  255. MarkNetworkUpdate();
  256. }
  257. void Light::SetBrightness(float brightness)
  258. {
  259. brightness_ = brightness;
  260. MarkNetworkUpdate();
  261. }
  262. void Light::SetRange(float range)
  263. {
  264. range_ = Max(range, 0.0f);
  265. OnMarkedDirty(node_);
  266. MarkNetworkUpdate();
  267. }
  268. void Light::SetFov(float fov)
  269. {
  270. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  271. OnMarkedDirty(node_);
  272. MarkNetworkUpdate();
  273. }
  274. void Light::SetAspectRatio(float aspectRatio)
  275. {
  276. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  277. OnMarkedDirty(node_);
  278. MarkNetworkUpdate();
  279. }
  280. void Light::SetShadowNearFarRatio(float nearFarRatio)
  281. {
  282. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  283. MarkNetworkUpdate();
  284. }
  285. void Light::SetFadeDistance(float distance)
  286. {
  287. fadeDistance_ = Max(distance, 0.0f);
  288. MarkNetworkUpdate();
  289. }
  290. void Light::SetShadowBias(const BiasParameters& parameters)
  291. {
  292. shadowBias_ = parameters;
  293. shadowBias_.Validate();
  294. MarkNetworkUpdate();
  295. }
  296. void Light::SetShadowCascade(const CascadeParameters& parameters)
  297. {
  298. shadowCascade_ = parameters;
  299. shadowCascade_.Validate();
  300. MarkNetworkUpdate();
  301. }
  302. void Light::SetShadowFocus(const FocusParameters& parameters)
  303. {
  304. shadowFocus_ = parameters;
  305. shadowFocus_.Validate();
  306. MarkNetworkUpdate();
  307. }
  308. void Light::SetShadowFadeDistance(float distance)
  309. {
  310. shadowFadeDistance_ = Max(distance, 0.0f);
  311. MarkNetworkUpdate();
  312. }
  313. void Light::SetShadowIntensity(float intensity)
  314. {
  315. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  316. MarkNetworkUpdate();
  317. }
  318. void Light::SetShadowResolution(float resolution)
  319. {
  320. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  321. MarkNetworkUpdate();
  322. }
  323. void Light::SetRampTexture(Texture* texture)
  324. {
  325. rampTexture_ = texture;
  326. MarkNetworkUpdate();
  327. }
  328. void Light::SetShapeTexture(Texture* texture)
  329. {
  330. shapeTexture_ = texture;
  331. MarkNetworkUpdate();
  332. }
  333. Frustum Light::GetFrustum() const
  334. {
  335. // Note: frustum is unaffected by node or parent scale
  336. Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
  337. Matrix3x4::IDENTITY);
  338. Frustum ret;
  339. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  340. return ret;
  341. }
  342. Matrix3x4 Light::GetDirLightTransform(Camera* camera, bool getNearQuad)
  343. {
  344. if (!camera)
  345. return Matrix3x4::IDENTITY;
  346. Vector3 nearVector, farVector;
  347. camera->GetFrustumSize(nearVector, farVector);
  348. float nearClip = camera->GetNearClip();
  349. float farClip = camera->GetFarClip();
  350. float distance = getNearQuad ? nearClip : farClip;
  351. if (!camera->IsOrthographic())
  352. farVector *= (distance / farClip);
  353. else
  354. farVector.z_ *= (distance / farClip);
  355. // Set an epsilon from clip planes due to possible inaccuracy
  356. /// \todo Rather set an identity projection matrix
  357. farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
  358. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  359. }
  360. const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
  361. {
  362. if (!node_)
  363. return Matrix3x4::IDENTITY;
  364. switch (lightType_)
  365. {
  366. case LIGHT_DIRECTIONAL:
  367. volumeTransform_ = GetDirLightTransform(camera);
  368. break;
  369. case LIGHT_SPOT:
  370. {
  371. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  372. float xScale = aspectRatio_ * yScale;
  373. volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), Vector3(xScale, yScale, range_));
  374. }
  375. break;
  376. case LIGHT_POINT:
  377. volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), Quaternion::IDENTITY, range_);
  378. break;
  379. }
  380. return volumeTransform_;
  381. }
  382. void Light::SetRampTextureAttr(ResourceRef value)
  383. {
  384. ResourceCache* cache = GetSubsystem<ResourceCache>();
  385. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
  386. }
  387. void Light::SetShapeTextureAttr(ResourceRef value)
  388. {
  389. ResourceCache* cache = GetSubsystem<ResourceCache>();
  390. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
  391. }
  392. ResourceRef Light::GetRampTextureAttr() const
  393. {
  394. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  395. }
  396. ResourceRef Light::GetShapeTextureAttr() const
  397. {
  398. return GetResourceRef(shapeTexture_, lightType_ == LIGHT_POINT ? TextureCube::GetTypeStatic() : Texture2D::GetTypeStatic());
  399. }
  400. void Light::OnWorldBoundingBoxUpdate()
  401. {
  402. switch (lightType_)
  403. {
  404. case LIGHT_DIRECTIONAL:
  405. // Directional light always sets humongous bounding box not affected by transform
  406. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  407. break;
  408. case LIGHT_SPOT:
  409. // Frustum is already transformed into world space
  410. worldBoundingBox_.Define(GetFrustum());
  411. break;
  412. case LIGHT_POINT:
  413. {
  414. const Vector3& center = node_->GetWorldPosition();
  415. Vector3 edge(range_, range_, range_);
  416. worldBoundingBox_.Define(center - edge, center + edge);
  417. }
  418. break;
  419. }
  420. }
  421. void Light::SetIntensitySortValue(float distance)
  422. {
  423. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  424. if (!IsNegative())
  425. {
  426. if (lightType_ != LIGHT_DIRECTIONAL)
  427. sortValue_ = Max(distance, M_MIN_NEARCLIP) / GetIntensityDivisor();
  428. else
  429. sortValue_ = M_EPSILON / GetIntensityDivisor();
  430. }
  431. else
  432. {
  433. // Give extra priority to negative lights in the global sorting order so that they're handled first, right after ambient.
  434. // Positive lights are added after them
  435. if (lightType_ != LIGHT_DIRECTIONAL)
  436. sortValue_ = -Max(distance, M_MIN_NEARCLIP) * GetIntensityDivisor();
  437. else
  438. sortValue_ = -M_LARGE_VALUE * GetIntensityDivisor();
  439. }
  440. }
  441. void Light::SetIntensitySortValue(const BoundingBox& box)
  442. {
  443. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  444. switch (lightType_)
  445. {
  446. case LIGHT_DIRECTIONAL:
  447. sortValue_ = 1.0f / GetIntensityDivisor();
  448. break;
  449. case LIGHT_SPOT:
  450. {
  451. Vector3 centerPos = box.Center();
  452. Vector3 lightPos = node_->GetWorldPosition();
  453. Vector3 lightDir = node_->GetWorldDirection();
  454. Ray lightRay(lightPos, lightDir);
  455. Vector3 centerProj = lightRay.Project(centerPos);
  456. float centerDistance = (centerProj - lightPos).Length();
  457. Ray centerRay(centerProj, centerPos - centerProj);
  458. float centerAngle = centerRay.HitDistance(box) / centerDistance;
  459. // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
  460. Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
  461. centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
  462. Vector3 cornerProj = lightRay.Project(cornerPos);
  463. float cornerDistance = (cornerProj - lightPos).Length();
  464. float cornerAngle = (cornerPos - cornerProj).Length() / cornerDistance;
  465. float spotAngle = Min(centerAngle, cornerAngle);
  466. float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
  467. float spotFactor = Min(spotAngle / maxAngle, 1.0f);
  468. // We do not know the actual range attenuation ramp, so take only spot attenuation into account
  469. float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
  470. sortValue_ = 1.0f / GetIntensityDivisor(att);
  471. }
  472. break;
  473. case LIGHT_POINT:
  474. {
  475. Vector3 centerPos = box.Center();
  476. Vector3 lightPos = node_->GetWorldPosition();
  477. Vector3 lightDir = (centerPos - lightPos).Normalized();
  478. Ray lightRay(lightPos, lightDir);
  479. float distance = lightRay.HitDistance(box);
  480. float normDistance = distance / range_;
  481. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  482. sortValue_ = 1.0f / (Max(color_.SumRGB(), 0.0f) * att + M_EPSILON);
  483. }
  484. break;
  485. }
  486. }
  487. void Light::SetLightQueue(LightBatchQueue* queue)
  488. {
  489. lightQueue_ = queue;
  490. }
  491. }