Light.cpp 19 KB

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  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. OBJECTTYPESTATIC(Light);
  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. range_(DEFAULT_RANGE),
  86. fov_(DEFAULT_FOV),
  87. aspectRatio_(1.0f),
  88. fadeDistance_(0.0f),
  89. shadowFadeDistance_(0.0f),
  90. shadowIntensity_(0.0f),
  91. shadowResolution_(1.0f),
  92. shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
  93. perVertex_(false)
  94. {
  95. }
  96. Light::~Light()
  97. {
  98. }
  99. void Light::RegisterObject(Context* context)
  100. {
  101. context->RegisterComponentFactory<Light>(SCENE_CATEGORY);
  102. ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  103. ENUM_ACCESSOR_ATTRIBUTE(Light, "Light Type", GetLightType, SetLightType, LightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
  104. REF_ACCESSOR_ATTRIBUTE(Light, VAR_COLOR, "Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT);
  105. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, float, DEFAULT_SPECULARINTENSITY, AM_DEFAULT);
  106. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Range", GetRange, SetRange, float, DEFAULT_RANGE, AM_DEFAULT);
  107. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot FOV", GetFov, SetFov, float, DEFAULT_FOV, AM_DEFAULT);
  108. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, float, 1.0f, AM_DEFAULT);
  109. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  110. ACCESSOR_ATTRIBUTE(Light, VAR_RESOURCEREF, "Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
  111. ACCESSOR_ATTRIBUTE(Light, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  112. ATTRIBUTE(Light, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  113. ATTRIBUTE(Light, VAR_BOOL, "Per Vertex", perVertex_, false, AM_DEFAULT);
  114. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  115. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Fade Distance", GetFadeDistance, SetFadeDistance, float, 0.0f, AM_DEFAULT);
  116. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  117. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, float, 0.0f, AM_DEFAULT);
  118. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Intensity", GetShadowIntensity, SetShadowIntensity, float, 0.0f, AM_DEFAULT);
  119. ACCESSOR_ATTRIBUTE(Light, VAR_FLOAT, "Shadow Resolution", GetShadowResolution, SetShadowResolution, float, 1.0f, AM_DEFAULT);
  120. ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
  121. ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
  122. ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
  123. ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
  124. ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
  125. ATTRIBUTE(Light, VAR_FLOAT, "CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
  126. ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
  127. ATTRIBUTE(Light, VAR_FLOAT, "View Size Minimum", shadowFocus_.minView_, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
  128. ATTRIBUTE(Light, VAR_FLOAT, "Depth Constant Bias", shadowBias_.constantBias_, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
  129. ATTRIBUTE(Light, VAR_FLOAT, "Depth Slope Bias", shadowBias_.slopeScaledBias_, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
  130. ATTRIBUTE(Light, VAR_FLOAT, "Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
  131. ATTRIBUTE(Light, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  132. ATTRIBUTE(Light, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  133. }
  134. void Light::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  135. {
  136. Component::OnSetAttribute(attr, src);
  137. // Validate the bias, cascade & focus parameters
  138. if (attr.offset_ >= offsetof(Light, shadowBias_) && attr.offset_ < (offsetof(Light, shadowBias_) + sizeof(BiasParameters)))
  139. shadowBias_.Validate();
  140. else if (attr.offset_ >= offsetof(Light, shadowCascade_) && attr.offset_ < (offsetof(Light, shadowCascade_) + sizeof(CascadeParameters)))
  141. shadowCascade_.Validate();
  142. else if (attr.offset_ >= offsetof(Light, shadowFocus_) && attr.offset_ < (offsetof(Light, shadowFocus_) + sizeof(FocusParameters)))
  143. shadowFocus_.Validate();
  144. }
  145. void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  146. {
  147. // Do not record a raycast result for a directional light, as it would block all other results
  148. if (lightType_ == LIGHT_DIRECTIONAL)
  149. return;
  150. float distance;
  151. switch (query.level_)
  152. {
  153. case RAY_AABB_NOSUBOBJECTS:
  154. case RAY_AABB:
  155. Drawable::ProcessRayQuery(query, results);
  156. return;
  157. case RAY_OBB:
  158. {
  159. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  160. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  161. distance = localRay.HitDistance(GetWorldBoundingBox().Transformed(inverse));
  162. if (distance >= query.maxDistance_)
  163. return;
  164. }
  165. break;
  166. case RAY_TRIANGLE:
  167. if (lightType_ == LIGHT_SPOT)
  168. {
  169. distance = query.ray_.HitDistance(GetFrustum());
  170. if (distance >= query.maxDistance_)
  171. return;
  172. }
  173. else // if (lightType_ == LIGHT_POINT)
  174. {
  175. distance = query.ray_.HitDistance(Sphere(node_->GetWorldPosition(), range_));
  176. if (distance >= query.maxDistance_)
  177. return;
  178. }
  179. break;
  180. }
  181. // If the code reaches here then we have a hit
  182. RayQueryResult result;
  183. result.drawable_ = this;
  184. result.node_ = node_;
  185. result.distance_ = distance;
  186. result.subObject_ = M_MAX_UNSIGNED;
  187. results.Push(result);
  188. }
  189. void Light::UpdateBatches(const FrameInfo& frame)
  190. {
  191. switch (lightType_)
  192. {
  193. case LIGHT_DIRECTIONAL:
  194. // Directional light affects the whole scene, so it is always "closest"
  195. distance_ = 0.0f;
  196. break;
  197. default:
  198. distance_ = frame.camera_->GetDistance(node_->GetWorldPosition());
  199. break;
  200. }
  201. }
  202. void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  203. {
  204. if (debug && IsEnabledEffective())
  205. {
  206. switch (lightType_)
  207. {
  208. case LIGHT_DIRECTIONAL:
  209. {
  210. Vector3 start = node_->GetWorldPosition();
  211. Vector3 end = start + node_->GetWorldDirection() * 10.f;
  212. for (short i = -1; i < 2; ++i)
  213. for (short j = -1; j < 2; ++j)
  214. {
  215. Vector3 offset = Vector3::UP * (5.f * i) + Vector3::RIGHT * (5.f * j);
  216. debug->AddSphere(Sphere(start + offset, 0.1f), color_, depthTest);
  217. debug->AddLine(start + offset, end + offset, color_, depthTest);
  218. }
  219. }
  220. break;
  221. case LIGHT_SPOT:
  222. debug->AddFrustum(GetFrustum(), color_, depthTest);
  223. break;
  224. case LIGHT_POINT:
  225. debug->AddSphere(Sphere(node_->GetWorldPosition(), range_), color_, depthTest);
  226. break;
  227. }
  228. }
  229. }
  230. void Light::SetLightType(LightType type)
  231. {
  232. lightType_ = type;
  233. OnMarkedDirty(node_);
  234. MarkNetworkUpdate();
  235. }
  236. void Light::SetPerVertex(bool enable)
  237. {
  238. perVertex_ = enable;
  239. MarkNetworkUpdate();
  240. }
  241. void Light::SetColor(const Color& color)
  242. {
  243. // Clamp RGB values to positive, as negative values behave erratically depending on whether the pass uses
  244. // replace or additive blend mode
  245. color_ = Color(Max(color.r_, 0.0f), Max(color.g_, 0.0f), Max(color.b_, 0.0f), 1.0f);
  246. MarkNetworkUpdate();
  247. }
  248. void Light::SetRange(float range)
  249. {
  250. range_ = Max(range, 0.0f);
  251. OnMarkedDirty(node_);
  252. MarkNetworkUpdate();
  253. }
  254. void Light::SetFov(float fov)
  255. {
  256. fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
  257. OnMarkedDirty(node_);
  258. MarkNetworkUpdate();
  259. }
  260. void Light::SetAspectRatio(float aspectRatio)
  261. {
  262. aspectRatio_ = Max(aspectRatio, M_EPSILON);
  263. OnMarkedDirty(node_);
  264. MarkNetworkUpdate();
  265. }
  266. void Light::SetShadowNearFarRatio(float nearFarRatio)
  267. {
  268. shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
  269. MarkNetworkUpdate();
  270. }
  271. void Light::SetSpecularIntensity(float intensity)
  272. {
  273. specularIntensity_ = Max(intensity, 0.0f);
  274. MarkNetworkUpdate();
  275. }
  276. void Light::SetFadeDistance(float distance)
  277. {
  278. fadeDistance_ = Max(distance, 0.0f);
  279. MarkNetworkUpdate();
  280. }
  281. void Light::SetShadowBias(const BiasParameters& parameters)
  282. {
  283. shadowBias_ = parameters;
  284. shadowBias_.Validate();
  285. MarkNetworkUpdate();
  286. }
  287. void Light::SetShadowCascade(const CascadeParameters& parameters)
  288. {
  289. shadowCascade_ = parameters;
  290. shadowCascade_.Validate();
  291. MarkNetworkUpdate();
  292. }
  293. void Light::SetShadowFocus(const FocusParameters& parameters)
  294. {
  295. shadowFocus_ = parameters;
  296. shadowFocus_.Validate();
  297. MarkNetworkUpdate();
  298. }
  299. void Light::SetShadowFadeDistance(float distance)
  300. {
  301. shadowFadeDistance_ = Max(distance, 0.0f);
  302. MarkNetworkUpdate();
  303. }
  304. void Light::SetShadowIntensity(float intensity)
  305. {
  306. shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
  307. MarkNetworkUpdate();
  308. }
  309. void Light::SetShadowResolution(float resolution)
  310. {
  311. shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
  312. MarkNetworkUpdate();
  313. }
  314. void Light::SetRampTexture(Texture* texture)
  315. {
  316. rampTexture_ = texture;
  317. MarkNetworkUpdate();
  318. }
  319. void Light::SetShapeTexture(Texture* texture)
  320. {
  321. shapeTexture_ = texture;
  322. MarkNetworkUpdate();
  323. }
  324. Frustum Light::GetFrustum() const
  325. {
  326. const Matrix3x4& transform = node_ ? node_->GetWorldTransform() : Matrix3x4::IDENTITY;
  327. Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
  328. Frustum ret;
  329. ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
  330. return ret;
  331. }
  332. Matrix3x4 Light::GetDirLightTransform(Camera* camera, bool getNearQuad)
  333. {
  334. if (!camera)
  335. return Matrix3x4::IDENTITY;
  336. Vector3 nearVector, farVector;
  337. camera->GetFrustumSize(nearVector, farVector);
  338. float nearClip = camera->GetNearClip();
  339. float farClip = camera->GetFarClip();
  340. float distance = getNearQuad ? nearClip : farClip;
  341. if (!camera->IsOrthographic())
  342. farVector *= (distance / farClip);
  343. else
  344. farVector.z_ *= (distance / farClip);
  345. // Set an epsilon from clip planes due to possible inaccuracy
  346. /// \todo Rather set an identity projection matrix
  347. farVector.z_ = Clamp(farVector.z_, (1.0f + M_LARGE_EPSILON) * nearClip, (1.0f - M_LARGE_EPSILON) * farClip);
  348. return Matrix3x4(Vector3(0.0f, 0.0f, farVector.z_), Quaternion::IDENTITY, Vector3(farVector.x_, farVector.y_, 1.0f));
  349. }
  350. const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
  351. {
  352. const Matrix3x4& transform = node_->GetWorldTransform();
  353. switch (lightType_)
  354. {
  355. case LIGHT_DIRECTIONAL:
  356. volumeTransform_ = GetDirLightTransform(camera);
  357. break;
  358. case LIGHT_SPOT:
  359. {
  360. float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
  361. float xScale = aspectRatio_ * yScale;
  362. volumeTransform_ = Matrix3x4(transform.Translation(), transform.Rotation(), Vector3(xScale, yScale, range_));
  363. }
  364. break;
  365. case LIGHT_POINT:
  366. volumeTransform_ = Matrix3x4(transform.Translation(), Quaternion::IDENTITY, range_);
  367. break;
  368. }
  369. return volumeTransform_;
  370. }
  371. void Light::SetRampTextureAttr(ResourceRef value)
  372. {
  373. ResourceCache* cache = GetSubsystem<ResourceCache>();
  374. rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  375. }
  376. void Light::SetShapeTextureAttr(ResourceRef value)
  377. {
  378. ResourceCache* cache = GetSubsystem<ResourceCache>();
  379. shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.id_));
  380. }
  381. ResourceRef Light::GetRampTextureAttr() const
  382. {
  383. return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
  384. }
  385. ResourceRef Light::GetShapeTextureAttr() const
  386. {
  387. return GetResourceRef(shapeTexture_, Texture2D::GetTypeStatic());
  388. }
  389. void Light::OnWorldBoundingBoxUpdate()
  390. {
  391. switch (lightType_)
  392. {
  393. case LIGHT_DIRECTIONAL:
  394. // Directional light always sets humongous bounding box not affected by transform
  395. worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
  396. break;
  397. case LIGHT_SPOT:
  398. // Frustum is already transformed into world space
  399. worldBoundingBox_.Define(GetFrustum());
  400. break;
  401. case LIGHT_POINT:
  402. {
  403. const Vector3& center = node_->GetWorldPosition();
  404. Vector3 edge(range_, range_, range_);
  405. worldBoundingBox_.Define(center - edge, center + edge);
  406. }
  407. break;
  408. }
  409. }
  410. void Light::SetIntensitySortValue(float distance)
  411. {
  412. // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
  413. if (lightType_ != LIGHT_DIRECTIONAL)
  414. sortValue_ = Max(distance, M_MIN_NEARCLIP) / (color_.Intensity() + M_EPSILON);
  415. else
  416. sortValue_ = M_EPSILON / (color_.Intensity() + M_EPSILON);
  417. // Additionally, give priority to vertex lights so that vertex light base passes can be determined before per pixel lights
  418. if (perVertex_)
  419. sortValue_ -= M_LARGE_VALUE;
  420. }
  421. void Light::SetIntensitySortValue(const BoundingBox& box)
  422. {
  423. // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
  424. switch (lightType_)
  425. {
  426. case LIGHT_DIRECTIONAL:
  427. sortValue_ = 1.0f / (color_.Intensity() + M_EPSILON);
  428. break;
  429. case LIGHT_SPOT:
  430. {
  431. Vector3 centerPos = box.Center();
  432. Vector3 lightPos = node_->GetWorldPosition();
  433. Vector3 lightDir = node_->GetWorldDirection();
  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. case LIGHT_POINT:
  454. {
  455. Vector3 centerPos = box.Center();
  456. Vector3 lightPos = node_->GetWorldPosition();
  457. Vector3 lightDir = (centerPos - lightPos).Normalized();
  458. Ray lightRay(lightPos, lightDir);
  459. float distance = lightRay.HitDistance(box);
  460. float normDistance = distance / range_;
  461. float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
  462. sortValue_ = 1.0f / (color_.Intensity() * att + M_EPSILON);
  463. }
  464. break;
  465. }
  466. }
  467. void Light::SetLightQueue(LightBatchQueue* queue)
  468. {
  469. lightQueue_ = queue;
  470. }
  471. }