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