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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include "../Precompiled.h"
- #include "../Core/Context.h"
- #include "../Core/Profiler.h"
- #include "../Graphics/Camera.h"
- #include "../Graphics/DebugRenderer.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/Light.h"
- #include "../Graphics/OctreeQuery.h"
- #include "../GraphicsAPI/Texture2D.h"
- #include "../GraphicsAPI/TextureCube.h"
- #include "../IO/Log.h"
- #include "../Resource/ResourceCache.h"
- #include "../Scene/Node.h"
- #include "../DebugNew.h"
- namespace Urho3D
- {
- extern const char* SCENE_CATEGORY;
- static const LightType DEFAULT_LIGHTTYPE = LIGHT_POINT;
- static const float DEFAULT_RANGE = 10.0f;
- static const float DEFAULT_LIGHT_FOV = 30.0f;
- static const float DEFAULT_SPECULARINTENSITY = 1.0f;
- static const float DEFAULT_BRIGHTNESS = 1.0f;
- static const float DEFAULT_CONSTANTBIAS = 0.0002f;
- static const float DEFAULT_SLOPESCALEDBIAS = 0.5f;
- static const float DEFAULT_NORMALOFFSET = 0.0f;
- static const float DEFAULT_BIASAUTOADJUST = 1.0f;
- static const float DEFAULT_SHADOWFADESTART = 0.8f;
- static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
- static const float DEFAULT_SHADOWMINVIEW = 3.0f;
- static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
- static const float DEFAULT_SHADOWMAXEXTRUSION = 1000.0f;
- static const float DEFAULT_SHADOWSPLIT = 1000.0f;
- static const float DEFAULT_TEMPERATURE = 6590.0f;
- static const float DEFAULT_RADIUS = 0.0f;
- static const float DEFAULT_LENGTH = 0.0f;
- static const char* typeNames[] =
- {
- "Directional",
- "Spot",
- "Point",
- nullptr
- };
- void BiasParameters::Validate()
- {
- constantBias_ = Clamp(constantBias_, -1.0f, 1.0f);
- slopeScaledBias_ = Clamp(slopeScaledBias_, -16.0f, 16.0f);
- normalOffset_ = Max(normalOffset_, 0.0f);
- }
- void CascadeParameters::Validate()
- {
- for (unsigned i = 0; i < MAX_CASCADE_SPLITS; ++i)
- splits_[i] = Max(splits_[i], 0.0f);
- fadeStart_ = Clamp(fadeStart_, M_EPSILON, 1.0f);
- }
- void FocusParameters::Validate()
- {
- quantize_ = Max(quantize_, SHADOW_MIN_QUANTIZE);
- minView_ = Max(minView_, SHADOW_MIN_VIEW);
- }
- Light::Light(Context* context) :
- Drawable(context, DrawableTypes::Light),
- lightType_(DEFAULT_LIGHTTYPE),
- shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
- shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
- shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
- lightQueue_(nullptr),
- temperature_(DEFAULT_TEMPERATURE),
- lightRad_(DEFAULT_RADIUS),
- lightLength_(DEFAULT_LENGTH),
- specularIntensity_(DEFAULT_SPECULARINTENSITY),
- brightness_(DEFAULT_BRIGHTNESS),
- range_(DEFAULT_RANGE),
- fov_(DEFAULT_LIGHT_FOV),
- aspectRatio_(1.0f),
- fadeDistance_(0.0f),
- shadowFadeDistance_(0.0f),
- shadowIntensity_(0.0f),
- shadowResolution_(1.0f),
- shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
- shadowMaxExtrusion_(DEFAULT_SHADOWMAXEXTRUSION),
- perVertex_(false),
- usePhysicalValues_(false)
- {
- }
- Light::~Light() = default;
- void Light::RegisterObject(Context* context)
- {
- context->RegisterFactory<Light>(SCENE_CATEGORY);
- URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, true, AM_DEFAULT);
- URHO3D_ENUM_ACCESSOR_ATTRIBUTE("Light Type", GetLightType, SetLightType, typeNames, DEFAULT_LIGHTTYPE, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Color", GetColor, SetColor, Color::WHITE, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Specular Intensity", GetSpecularIntensity, SetSpecularIntensity, DEFAULT_SPECULARINTENSITY,
- AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Brightness Multiplier", GetBrightness, SetBrightness, DEFAULT_BRIGHTNESS, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Temperature", GetTemperature, SetTemperature, DEFAULT_TEMPERATURE, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Use Physical Values", usePhysicalValues_, false, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Radius", GetRadius, SetRadius, DEFAULT_RADIUS, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Length", GetLength, SetLength, DEFAULT_LENGTH, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Range", GetRange, SetRange, DEFAULT_RANGE, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Spot FOV", GetFov, SetFov, DEFAULT_LIGHT_FOV, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Spot Aspect Ratio", GetAspectRatio, SetAspectRatio, 1.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Attenuation Texture", GetRampTextureAttr, SetRampTextureAttr,
- ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Light Shape Texture", GetShapeTextureAttr, SetShapeTextureAttr,
- ResourceRef(Texture2D::GetTypeStatic()), AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, true, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Cast Shadows", castShadows_, false, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Per Vertex", perVertex_, false, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, 0.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Fade Distance", GetFadeDistance, SetFadeDistance, 0.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, 0.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Shadow Fade Distance", GetShadowFadeDistance, SetShadowFadeDistance, 0.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Shadow Intensity", GetShadowIntensity, SetShadowIntensity, 0.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Shadow Resolution", GetShadowResolution, SetShadowResolution, 1.0f, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("Focus To Scene", shadowFocus_.focus_, ValidateShadowFocus, true, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("Non-uniform View", shadowFocus_.nonUniform_, ValidateShadowFocus, true, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("Auto-Reduce Size", shadowFocus_.autoSize_, ValidateShadowFocus, true, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("CSM Splits", shadowCascade_.splits_, ValidateShadowCascade, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("CSM Fade Start", shadowCascade_.fadeStart_, ValidateShadowCascade, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, ValidateShadowCascade, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("View Size Quantize", shadowFocus_.quantize_, ValidateShadowFocus, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("View Size Minimum", shadowFocus_.minView_, ValidateShadowFocus, DEFAULT_SHADOWMINVIEW, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("Depth Constant Bias", shadowBias_.constantBias_, ValidateShadowBias, DEFAULT_CONSTANTBIAS, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("Depth Slope Bias", shadowBias_.slopeScaledBias_, ValidateShadowBias, DEFAULT_SLOPESCALEDBIAS, AM_DEFAULT);
- URHO3D_ATTRIBUTE_EX("Normal Offset", shadowBias_.normalOffset_, ValidateShadowBias, DEFAULT_NORMALOFFSET, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Near/Farclip Ratio", shadowNearFarRatio_, DEFAULT_SHADOWNEARFARRATIO, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Max Extrusion", GetShadowMaxExtrusion, SetShadowMaxExtrusion, DEFAULT_SHADOWMAXEXTRUSION, AM_DEFAULT);
- URHO3D_ATTRIBUTE("View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
- }
- void Light::ProcessRayQuery(const RayOctreeQuery& query, Vector<RayQueryResult>& results)
- {
- // Do not record a raycast result for a directional light, as it would block all other results
- if (lightType_ == LIGHT_DIRECTIONAL)
- return;
- float distance = query.maxDistance_;
- switch (query.level_)
- {
- case RAY_AABB:
- Drawable::ProcessRayQuery(query, results);
- return;
- case RAY_OBB:
- {
- Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
- Ray localRay = query.ray_.Transformed(inverse);
- distance = localRay.HitDistance(GetWorldBoundingBox().Transformed(inverse));
- if (distance >= query.maxDistance_)
- return;
- }
- break;
- case RAY_TRIANGLE:
- if (lightType_ == LIGHT_SPOT)
- {
- distance = query.ray_.HitDistance(GetFrustum());
- if (distance >= query.maxDistance_)
- return;
- }
- else
- {
- distance = query.ray_.HitDistance(Sphere(node_->GetWorldPosition(), range_));
- if (distance >= query.maxDistance_)
- return;
- }
- break;
- case RAY_TRIANGLE_UV:
- URHO3D_LOGWARNING("RAY_TRIANGLE_UV query level is not supported for Light component");
- return;
- }
- // If the code reaches here then we have a hit
- RayQueryResult result;
- result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
- result.normal_ = -query.ray_.direction_;
- result.distance_ = distance;
- result.drawable_ = this;
- result.node_ = node_;
- result.subObject_ = NINDEX;
- results.Push(result);
- }
- void Light::UpdateBatches(const FrameInfo& frame)
- {
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- // Directional light affects the whole scene, so it is always "closest"
- distance_ = 0.0f;
- break;
- default:
- distance_ = frame.camera_->GetDistance(node_->GetWorldPosition());
- break;
- }
- }
- void Light::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
- {
- Color color = GetEffectiveColor();
- if (debug && IsEnabledEffective())
- {
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- {
- Vector3 start = node_->GetWorldPosition();
- Vector3 end = start + node_->GetWorldDirection() * 10.f;
- for (int i = -1; i < 2; ++i)
- {
- for (int j = -1; j < 2; ++j)
- {
- Vector3 offset = Vector3::UP * (5.f * i) + Vector3::RIGHT * (5.f * j);
- debug->AddSphere(Sphere(start + offset, 0.1f), color, depthTest);
- debug->AddLine(start + offset, end + offset, color, depthTest);
- }
- }
- }
- break;
- case LIGHT_SPOT:
- debug->AddFrustum(GetFrustum(), color, depthTest);
- break;
- case LIGHT_POINT:
- debug->AddSphere(Sphere(node_->GetWorldPosition(), range_), color, depthTest);
- break;
- }
- }
- }
- void Light::SetLightType(LightType type)
- {
- lightType_ = type;
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- void Light::SetPerVertex(bool enable)
- {
- perVertex_ = enable;
- MarkNetworkUpdate();
- }
- void Light::SetColor(const Color& color)
- {
- color_ = Color(color.r_, color.g_, color.b_, 1.0f);
- MarkNetworkUpdate();
- }
- void Light::SetTemperature(float temperature)
- {
- temperature_ = Clamp(temperature, 1000.0f, 10000.0f);
- MarkNetworkUpdate();
- }
- void Light::SetRadius(float radius)
- {
- lightRad_ = radius;
- MarkNetworkUpdate();
- }
- void Light::SetLength(float length)
- {
- lightLength_ = length;
- MarkNetworkUpdate();
- }
- void Light::SetUsePhysicalValues(bool enable)
- {
- usePhysicalValues_ = enable;
- MarkNetworkUpdate();
- }
- void Light::SetSpecularIntensity(float intensity)
- {
- specularIntensity_ = Max(intensity, 0.0f);
- MarkNetworkUpdate();
- }
- void Light::SetBrightness(float brightness)
- {
- brightness_ = brightness;
- MarkNetworkUpdate();
- }
- void Light::SetRange(float range)
- {
- range_ = Max(range, 0.0f);
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- void Light::SetFov(float fov)
- {
- fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- void Light::SetAspectRatio(float aspectRatio)
- {
- aspectRatio_ = Max(aspectRatio, M_EPSILON);
- OnMarkedDirty(node_);
- MarkNetworkUpdate();
- }
- void Light::SetShadowNearFarRatio(float nearFarRatio)
- {
- shadowNearFarRatio_ = Clamp(nearFarRatio, 0.0f, 0.5f);
- MarkNetworkUpdate();
- }
- void Light::SetShadowMaxExtrusion(float extrusion)
- {
- shadowMaxExtrusion_ = Max(extrusion, 0.0f);
- MarkNetworkUpdate();
- }
- void Light::SetFadeDistance(float distance)
- {
- fadeDistance_ = Max(distance, 0.0f);
- MarkNetworkUpdate();
- }
- void Light::SetShadowBias(const BiasParameters& parameters)
- {
- shadowBias_ = parameters;
- shadowBias_.Validate();
- MarkNetworkUpdate();
- }
- void Light::SetShadowCascade(const CascadeParameters& parameters)
- {
- shadowCascade_ = parameters;
- shadowCascade_.Validate();
- MarkNetworkUpdate();
- }
- void Light::SetShadowFocus(const FocusParameters& parameters)
- {
- shadowFocus_ = parameters;
- shadowFocus_.Validate();
- MarkNetworkUpdate();
- }
- void Light::SetShadowFadeDistance(float distance)
- {
- shadowFadeDistance_ = Max(distance, 0.0f);
- MarkNetworkUpdate();
- }
- void Light::SetShadowIntensity(float intensity)
- {
- shadowIntensity_ = Clamp(intensity, 0.0f, 1.0f);
- MarkNetworkUpdate();
- }
- void Light::SetShadowResolution(float resolution)
- {
- shadowResolution_ = Clamp(resolution, 0.125f, 1.0f);
- MarkNetworkUpdate();
- }
- void Light::SetRampTexture(Texture* texture)
- {
- rampTexture_ = texture;
- MarkNetworkUpdate();
- }
- void Light::SetShapeTexture(Texture* texture)
- {
- shapeTexture_ = texture;
- MarkNetworkUpdate();
- }
- Color Light::GetColorFromTemperature() const
- {
- // Approximate Planckian locus in CIE 1960 UCS
- float u = (0.860117757f + 1.54118254e-4f * temperature_ + 1.28641212e-7f * temperature_ * temperature_) /
- (1.0f + 8.42420235e-4f * temperature_ + 7.08145163e-7f * temperature_ * temperature_);
- float v = (0.317398726f + 4.22806245e-5f * temperature_ + 4.20481691e-8f * temperature_ * temperature_) /
- (1.0f - 2.89741816e-5f * temperature_ + 1.61456053e-7f * temperature_ * temperature_);
- float x = 3.0f * u / (2.0f * u - 8.0f * v + 4.0f);
- float y = 2.0f * v / (2.0f * u - 8.0f * v + 4.0f);
- float z = 1.0f - x - y;
- float y_ = 1.0f;
- float x_ = y_ / y * x;
- float z_ = y_ / y * z;
- float red = 3.2404542f * x_ + -1.5371385f * y_ + -0.4985314f * z_;
- float green = -0.9692660f * x_ + 1.8760108f * y_ + 0.0415560f * z_;
- float blue = 0.0556434f * x_ + -0.2040259f * y_ + 1.0572252f * z_;
- return Color(red, green, blue);
- }
- Color Light::GetEffectiveColor() const
- {
- if (usePhysicalValues_)
- {
- // Light color in kelvin.
- Color tempColor = GetColorFromTemperature();
- // Light brightness in lumens
- float energy = (brightness_ * 4.0f * M_PI) * 16.0f / (100.0f * 100.0f) / M_PI;
- return Color(tempColor.r_ * color_.r_ * energy, tempColor.g_ * color_.g_ * energy, tempColor.b_ * color_.b_ * energy, 1.0f);
- }
- else
- {
- return Color(color_ * brightness_, 1.0f);
- }
- }
- Frustum Light::GetFrustum() const
- {
- // Note: frustum is unaffected by node or parent scale
- Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
- Matrix3x4::IDENTITY);
- Frustum ret;
- ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
- return ret;
- }
- Frustum Light::GetViewSpaceFrustum(const Matrix3x4& view) const
- {
- // Note: frustum is unaffected by node or parent scale
- Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
- Matrix3x4::IDENTITY);
- Frustum ret;
- ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, view * frustumTransform);
- return ret;
- }
- i32 Light::GetNumShadowSplits() const
- {
- i32 ret = 1;
- if (shadowCascade_.splits_[1] > shadowCascade_.splits_[0])
- {
- ++ret;
- if (shadowCascade_.splits_[2] > shadowCascade_.splits_[1])
- {
- ++ret;
- if (shadowCascade_.splits_[3] > shadowCascade_.splits_[2])
- ++ret;
- }
- }
- return Min(ret, MAX_CASCADE_SPLITS);
- }
- const Matrix3x4& Light::GetVolumeTransform(Camera* camera)
- {
- if (!node_)
- return Matrix3x4::IDENTITY;
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- volumeTransform_ = GetFullscreenQuadTransform(camera);
- break;
- case LIGHT_SPOT:
- {
- float yScale = tanf(fov_ * M_DEGTORAD * 0.5f) * range_;
- float xScale = aspectRatio_ * yScale;
- volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), Vector3(xScale, yScale, range_));
- }
- break;
- case LIGHT_POINT:
- volumeTransform_ = Matrix3x4(node_->GetWorldPosition(), Quaternion::IDENTITY, range_);
- break;
- }
- return volumeTransform_;
- }
- void Light::SetRampTextureAttr(const ResourceRef& value)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- rampTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
- }
- void Light::SetShapeTextureAttr(const ResourceRef& value)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- shapeTexture_ = static_cast<Texture*>(cache->GetResource(value.type_, value.name_));
- }
- ResourceRef Light::GetRampTextureAttr() const
- {
- return GetResourceRef(rampTexture_, Texture2D::GetTypeStatic());
- }
- ResourceRef Light::GetShapeTextureAttr() const
- {
- return GetResourceRef(shapeTexture_, lightType_ == LIGHT_POINT ? TextureCube::GetTypeStatic() : Texture2D::GetTypeStatic());
- }
- void Light::OnWorldBoundingBoxUpdate()
- {
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- // Directional light always sets humongous bounding box not affected by transform
- worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
- break;
- case LIGHT_SPOT:
- // Frustum is already transformed into world space
- worldBoundingBox_.Define(GetFrustum());
- break;
- case LIGHT_POINT:
- {
- const Vector3& center = node_->GetWorldPosition();
- Vector3 edge(range_, range_, range_);
- worldBoundingBox_.Define(center - edge, center + edge);
- }
- break;
- }
- }
- void Light::SetIntensitySortValue(float distance)
- {
- // When sorting lights globally, give priority to directional lights so that they will be combined into the ambient pass
- if (!IsNegative())
- {
- if (lightType_ != LIGHT_DIRECTIONAL)
- sortValue_ = Max(distance, M_MIN_NEARCLIP) / GetIntensityDivisor();
- else
- sortValue_ = M_EPSILON / GetIntensityDivisor();
- }
- else
- {
- // Give extra priority to negative lights in the global sorting order so that they're handled first, right after ambient.
- // Positive lights are added after them
- if (lightType_ != LIGHT_DIRECTIONAL)
- sortValue_ = -Max(distance, M_MIN_NEARCLIP) * GetIntensityDivisor();
- else
- sortValue_ = -M_LARGE_VALUE * GetIntensityDivisor();
- }
- }
- void Light::SetIntensitySortValue(const BoundingBox& box)
- {
- // When sorting lights for object's maximum light cap, give priority based on attenuation and intensity
- switch (lightType_)
- {
- case LIGHT_DIRECTIONAL:
- sortValue_ = 1.0f / GetIntensityDivisor();
- break;
- case LIGHT_SPOT:
- {
- Vector3 centerPos = box.Center();
- Vector3 lightPos = node_->GetWorldPosition();
- Vector3 lightDir = node_->GetWorldDirection();
- Ray lightRay(lightPos, lightDir);
- Vector3 centerProj = lightRay.Project(centerPos);
- float centerDistance = (centerProj - lightPos).Length();
- Ray centerRay(centerProj, centerPos - centerProj);
- float centerAngle = centerRay.HitDistance(box) / centerDistance;
- // Check if a corner of the bounding box is closer to the light ray than the center, use its angle in that case
- Vector3 cornerPos = centerPos + box.HalfSize() * Vector3(centerPos.x_ < centerProj.x_ ? 1.0f : -1.0f,
- centerPos.y_ < centerProj.y_ ? 1.0f : -1.0f, centerPos.z_ < centerProj.z_ ? 1.0f : -1.0f);
- Vector3 cornerProj = lightRay.Project(cornerPos);
- float cornerDistance = (cornerProj - lightPos).Length();
- float cornerAngle = (cornerPos - cornerProj).Length() / cornerDistance;
- float spotAngle = Min(centerAngle, cornerAngle);
- float maxAngle = tanf(fov_ * M_DEGTORAD * 0.5f);
- float spotFactor = Min(spotAngle / maxAngle, 1.0f);
- // We do not know the actual range attenuation ramp, so take only spot attenuation into account
- float att = Max(1.0f - spotFactor * spotFactor, M_EPSILON);
- sortValue_ = 1.0f / GetIntensityDivisor(att);
- }
- break;
- case LIGHT_POINT:
- {
- Vector3 centerPos = box.Center();
- Vector3 lightPos = node_->GetWorldPosition();
- Vector3 lightDir = (centerPos - lightPos).Normalized();
- Ray lightRay(lightPos, lightDir);
- float distance = lightRay.HitDistance(box);
- float normDistance = distance / range_;
- float att = Max(1.0f - normDistance * normDistance, M_EPSILON);
- sortValue_ = 1.0f / GetIntensityDivisor(att);
- }
- break;
- }
- }
- void Light::SetLightQueue(LightBatchQueue* queue)
- {
- lightQueue_ = queue;
- }
- Matrix3x4 Light::GetFullscreenQuadTransform(Camera* camera)
- {
- Matrix3x4 quadTransform;
- Vector3 near, far;
- // Position the directional light quad in halfway between far & near planes to prevent depth clipping
- camera->GetFrustumSize(near, far);
- quadTransform.SetTranslation(Vector3(0.0f, 0.0f, (camera->GetNearClip() + camera->GetFarClip()) * 0.5f));
- quadTransform.SetScale(Vector3(far.x_, far.y_, 1.0f)); // Will be oversized, but doesn't matter (gets frustum clipped)
- return camera->GetEffectiveWorldTransform() * quadTransform;
- }
- }
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