terrLighting.cpp
Engine/source/terrain/terrLighting.cpp
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 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 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell 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 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#include "terrain/terrRender.h" 25#include "lighting/lightInfo.h" 26#include "scene/sceneRenderState.h" 27 28/* 29 30U32 TerrainRender::testSquareLights(GridSquare *sq, S32 level, const Point2I &pos, U32 lightMask) 31{ 32 33 // Calculate our Box3F for this GridSquare 34 Point3F boxMin(pos.x * mSquareSize + mBlockPos.x, pos.y * mSquareSize + mBlockPos.y, fixedToFloat(sq->minHeight)); 35 F32 blockSize = F32(mSquareSize * (1 << level)); 36 F32 blockHeight = fixedToFloat(sq->maxHeight - sq->minHeight); 37 Point3F boxMax(boxMin); 38 boxMax += Point3F(blockSize, blockSize, blockHeight); 39 Box3F gridBox(boxMin, boxMax); 40 41 U32 retMask = 0; 42 43 for(S32 i = 0; (lightMask >> i) != 0; i++) 44 { 45 if(lightMask & (1 << i)) 46 { 47 if (mTerrainLights[i].light->mType != LightInfo::Vector) 48 { 49 // test the visibility of this light to box 50 F32 dist = gridBox.getDistanceFromPoint(mTerrainLights[i].pos); 51 static F32 minDist = 1e14f; 52 minDist = getMin(minDist, dist); 53 if(dist < mTerrainLights[i].radius) 54 retMask |= (1 << i); 55 } else { 56 retMask |= (1 << i); 57 } 58 } 59 } 60 return retMask; 61} 62 63void TerrainRender::buildLightArray(SceneState * state) 64{ 65 PROFILE_SCOPE(TerrainRender_buildLightArray); 66 67 mDynamicLightCount = 0; 68 if ((mTerrainLighting == NULL) || (!TerrainRender::mEnableTerrainDynLights)) 69 return; 70 71 static LightInfoList lights; 72 lights.clear(); 73 74 LIGHTMGR->getBestLights(lights); 75 // create terrain lights from these... 76 U32 curIndex = 0; 77 for(U32 i = 0; i < lights.size(); i++) 78 { 79 LightInfo* light = lights[i]; 80 if((light->mType != LightInfo::Point) && (light->mType != LightInfo::Spot)) 81 continue; 82 83 // set the 'fo 84 TerrLightInfo & info = mTerrainLights[curIndex++]; 85 mCurrentBlock->getWorldTransform().mulP(light->mPos, &info.pos); 86 info.radius = light->getRadius(); 87 info.light = light; 88 } 89 90 mDynamicLightCount = curIndex; 91} 92 93*/ 94