[657] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreStableHeaders.h"
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| 26 | #include "OgreLight.h"
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| 27 |
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| 28 | #include "OgreException.h"
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| 29 | #include "OgreSceneNode.h"
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| 30 | #include "OgreCamera.h"
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| 31 |
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| 32 |
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| 33 | namespace Ogre {
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| 34 | String Light::msMovableType = "Light";
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| 35 |
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| 36 | //-----------------------------------------------------------------------
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| 37 | Light::Light()
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| 38 | {
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| 39 | // Default to point light, white diffuse light, linear attenuation, fair range
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| 40 | mLightType = LT_POINT;
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| 41 | mDiffuse = ColourValue::White;
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| 42 | mSpecular = ColourValue::Black;
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| 43 | mRange = 5000;
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| 44 | mAttenuationConst = 1.0f;
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| 45 | mAttenuationLinear = 0.0f;
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| 46 | mAttenuationQuad = 0.0f;
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| 47 |
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| 48 | // Center in world, direction irrelevant but set anyway
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| 49 | mPosition = mDerivedPosition = Vector3::ZERO;
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| 50 | mDirection = mDerivedPosition = Vector3::UNIT_Z;
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| 51 | mParentNode = NULL;
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| 52 |
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| 53 | mLocalTransformDirty = false;
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| 54 |
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| 55 | }
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| 56 | //-----------------------------------------------------------------------
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| 57 | Light::Light(const String& name)
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| 58 | {
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| 59 | mName = name;
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| 60 |
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| 61 | // Default to point light, white diffuse light, linear attenuation, fair range
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| 62 | mLightType = LT_POINT;
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| 63 | mDiffuse = ColourValue::White;
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| 64 | mSpecular = ColourValue::Black;
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| 65 | mRange = 100000;
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| 66 | mAttenuationConst = 1.0f;
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| 67 | mAttenuationLinear = 0.0f;
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| 68 | mAttenuationQuad = 0.0f;
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| 69 |
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| 70 | // Center in world, direction irrelevant but set anyway
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| 71 | mPosition = Vector3::ZERO;
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| 72 | mDirection = Vector3::UNIT_Z;
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| 73 |
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| 74 | // Default some spot values
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| 75 | mSpotInner = Degree(30.0f);
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| 76 | mSpotOuter = Degree(40.0f);
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| 77 | mSpotFalloff = 1.0f;
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| 78 | mParentNode = NULL;
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| 79 |
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| 80 |
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| 81 | }
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| 82 | //-----------------------------------------------------------------------
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| 83 | Light::~Light()
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| 84 | {
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| 85 | }
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| 86 | //-----------------------------------------------------------------------
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| 87 | const String& Light::getName(void) const
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| 88 | {
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| 89 | return mName;
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| 90 |
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| 91 | }
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| 92 | //-----------------------------------------------------------------------
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| 93 | void Light::setType(LightTypes type)
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| 94 | {
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| 95 | mLightType = type;
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| 96 | }
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| 97 | //-----------------------------------------------------------------------
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| 98 | Light::LightTypes Light::getType(void) const
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| 99 | {
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| 100 | return mLightType;
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| 101 | }
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| 102 | //-----------------------------------------------------------------------
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| 103 | void Light::setPosition(Real x, Real y, Real z)
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| 104 | {
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| 105 | mPosition.x = x;
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| 106 | mPosition.y = y;
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| 107 | mPosition.z = z;
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| 108 | mLocalTransformDirty = true;
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| 109 |
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| 110 | }
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| 111 | //-----------------------------------------------------------------------
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| 112 | void Light::setPosition(const Vector3& vec)
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| 113 | {
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| 114 | mPosition = vec;
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| 115 | mLocalTransformDirty = true;
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| 116 | }
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| 117 | //-----------------------------------------------------------------------
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| 118 | const Vector3& Light::getPosition(void) const
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| 119 | {
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| 120 | return mPosition;
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| 121 | }
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| 122 | //-----------------------------------------------------------------------
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| 123 | void Light::setDirection(Real x, Real y, Real z)
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| 124 | {
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| 125 | mDirection.x = x;
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| 126 | mDirection.y = y;
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| 127 | mDirection.z = z;
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| 128 | mLocalTransformDirty = true;
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| 129 | }
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| 130 | //-----------------------------------------------------------------------
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| 131 | void Light::setDirection(const Vector3& vec)
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| 132 | {
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| 133 | mDirection = vec;
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| 134 | mLocalTransformDirty = true;
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| 135 | }
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| 136 | //-----------------------------------------------------------------------
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| 137 | const Vector3& Light::getDirection(void) const
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| 138 | {
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| 139 | return mDirection;
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| 140 | }
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| 141 | //-----------------------------------------------------------------------
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| 142 | void Light::setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff)
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| 143 | {
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| 144 |
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| 145 | if (mLightType != LT_SPOTLIGHT)
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| 146 | OGRE_EXCEPT(9999,
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| 147 | "setSpotlightRange is only valid for spotlights.",
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| 148 | "Light::setSpotlightRange");
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| 149 |
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| 150 | mSpotInner =innerAngle;
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| 151 | mSpotOuter = outerAngle;
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| 152 | mSpotFalloff = falloff;
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| 153 | }
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| 154 | //-----------------------------------------------------------------------
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| 155 | const Radian& Light::getSpotlightInnerAngle(void) const
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| 156 | {
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| 157 | return mSpotInner;
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| 158 | }
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| 159 | //-----------------------------------------------------------------------
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| 160 | const Radian& Light::getSpotlightOuterAngle(void) const
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| 161 | {
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| 162 | return mSpotOuter;
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| 163 | }
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| 164 | //-----------------------------------------------------------------------
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| 165 | Real Light::getSpotlightFalloff(void) const
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| 166 | {
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| 167 | return mSpotFalloff;
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| 168 | }
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| 169 | //-----------------------------------------------------------------------
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| 170 | void Light::setDiffuseColour(Real red, Real green, Real blue)
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| 171 | {
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| 172 | mDiffuse.r = red;
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| 173 | mDiffuse.b = blue;
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| 174 | mDiffuse.g = green;
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| 175 | }
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| 176 | //-----------------------------------------------------------------------
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| 177 | void Light::setDiffuseColour(const ColourValue& colour)
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| 178 | {
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| 179 | mDiffuse = colour;
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| 180 | }
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| 181 | //-----------------------------------------------------------------------
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| 182 | const ColourValue& Light::getDiffuseColour(void) const
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| 183 | {
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| 184 | return mDiffuse;
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| 185 | }
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| 186 | //-----------------------------------------------------------------------
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| 187 | void Light::setSpecularColour(Real red, Real green, Real blue)
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| 188 | {
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| 189 | mSpecular.r = red;
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| 190 | mSpecular.b = blue;
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| 191 | mSpecular.g = green;
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| 192 | }
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| 193 | //-----------------------------------------------------------------------
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| 194 | void Light::setSpecularColour(const ColourValue& colour)
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| 195 | {
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| 196 | mSpecular = colour;
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| 197 | }
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| 198 | //-----------------------------------------------------------------------
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| 199 | const ColourValue& Light::getSpecularColour(void) const
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| 200 | {
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| 201 | return mSpecular;
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| 202 | }
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| 203 | //-----------------------------------------------------------------------
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| 204 | void Light::setAttenuation(Real range, Real constant,
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| 205 | Real linear, Real quadratic)
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| 206 | {
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| 207 | mRange = range;
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| 208 | mAttenuationConst = constant;
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| 209 | mAttenuationLinear = linear;
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| 210 | mAttenuationQuad = quadratic;
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| 211 | }
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| 212 | //-----------------------------------------------------------------------
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| 213 | Real Light::getAttenuationRange(void) const
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| 214 | {
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| 215 | return mRange;
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| 216 | }
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| 217 | //-----------------------------------------------------------------------
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| 218 | Real Light::getAttenuationConstant(void) const
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| 219 | {
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| 220 | return mAttenuationConst;
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| 221 | }
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| 222 | //-----------------------------------------------------------------------
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| 223 | Real Light::getAttenuationLinear(void) const
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| 224 | {
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| 225 | return mAttenuationLinear;
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| 226 | }
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| 227 | //-----------------------------------------------------------------------
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| 228 | Real Light::getAttenuationQuadric(void) const
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| 229 | {
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| 230 | return mAttenuationQuad;
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| 231 | }
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| 232 | //-----------------------------------------------------------------------
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| 233 | void Light::update(void) const
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| 234 | {
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| 235 | if (mParentNode)
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| 236 | {
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| 237 | if (!(mParentNode->_getDerivedOrientation() == mLastParentOrientation &&
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| 238 | mParentNode->_getDerivedPosition() == mLastParentPosition)
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| 239 | || mLocalTransformDirty)
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| 240 | {
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| 241 | // Ok, we're out of date with SceneNode we're attached to
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| 242 | mLastParentOrientation = mParentNode->_getDerivedOrientation();
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| 243 | mLastParentPosition = mParentNode->_getDerivedPosition();
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| 244 | mDerivedDirection = mLastParentOrientation * mDirection;
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| 245 | mDerivedPosition = (mLastParentOrientation * mPosition) + mLastParentPosition;
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| 246 | }
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| 247 | }
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| 248 | else
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| 249 | {
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| 250 | mDerivedPosition = mPosition;
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| 251 | mDerivedDirection = mDirection;
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| 252 | }
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| 253 |
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| 254 | mLocalTransformDirty = false;
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| 255 |
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| 256 | }
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| 257 | //-----------------------------------------------------------------------
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| 258 | void Light::_notifyCurrentCamera(Camera* cam)
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| 259 | {
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| 260 | // Do nothing
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| 261 | }
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| 262 | //-----------------------------------------------------------------------
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| 263 | const AxisAlignedBox& Light::getBoundingBox(void) const
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| 264 | {
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| 265 | // Null, lights are not visible
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| 266 | static AxisAlignedBox box;
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| 267 | return box;
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| 268 | }
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| 269 | //-----------------------------------------------------------------------
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| 270 | void Light::_updateRenderQueue(RenderQueue* queue)
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| 271 | {
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| 272 | // Do nothing
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| 273 | }
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| 274 | //-----------------------------------------------------------------------
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| 275 | const String& Light::getMovableType(void) const
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| 276 | {
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| 277 | return msMovableType;
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| 278 | }
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| 279 | //-----------------------------------------------------------------------
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| 280 | const Vector3& Light::getDerivedPosition(void) const
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| 281 | {
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| 282 | update();
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| 283 | return mDerivedPosition;
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| 284 | }
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| 285 | //-----------------------------------------------------------------------
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| 286 | const Vector3& Light::getDerivedDirection(void) const
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| 287 | {
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| 288 | update();
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| 289 | return mDerivedDirection;
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| 290 | }
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| 291 | //-----------------------------------------------------------------------
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| 292 | void Light::setVisible(bool visible)
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| 293 | {
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| 294 | MovableObject::setVisible(visible);
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| 295 | }
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| 296 | //-----------------------------------------------------------------------
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| 297 | Vector4 Light::getAs4DVector(void) const
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| 298 | {
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| 299 | Vector4 ret;
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| 300 | if (mLightType == Light::LT_DIRECTIONAL)
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| 301 | {
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| 302 | ret = -(getDerivedDirection()); // negate direction as 'position'
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| 303 | ret.w = 0.0; // infinite distance
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| 304 | }
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| 305 | else
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| 306 | {
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| 307 | ret = getDerivedPosition();
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| 308 | ret.w = 1.0;
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| 309 | }
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| 310 | return ret;
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| 311 | }
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| 312 | //-----------------------------------------------------------------------
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| 313 | const PlaneBoundedVolume& Light::_getNearClipVolume(const Camera* const cam) const
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| 314 | {
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| 315 | // First check if the light is close to the near plane, since
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| 316 | // in this case we have to build a degenerate clip volume
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| 317 | mNearClipVolume.planes.clear();
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| 318 | mNearClipVolume.outside = Plane::NEGATIVE_SIDE;
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| 319 |
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| 320 | Real n = cam->getNearClipDistance();
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| 321 | // Homogenous position
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| 322 | Vector4 lightPos = getAs4DVector();
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| 323 | // 3D version (not the same as _getDerivedPosition, is -direction for
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| 324 | // directional lights)
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| 325 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z);
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| 326 |
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| 327 | // Get eye-space light position
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| 328 | // use 4D vector so directional lights still work
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| 329 | Vector4 eyeSpaceLight = cam->getViewMatrix() * lightPos;
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| 330 | // Find distance to light, project onto -Z axis
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| 331 | Real d = eyeSpaceLight.dotProduct(
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| 332 | Vector4(0, 0, -1, -n) );
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| 333 | #define THRESHOLD 1e-6
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| 334 | if (d > THRESHOLD || d < -THRESHOLD)
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| 335 | {
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| 336 | // light is not too close to the near plane
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| 337 | // First find the worldspace positions of the corners of the viewport
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| 338 | const Vector3 *corner = cam->getWorldSpaceCorners();
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| 339 | int winding = (d < 0) ^ cam->isReflected() ? +1 : -1;
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| 340 | // Iterate over world points and form side planes
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| 341 | Vector3 normal;
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| 342 | Vector3 lightDir;
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| 343 | for (unsigned int i = 0; i < 4; ++i)
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| 344 | {
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| 345 | // Figure out light dir
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| 346 | lightDir = lightPos3 - (corner[i] * lightPos.w);
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| 347 | // Cross with anticlockwise corner, therefore normal points in
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| 348 | normal = (corner[i] - corner[(i+winding)%4])
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| 349 | .crossProduct(lightDir);
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| 350 | normal.normalise();
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| 351 | mNearClipVolume.planes.push_back(Plane(normal, corner[i]));
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| 352 | }
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| 353 |
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| 354 | // Now do the near plane plane
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| 355 | normal = cam->getFrustumPlane(FRUSTUM_PLANE_NEAR).normal;
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| 356 | if (d < 0)
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| 357 | {
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| 358 | // Behind near plane
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| 359 | normal = -normal;
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| 360 | }
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| 361 | // HACK: There bug in Camera::getDerivedPosition() which should be
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| 362 | // take reflection into account.
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| 363 | Vector3 cameraPos = cam->getDerivedPosition();
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| 364 | if (cam->isReflected())
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| 365 | {
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| 366 | // Camera is reflected, used the reflect of
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| 367 | // derived position as world position
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| 368 | cameraPos = cam->getReflectionMatrix() * cameraPos;
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| 369 | }
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| 370 | mNearClipVolume.planes.push_back(Plane(normal, cameraPos));
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| 371 |
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| 372 | // Finally, for a point/spot light we can add a sixth plane
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| 373 | // This prevents false positives from behind the light
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| 374 | if (mLightType != LT_DIRECTIONAL)
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| 375 | {
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| 376 | // Direction from light perpendicular to near plane
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| 377 | mNearClipVolume.planes.push_back(Plane(-normal, lightPos3));
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| 378 | }
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| 379 | }
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| 380 | else
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| 381 | {
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| 382 | // light is close to being on the near plane
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| 383 | // degenerate volume including the entire scene
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| 384 | // we will always require light / dark caps
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| 385 | mNearClipVolume.planes.push_back(Plane(Vector3::UNIT_Z, -n));
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| 386 | mNearClipVolume.planes.push_back(Plane(-Vector3::UNIT_Z, n));
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| 387 | }
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| 388 |
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| 389 | return mNearClipVolume;
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| 390 | }
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| 391 | //-----------------------------------------------------------------------
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| 392 | const PlaneBoundedVolumeList& Light::_getFrustumClipVolumes(const Camera* const cam) const
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| 393 | {
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| 394 |
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| 395 | // Homogenous light position
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| 396 | Vector4 lightPos = getAs4DVector();
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| 397 | // 3D version (not the same as _getDerivedPosition, is -direction for
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| 398 | // directional lights)
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| 399 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z);
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| 400 |
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| 401 | const Vector3 *clockwiseVerts[4];
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| 402 |
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| 403 | // Get worldspace frustum corners
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| 404 | const Vector3* corners = cam->getWorldSpaceCorners();
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| 405 | int winding = cam->isReflected() ? +1 : -1;
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| 406 |
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| 407 | bool infiniteViewDistance = (cam->getFarClipDistance() == 0);
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| 408 |
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| 409 | mFrustumClipVolumes.clear();
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| 410 | for (unsigned short n = 0; n < 6; ++n)
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| 411 | {
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| 412 | // Skip far plane if infinite view frustum
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| 413 | if (infiniteViewDistance && n == FRUSTUM_PLANE_FAR)
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| 414 | continue;
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| 415 |
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| 416 | const Plane& plane = cam->getFrustumPlane(n);
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| 417 | Vector4 planeVec(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
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| 418 | // planes face inwards, we need to know if light is on negative side
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| 419 | Real d = planeVec.dotProduct(lightPos);
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| 420 | if (d < -1e-06)
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| 421 | {
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| 422 | // Ok, this is a valid one
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| 423 | // clockwise verts mean we can cross-product and always get normals
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| 424 | // facing into the volume we create
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| 425 |
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| 426 | mFrustumClipVolumes.push_back(PlaneBoundedVolume());
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| 427 | PlaneBoundedVolume& vol = mFrustumClipVolumes.back();
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| 428 | switch(n)
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| 429 | {
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| 430 | case(FRUSTUM_PLANE_NEAR):
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| 431 | clockwiseVerts[0] = corners + 3;
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| 432 | clockwiseVerts[1] = corners + 2;
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| 433 | clockwiseVerts[2] = corners + 1;
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| 434 | clockwiseVerts[3] = corners + 0;
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| 435 | break;
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| 436 | case(FRUSTUM_PLANE_FAR):
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| 437 | clockwiseVerts[0] = corners + 7;
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| 438 | clockwiseVerts[1] = corners + 6;
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| 439 | clockwiseVerts[2] = corners + 5;
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| 440 | clockwiseVerts[3] = corners + 4;
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| 441 | break;
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| 442 | case(FRUSTUM_PLANE_LEFT):
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| 443 | clockwiseVerts[0] = corners + 2;
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| 444 | clockwiseVerts[1] = corners + 6;
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| 445 | clockwiseVerts[2] = corners + 5;
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| 446 | clockwiseVerts[3] = corners + 1;
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| 447 | break;
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| 448 | case(FRUSTUM_PLANE_RIGHT):
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| 449 | clockwiseVerts[0] = corners + 7;
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| 450 | clockwiseVerts[1] = corners + 3;
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| 451 | clockwiseVerts[2] = corners + 0;
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| 452 | clockwiseVerts[3] = corners + 4;
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| 453 | break;
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| 454 | case(FRUSTUM_PLANE_TOP):
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| 455 | clockwiseVerts[0] = corners + 0;
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| 456 | clockwiseVerts[1] = corners + 1;
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| 457 | clockwiseVerts[2] = corners + 5;
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| 458 | clockwiseVerts[3] = corners + 4;
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| 459 | break;
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| 460 | case(FRUSTUM_PLANE_BOTTOM):
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| 461 | clockwiseVerts[0] = corners + 7;
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| 462 | clockwiseVerts[1] = corners + 6;
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| 463 | clockwiseVerts[2] = corners + 2;
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| 464 | clockwiseVerts[3] = corners + 3;
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| 465 | break;
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| 466 | };
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| 467 |
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| 468 | // Build a volume
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| 469 | // Iterate over world points and form side planes
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| 470 | Vector3 normal;
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| 471 | Vector3 lightDir;
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| 472 | for (unsigned int i = 0; i < 4; ++i)
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| 473 | {
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| 474 | // Figure out light dir
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| 475 | lightDir = lightPos3 - (*(clockwiseVerts[i]) * lightPos.w);
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| 476 | Vector3 edgeDir = *(clockwiseVerts[i]) - *(clockwiseVerts[(i+winding)%4]);
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| 477 | // Cross with anticlockwise corner, therefore normal points in
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| 478 | normal = edgeDir.crossProduct(lightDir);
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| 479 | normal.normalise();
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| 480 | vol.planes.push_back(Plane(normal, *(clockwiseVerts[i])));
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| 481 | }
|
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| 482 |
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| 483 | // Now do the near plane (this is the plane of the side we're
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| 484 | // talking about, with the normal inverted (d is already interpreted as -ve)
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| 485 | vol.planes.push_back( Plane(-plane.normal, plane.d) );
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| 486 |
|
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| 487 | // Finally, for a point/spot light we can add a sixth plane
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| 488 | // This prevents false positives from behind the light
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| 489 | if (mLightType != LT_DIRECTIONAL)
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| 490 | {
|
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| 491 | // re-use our own plane normal
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| 492 | vol.planes.push_back(Plane(plane.normal, lightPos3));
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| 493 | }
|
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| 494 | }
|
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| 495 | }
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| 496 |
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| 497 | return mFrustumClipVolumes;
|
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| 498 | }
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| 499 |
|
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| 500 |
|
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| 501 |
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| 502 |
|
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| 503 | } // Namespace
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