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547 lines
18 KiB
C++
547 lines
18 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/lighting_manager.h"
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#include "nel/3d/point_light.h"
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#include "nel/3d/transform.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/logic_info.h"
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#include "nel/misc/aabbox.h"
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#include "nel/misc/algo.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D {
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// ***************************************************************************
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/* LightQuadGrid setup. This is the same setup for StaticLightedModelQuadGrid setup.
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NB: with this setup, a light will lies into 4*4=16 squares of a quadGrid at max.
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*/
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#define NL3D_LIGHT_QUAD_GRID_SIZE 128
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#define NL3D_LIGHT_QUAD_GRID_ELTSIZE 10.f
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#define NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT 20.f
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// Factor for a level to the next: size/=factor, eltSize*=factor, and radiusLimit*=factor.
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#define NL3D_LIGHT_QUAD_GRID_FACTOR 4
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// this is a big radius for light that don't have attenuation
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#define NL3D_DEFAULT_NOATT_LIGHT_RADIUS 1000.f
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// this is used when the model is out of attBegin/attEnd, to modulate the influence
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#define NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR 0.1f
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// Defualt LightTransitionThreshold
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#define NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD 0.1f
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// ***************************************************************************
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CLightingManager::CLightingManager(bool bSmallScene)
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{
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// Init the lightQuadGrids and StaticLightedModelQuadGrid
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// finer level.
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uint qgSize= NL3D_LIGHT_QUAD_GRID_SIZE;
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float eltSize= NL3D_LIGHT_QUAD_GRID_ELTSIZE;
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float radiusLimit= NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT;
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if (bSmallScene)
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{
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qgSize = 4;
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}
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// for all levels
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for(uint i=0;i<NL3D_QUADGRID_LIGHT_NUM_LEVEL;i++)
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{
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// init _LightQuadGrid and _StaticLightedModelQuadGrid
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_LightQuadGrid[i].create(qgSize, eltSize);
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_StaticLightedModelQuadGrid[i].create(qgSize, eltSize);
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_LightQuadGridRadiusLimit[i]= radiusLimit;
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// coarser quadGrid level
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qgSize/= NL3D_LIGHT_QUAD_GRID_FACTOR;
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qgSize= max(qgSize, 1U);
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eltSize*= NL3D_LIGHT_QUAD_GRID_FACTOR;
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radiusLimit*= NL3D_LIGHT_QUAD_GRID_FACTOR;
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}
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// default paramters
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_NoAttLightRadius= NL3D_DEFAULT_NOATT_LIGHT_RADIUS;
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_OutOfAttLightInfFactor= NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR;
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_LightTransitionThreshold= NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD;
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// Default number of pointLight on an object.
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setMaxLightContribution(3);
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}
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// ***************************************************************************
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void CLightingManager::setMaxLightContribution(uint nlights)
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{
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_MaxLightContribution= min(nlights, (uint)NL3D_MAX_LIGHT_CONTRIBUTION);
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}
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// ***************************************************************************
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void CLightingManager::setNoAttLightRadius(float noAttLightRadius)
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{
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nlassert(noAttLightRadius>0);
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_NoAttLightRadius= noAttLightRadius;
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}
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// ***************************************************************************
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void CLightingManager::setOutOfAttLightInfFactor(float outOfAttLightInfFactor)
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{
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outOfAttLightInfFactor= max(0.f, outOfAttLightInfFactor);
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_OutOfAttLightInfFactor= outOfAttLightInfFactor;
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}
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// ***************************************************************************
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void CLightingManager::setLightTransitionThreshold(float lightTransitionThreshold)
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{
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clamp(lightTransitionThreshold, 0.f, 1.f);
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_LightTransitionThreshold= lightTransitionThreshold;
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}
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// ***************************************************************************
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void CLightingManager::clearDynamicLights()
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{
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// for all levels
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for(uint i=0;i<NL3D_QUADGRID_LIGHT_NUM_LEVEL;i++)
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{
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// clear all the lights in the quadGrid.
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_LightQuadGrid[i].clear();
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}
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// clear the list.
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_DynamicLightList.clear();
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}
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// ***************************************************************************
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void CLightingManager::addDynamicLight(CPointLight *light)
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{
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// Insert the light in the quadGrid.
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//----------
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CPointLightInfo plInfo;
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plInfo.Light= light;
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// build the bounding sphere for this light, with the AttenuationEnd of the light
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float radius=light->getAttenuationEnd();
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// if attenuation is disabled (ie getAttenuationEnd() return 0), then have a dummy radius
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if(radius==0)
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radius= _NoAttLightRadius;
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plInfo.Sphere.Center= light->getPosition();
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plInfo.Sphere.Radius= radius;
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// build a bbox, so it includes the sphere
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CVector bbmin= light->getPosition();
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bbmin-= CVector(radius, radius, radius);
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CVector bbmax= light->getPosition();
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bbmax+= CVector(radius, radius, radius);
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// choose the correct quadgrid according to the radius of the light.
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uint qgId;
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for(qgId= 0; qgId<NL3D_QUADGRID_LIGHT_NUM_LEVEL-1; qgId++)
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{
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// if radius is inferior to the requested radius for this quadGrid, ok!
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if(radius<_LightQuadGridRadiusLimit[qgId])
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break;
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}
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// insert this light in the correct quadgrid.
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_LightQuadGrid[qgId].insert(bbmin, bbmax, plInfo);
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// touch the objects around the lights.
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//----------
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// Select the static lightedModels to update around this light.
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// Use the same level of _StaticLightedModelQuadGrid than me to not select too many squares in the quadGrid
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_StaticLightedModelQuadGrid[qgId].select(bbmin, bbmax);
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// For all those models.
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CQuadGrid<CTransform*>::CIterator itModel= _StaticLightedModelQuadGrid[qgId].begin();
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while(itModel != _StaticLightedModelQuadGrid[qgId].end() )
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{
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CTransform *model= *itModel;
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const CVector &modelPos= model->getWorldMatrix().getPos();
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// test first if this model is in the area of the light.
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if( plInfo.Sphere.include(modelPos) )
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{
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// yes, then this model must recompute his lighting, because a dynamic light touch him.
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model->resetLighting();
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}
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// next.
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itModel++;
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}
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// insert the light in the list.
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//----------
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_DynamicLightList.push_back(light);
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}
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// ***************************************************************************
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CLightingManager::CQGItLightedModel CLightingManager::eraseStaticLightedModel(CQGItLightedModel ite)
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{
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// Erase the iterator for all levels
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for(uint i=0;i<NL3D_QUADGRID_LIGHT_NUM_LEVEL;i++)
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{
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// NB: it is possible here that the iterator is NULL (ie end()).
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_StaticLightedModelQuadGrid[i].erase(ite.QgItes[i]);
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}
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// return end(), ie NULL iterators
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return CQGItLightedModel();
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}
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// ***************************************************************************
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CLightingManager::CQGItLightedModel CLightingManager::insertStaticLightedModel(CTransform *model)
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{
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CQGItLightedModel ite;
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const CVector &worldPos= model->getWorldMatrix().getPos();
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// Insert the models in all levels, because addDynamicLight() may choose the best suited level to select
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for(uint i=0;i<NL3D_QUADGRID_LIGHT_NUM_LEVEL;i++)
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{
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ite.QgItes[i]= _StaticLightedModelQuadGrid[i].insert(worldPos, worldPos, model);
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}
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// return the iterator
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return ite;
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}
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// ***************************************************************************
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struct CSortLight
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{
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CPointLight *PointLight;
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float Influence;
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};
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// ***************************************************************************
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void CLightingManager::computeModelLightContributions(NLMISC::CRGBA sunAmbient, CTransform *model, CLightContribution &lightContrib,
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ILogicInfo *logicInfo)
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{
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sint i;
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// This is the list of light which touch this model.
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static std::vector<CPointLightInfluence> lightList;
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// static, for malloc perf.
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lightList.clear();
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// the position of the model.
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CVector modelPos;
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float modelRadius;
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// depends on model
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model->getLightHotSpotInWorld(modelPos, modelRadius);
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// First pass, fill the list of light which touch this model.
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//=========
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// get the dynamic lights around the model
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getDynamicPointLightList(modelPos, lightList);
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// if not already precomputed, append staticLights to this list.
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if( !lightContrib.FrozenStaticLightSetup )
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{
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// If no logicInfo provided
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if(!logicInfo)
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{
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// Default: suppose full SunLight and no PointLights.
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lightContrib.SunContribution= 255;
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// Take full SunAmbient.
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lightContrib.LocalAmbient= sunAmbient;
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// do not append any pointLight to the setup
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}
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else
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{
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// NB: SunContribution is computed by logicInfo
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logicInfo->getStaticLightSetup(sunAmbient, lightList, lightContrib.SunContribution, lightContrib.LocalAmbient);
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}
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}
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// Second pass, in the lightList, choose the best suited light to lit this model
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//=========
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// for each light, modulate the factor of influence
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for(i=0; i<(sint)lightList.size();i++)
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{
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CPointLight *pl= lightList[i].PointLight;
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// get the distance from the light to the model
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float dist= (pl->getPosition() - modelPos).norm();
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float distMinusRadius= dist - modelRadius;
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// modulate the factor by the distance and the attenuation distance.
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float inf;
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float attBegin= pl->getAttenuationBegin();
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float attEnd= pl->getAttenuationEnd();
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// if no attenuation
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if( attEnd==0 )
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{
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// influence is awlays 1.
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inf= 1;
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// If SpotLight, must modulate with SpotAttenuation.
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if(pl->getType() == CPointLight::SpotLight)
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inf*= pl->computeLinearAttenuation(modelPos, dist, modelRadius);
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}
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else
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{
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// if correct attenuation radius
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if(distMinusRadius<attBegin)
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{
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// NB: we are sure that attBegin>0, because dist>=0.
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// if < attBegin, inf should be ==1, but must select the nearest lights; for better
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// understanding of the scene
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inf= 1 + _OutOfAttLightInfFactor * (attBegin - distMinusRadius); // inf E [1, +oo[
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// NB: this formula favour big lights (ie light with big attBegin).
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// If SpotLight, must modulate with SpotAttenuation.
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if(pl->getType() == CPointLight::SpotLight)
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inf*= pl->computeLinearAttenuation(modelPos, dist, modelRadius);
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}
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else if(distMinusRadius<attEnd)
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{
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// we are sure attEnd-attBegin>0 because of the test
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// compute influence of the light: attenuation and SpotAttenuation
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inf= pl->computeLinearAttenuation(modelPos, dist, modelRadius);
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}
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else
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{
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// if >= attEnd, inf should be ==0, but must select the nearest lights; for better
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// understanding of the scene
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inf= _OutOfAttLightInfFactor * (attEnd - distMinusRadius); // inf E ]-oo, 0]
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}
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}
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// modulate the influence with this factor
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lightList[i].BkupInfluence= lightList[i].Influence;
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lightList[i].Influence*= inf;
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// Bkup distance to model.
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lightList[i].DistanceToModel= dist;
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}
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// sort the light by influence
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sort(lightList.begin(), lightList.end());
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// prepare Light Merging.
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static std::vector<float> lightToMergeWeight;
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lightToMergeWeight.clear();
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lightToMergeWeight.resize(lightList.size(), 1);
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// and choose only max light.
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uint startId= 0;
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uint ligthSrcId= 0;
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// skip already setuped light (statically)
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if(lightContrib.FrozenStaticLightSetup)
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startId= lightContrib.NumFrozenStaticLight;
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// If there is still place for unFrozen static lights or dynamic lights.
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if(startId < _MaxLightContribution)
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{
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// setup the transition.
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float deltaMinInfluence= _LightTransitionThreshold;
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float minInfluence= 0;
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sint doMerge= 0;
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sint firstLightToMergeFull= _MaxLightContribution-startId;
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// If there is more light than we can accept in not merged mode, Must merge
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if((sint)lightList.size() > firstLightToMergeFull)
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{
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doMerge= 1;
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// the minInfluence is the influence of the first light not taken.
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minInfluence= lightList[firstLightToMergeFull].Influence;
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// but must still be >=0.
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minInfluence= max(minInfluence, 0.f);
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}
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// Any light under this minInfluence+deltaMinInfluence will be smoothly darken.
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float minInfluenceStart = minInfluence + deltaMinInfluence;
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float OOdeltaMinInfluence= 1.0f / deltaMinInfluence;
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/* NB: this is not an error if we have only 3 light for example (assuming _MaxLightContribution=3),
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and still have minInfluenceStart>0.
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It's to have a continuity in the case of for example we have 3 lights in lightLists at frame T0,
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resulting in "doMerge=0" and at frame T1 we have 4 lights, the farthest having an influence of 0
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or nearly 0.
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*/
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// fill maxLight at max.
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for(i=startId;i<(sint)_MaxLightContribution; i++)
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{
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// if not so many pointLights found, end!!
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if(ligthSrcId>=lightList.size())
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break;
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else
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{
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CPointLight *pl= lightList[ligthSrcId].PointLight;
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float inf= lightList[ligthSrcId].Influence;
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float bkupInf= lightList[ligthSrcId].BkupInfluence;
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float distToModel= lightList[ligthSrcId].DistanceToModel;
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// else fill it.
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lightContrib.PointLight[i]= pl;
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// Compute the Final factor of influence of the light.
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if(inf >= minInfluenceStart)
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{
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// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence
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// don't worry about the precision of floor, because of *255.
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lightContrib.Factor[i]= (uint8)NLMISC::OptFastFloor(bkupInf*255);
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// Indicate that this light don't need to be merged at all!
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lightToMergeWeight[ligthSrcId]= 0;
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}
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else
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{
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float f= (inf-minInfluence) * OOdeltaMinInfluence;
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// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence
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// don't worry about the precision of floor, because of *255.
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sint fi= NLMISC::OptFastFloor( bkupInf*f*255 );
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clamp(fi, 0, 255);
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lightContrib.Factor[i]= fi;
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// The rest of the light contribution is to be merged.
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lightToMergeWeight[ligthSrcId]= 1-f;
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}
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// Compute the Final Att factor for models using Global Attenuation. NB: modulate with Factor
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// don't worry about the precision of floor, because of *255.
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// NB: compute att on the center of the model => modelRadius==0
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sint attFactor= NLMISC::OptFastFloor( lightContrib.Factor[i] * pl->computeLinearAttenuation(modelPos, distToModel) );
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lightContrib.AttFactor[i]= (uint8)attFactor;
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// must append this lightedModel to the list in the light.
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lightContrib.TransformIterator[i]= pl->appendLightedModel(model);
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// next light.
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ligthSrcId++;
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}
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}
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// Compute LightToMerge.
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if(doMerge)
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{
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CRGBAF mergedAmbient(0,0,0);
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uint j;
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// For all lights in the lightList, merge Diffuse and Ambient term to mergedAmbient.
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for(j=0;j<lightToMergeWeight.size();j++)
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{
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if(lightToMergeWeight[j] && lightList[j].Influence>0)
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{
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CPointLight *pl= lightList[j].PointLight;
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// Get the original influence (ie for static PLs, biLinear influence)
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float bkupInf= lightList[j].BkupInfluence;
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// Get the attenuation of the pointLight to the model
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float distToModel= lightList[j].DistanceToModel;
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float attInf= pl->computeLinearAttenuation(modelPos, distToModel);
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// Attenuate the color of the light by biLinear and distance/spot attenuation.
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float lightInf= attInf * bkupInf;
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// Modulate also by the percentage to merge
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lightInf*= lightToMergeWeight[j];
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// Add the full ambient term of the light, attenuated by light attenuation and WeightMerge
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mergedAmbient.R+= pl->getAmbient().R * lightInf;
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mergedAmbient.G+= pl->getAmbient().G * lightInf;
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mergedAmbient.B+= pl->getAmbient().B * lightInf;
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// Add 0.25f of the diffuse term of the light, attenuated by light attenuation and WeightMerge
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// mul by 0.25f, because this is the averaged contribution of the diffuse part of a
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// light to a sphere (do the maths...).
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float f= lightInf*0.25f;
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mergedAmbient.R+= pl->getDiffuse().R * f;
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mergedAmbient.G+= pl->getDiffuse().G * f;
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mergedAmbient.B+= pl->getDiffuse().B * f;
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}
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}
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// Setup the merged Light
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CRGBA amb;
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sint v;
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// Because of floating point error, it appears that sometime result may be slightly below 0.
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// => clamp necessary
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v= NLMISC::OptFastFloor(mergedAmbient.R); fastClamp8(v); amb.R= v;
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v= NLMISC::OptFastFloor(mergedAmbient.G); fastClamp8(v); amb.G= v;
|
|
v= NLMISC::OptFastFloor(mergedAmbient.B); fastClamp8(v); amb.B= v;
|
|
amb.A = 255;
|
|
lightContrib.MergedPointLight= amb;
|
|
|
|
// Indicate we use the merged pointLight => the model must recompute lighting each frame
|
|
lightContrib.UseMergedPointLight= true;
|
|
}
|
|
else
|
|
{
|
|
// If the model is freezeHRC(), need to test each frame only if MergedPointLight is used.
|
|
lightContrib.UseMergedPointLight= false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// point to end the list
|
|
i= startId;
|
|
}
|
|
|
|
// End the list.
|
|
if(i<NL3D_MAX_LIGHT_CONTRIBUTION)
|
|
{
|
|
lightContrib.PointLight[i]= NULL;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLightingManager::getDynamicPointLightList(const CVector &worldPos, std::vector<CPointLightInfluence> &lightList)
|
|
{
|
|
// For all quadGrids.
|
|
for(uint qgId=0; qgId<NL3D_QUADGRID_LIGHT_NUM_LEVEL; qgId++)
|
|
{
|
|
CQuadGrid<CPointLightInfo> &quadGrid= _LightQuadGrid[qgId];
|
|
|
|
// select the lights around this position in the quadGrids.
|
|
quadGrid.select(worldPos, worldPos);
|
|
|
|
// for all possible found lights
|
|
CQuadGrid<CPointLightInfo>::CIterator itLight;
|
|
for(itLight= quadGrid.begin(); itLight!=quadGrid.end(); itLight++)
|
|
{
|
|
// verify it includes the entity
|
|
if( (*itLight).Sphere.include(worldPos) )
|
|
{
|
|
// ok, insert in list.
|
|
CPointLightInfluence pli;
|
|
pli.PointLight= (*itLight).Light;
|
|
// No special Influence degradation scheme for Dynamic lighting
|
|
pli.Influence= 1;
|
|
lightList.push_back( pli );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|