Compare commits

...

2 Commits

3 changed files with 118 additions and 7 deletions

View File

@ -40,6 +40,7 @@ LightNode::LightNode(scene::ISceneManager* mgr, scene::ISceneNode* parent, float
m_energy = e;
m_radius = d;
m_energy_multiplier = 1.0f;
m_radius_multiplier = 1.0f;
m_color[0] = r;
m_color[1] = g;
m_color[2] = b;

View File

@ -55,7 +55,7 @@ public:
virtual u32 getMaterialCount() const OVERRIDE { return 1; }
virtual bool isPointLight() { return true; }
float getRadius() const { return m_radius; }
float getRadius() const { return m_radius * m_radius_multiplier; }
float getEnergy() const { return m_energy; }
float getEffectiveEnergy() const { return m_energy_multiplier * m_energy; }
core::vector3df getColor() const { return core::vector3df(m_color[0], m_color[1], m_color[2]); }
@ -64,6 +64,10 @@ public:
float getEnergyMultiplier() const { return m_energy_multiplier; }
void setEnergyMultiplier(float newval) { m_energy_multiplier = newval; }
float getRadiusMultiplier() const { return m_radius_multiplier; }
void setRadiusMultiplier(float newval) { m_radius_multiplier = newval; }
// For the debug menu
void setEnergy(float energy) { m_energy = energy; }
void setRadius(float radius) { m_radius = radius; }
@ -77,6 +81,8 @@ protected:
/// The energy multiplier is in range [0, 1] and is used to fade in lights when they come in range
float m_energy_multiplier;
float m_radius_multiplier;
};
#endif

View File

@ -335,6 +335,8 @@ unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
{
const u32 lightcount = (u32)m_lights.size();
const core::vector3df &campos = camnode->getAbsolutePosition();
const core::vector3df cam_heading = (camnode->getTarget() - campos).normalize();
//Vec3 heading(sin(m_kart->getHeading()), 0.0f, cos(m_kart->getHeading()));
std::vector<LightNode *> BucketedLN[15];
for (unsigned int i = 0; i < lightcount; i++)
@ -347,12 +349,97 @@ unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
m_lights[i]->render();
continue;
}
const core::vector3df &lightpos =
core::vector3df light_cam_vector =
(m_lights[i]->getAbsolutePosition() - campos);
unsigned idx = (unsigned)(lightpos.getLength() / 10);
float length = light_cam_vector.getLength();
light_cam_vector.normalize();
float dotProduct = light_cam_vector.dotProduct(cam_heading);
unsigned idx = (unsigned)(length / 12);
float target_radius_multiplier = 1.0f;
// Lights behind the camera or to the side should be moved to further buckets,
// lights straight ahead of the camera deserve a better chance of being in
// the first buckets
// Lights that are completely behind the kart should be fully culled, unless they are
// very close (then they could still have visible effects nearby)
// TODO: all of these numbers are very, very arbitrary and approximate, find a cleaner way?
if (length > 150.0f)
{
if (dotProduct < 0.5f)
continue; // light is behind kart or to the side, ignore
else
target_radius_multiplier = 0.2f;
}
else if (length > 40.0f)
{
if (dotProduct < -0.2f)
{
continue; // light is behind kart or to the side, ignore
}
else if (dotProduct < 0.0f)
{
idx += 2;
target_radius_multiplier = 0.5f;
}
else if (dotProduct < 0.25f)
{
idx += 1; // light is a bit to the side, move back in render priorities
target_radius_multiplier = 0.5f;
}
}
else
{
if (dotProduct < 0.1f)
{
idx += 1; // light is a bit to the side or behind, move back in render priorities
target_radius_multiplier = 0.5f;
}
}
if (dotProduct > 0.8f && idx > 0)
{
if (idx > 0)
idx = 0;
}
else if (dotProduct > 0.6f)
{
if (idx > 0)
idx -= 1;
}
if (length < 50.0f && dotProduct > -0.2f)
{
if (idx > 0)
idx -= 1;
}
if (length > 200.0f && target_radius_multiplier > 0.2f)
{
target_radius_multiplier = 0.2f;
}
else if (length > 100.0f && target_radius_multiplier > 0.5f)
{
target_radius_multiplier = 0.5f;
}
if (idx > 14)
idx = 14;
BucketedLN[idx].push_back(m_lights[i]);
float curr_multiplier = m_lights[i]->getRadiusMultiplier();
if (curr_multiplier < target_radius_multiplier)
{
m_lights[i]->setRadiusMultiplier(std::min(curr_multiplier + dt, target_radius_multiplier));
}
else if (curr_multiplier > target_radius_multiplier)
{
m_lights[i]->setRadiusMultiplier(std::max(curr_multiplier - dt, target_radius_multiplier));
}
//m_lights[i]->setRadiusMultiplier(target_radius_multiplier);
}
unsigned lightnum = 0;
@ -362,14 +449,31 @@ unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
{
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
{
LightNode* light_node = BucketedLN[i].at(j);
/*
if (i == 0)
light_node->setColor(1.0f, 0.0f, 0.0f);
else if (i == 1)
light_node->setColor(1.0f, 0.0f, 1.0f);
else if (i == 2)
light_node->setColor(0.0f, 0.0f, 1.0f);
else if (i == 3)
light_node->setColor(0.0f, 1.0f, 1.0f);
else if (i == 4)
light_node->setColor(0.0f, 1.0f, 0.0f);
else
light_node->setColor(1.0f, 1.0f, 0.0f);
*/
if (++lightnum >= LightBaseClass::MAXLIGHT)
{
LightNode* light_node = BucketedLN[i].at(j);
//LightNode* light_node = BucketedLN[i].at(j);
light_node->setEnergyMultiplier(0.0f);
}
else
{
LightNode* light_node = BucketedLN[i].at(j);
//LightNode* light_node = BucketedLN[i].at(j);
float em = light_node->getEnergyMultiplier();
if (em < 1.0f)
@ -395,8 +499,8 @@ unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
m_point_lights_info[lightnum].green = col.Y;
m_point_lights_info[lightnum].blue = col.Z;
// Light radius
m_point_lights_info[lightnum].radius = light_node->getRadius();
float radius = light_node->getRadius();
m_point_lights_info[lightnum].radius = radius;
}
}
if (lightnum > LightBaseClass::MAXLIGHT)