openspades/Sources/Draw/GLDynamicLight.cpp
2021-06-20 16:11:39 +09:00

115 lines
3.7 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLDynamicLight.h"
namespace spades {
namespace draw {
GLDynamicLight::GLDynamicLight(const client::DynamicLightParam &param) : param(param) {
if (param.type == client::DynamicLightTypeSpotlight) {
float t = tanf(param.spotAngle * .5f);
Matrix4 mat;
mat = Matrix4::FromAxis(param.spotAxis[0], param.spotAxis[1], param.spotAxis[2],
param.origin);
mat = mat * Matrix4::Scale(t * 2.0f, t * 2.0f, 1.f);
projMatrix = mat.InversedFast();
Matrix4 m = Matrix4::Identity();
m.m[15] = 0.f;
m.m[11] = 1.f;
m.m[8] += .5f;
m.m[9] += .5f;
projMatrix = m * projMatrix;
// Construct clipping planes which are oriented inside.
// To do that, first we calculate tangent vectors:
Vector3 planeTan[] = {
param.spotAxis[2] + param.spotAxis[0] * t,
param.spotAxis[2] + param.spotAxis[1] * t,
param.spotAxis[2] - param.spotAxis[0] * t,
param.spotAxis[2] - param.spotAxis[1] * t,
};
// Then, use them to derive normal vectors:
Vector3 planeN[] = {
Vector3::Cross(param.spotAxis[1], planeTan[0]),
Vector3::Cross(planeTan[1], param.spotAxis[0]),
Vector3::Cross(planeTan[2], param.spotAxis[1]),
Vector3::Cross(param.spotAxis[0], planeTan[3]),
};
// Finally, find planes with these normal vectors:
for (std::size_t i = 0; i < 4; ++i) {
clipPlanes[i] = Plane3::PlaneWithPointOnPlane(param.origin, planeN[i]);
}
}
if (param.type == client::DynamicLightTypeLinear) {
poweredLength = (param.point2 - param.origin).GetPoweredLength();
}
}
bool GLDynamicLight::Cull(const spades::AABB3 &box) const {
const client::DynamicLightParam &param = GetParam();
if (param.type == client::DynamicLightTypeSpotlight) {
for (const Plane3 &plane : clipPlanes) {
if (!PlaneCullTest(plane, box)) {
return false;
}
}
}
AABB3 inflatedBox = box.Inflate(param.radius);
if (param.type == client::DynamicLightTypeLinear) {
Vector3 intersection;
// TODO: using `OBB3` here is overkill, but `AABB3` doesn't have `RayCast`
if (!OBB3(inflatedBox)
.RayCast(param.origin, param.point2 - param.origin, &intersection)) {
return false;
}
return (intersection - param.origin).GetPoweredLength() <= poweredLength;
}
return inflatedBox && param.origin;
}
bool GLDynamicLight::SphereCull(const spades::Vector3 &center, float radius) const {
const client::DynamicLightParam &param = GetParam();
if (param.type == client::DynamicLightTypeSpotlight) {
for (const Plane3 &plane : clipPlanes) {
if (plane.GetDistanceTo(center) < -radius) {
return false;
}
}
} else if (param.type == client::DynamicLightTypeLinear) {
return Line3::MakeLineSegment(param.origin, param.point2).GetDistanceTo(center) <
radius + param.radius;
}
float maxDistance = radius + param.radius;
return (center - param.origin).GetPoweredLength() < maxDistance * maxDistance;
}
} // namespace draw
} // namespace spades