6e8fbca745
match the genesis editor version 1.3.0.653.
101 lines
3.2 KiB
C++
101 lines
3.2 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef _ACTIVELIGHT_H_
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#define _ACTIVELIGHT_H_
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#include "foundation/math/bbox.h"
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#include "graphicsystem/base/DataCollection.h"
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namespace Graphic
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{
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struct Pyramid
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{
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enum
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{
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PointCount = 5
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};
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Math::point points[PointCount];
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};
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class Light;
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class Camera;
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class RenderObject;
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struct ActiveLightInfo
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{
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Light* light;
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Math::bbox boundingBox;
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};
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typedef DataCollection<ActiveLightInfo> ActiveLightCollection;
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typedef DataCollection<const ActiveLightInfo*> TempLightBlock;
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class ActiveLightManager
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{
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public:
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ActiveLightManager();
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~ActiveLightManager();
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void CameraCull(Camera* camera);
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const ActiveLightInfo* FindSunLight() const;
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const TempLightBlock& FindActiveAttLights(const RenderObject* obj, int max_count, bool& bUsedForLightmap) const;
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ActiveLightCollection& GetActiveLights();
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int GetActiveLightCount() const;
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int GetAttLightBeginIndex() const;
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int GetAttLightCount() const;
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int GetNotAttLightCount() const;
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private:
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void _reset();
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void _setActiveDirectionallight(Light* light, ActiveLightInfo& alight);
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static bool _inLight( const RenderObject* renderObj, const Math::bbox& worldBox, const ActiveLightInfo& actLight);
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static void _buildPyramid(const Light& light, Pyramid& outPyramid);
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ActiveLightCollection mActiveLights;
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int mAttLightBeginIndex;//the first index of attenuation light.in default light list, no attenuation lights always at the front of list.
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mutable TempLightBlock mTempLightBlock;
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mutable const RenderObject* mTempObj;
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};
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inline ActiveLightCollection& ActiveLightManager::GetActiveLights()
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{
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return mActiveLights;
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}
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inline int ActiveLightManager::GetActiveLightCount() const
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{
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return mActiveLights.Count();
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}
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inline int ActiveLightManager::GetAttLightBeginIndex() const
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{
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return mAttLightBeginIndex;
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}
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inline int ActiveLightManager::GetAttLightCount() const
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{
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return mActiveLights.Count() - mAttLightBeginIndex;
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}
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inline int ActiveLightManager::GetNotAttLightCount() const
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{
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return mAttLightBeginIndex;
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}
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}
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#endif //_ACTIVELIGHT_H_
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