Exemplo n.º 1
0
        public static void GetLightAtWorldPos(Vector3 worldPos, out Vector4 lightColor, float translucency = 0.0f)
        {
            DeviceLightInfo info = UpdateLighting(null);

            lightColor = Vector4.UnitW;

            foreach (Light light in info.PriorizedLights)
            {
                if (light.Disposed)
                {
                    continue;
                }
                if (light.IsDirectional)
                {
                    float translucencyFactor = Vector3.Dot(light.dir, Vector3.UnitZ);
                    translucencyFactor = translucencyFactor + 0.5f + 1.5f * translucency;
                    translucencyFactor = MathF.Sign(translucencyFactor) * MathF.Pow(MathF.Abs(translucencyFactor), 0.5f);
                    translucencyFactor = MathF.Clamp(translucencyFactor, 0.0f, 1.0f);

                    Vector3 color = new Vector3(
                        (float)light.color.R * light.intensity / 255.0f,
                        (float)light.color.G * light.intensity / 255.0f,
                        (float)light.color.B * light.intensity / 255.0f);
                    Vector3.Multiply(ref color, translucencyFactor, out color);

                    lightColor += new Vector4(color);
                }
                else
                {
                    Vector3 lightPos     = light.GameObj.Transform.Pos;
                    Vector3 lightVec     = lightPos - worldPos;
                    float   dist         = lightVec.Length;
                    Vector3 lightVecNorm = lightVec / dist;
                    float   spotExp      = light.dir == Vector3.Zero ? 0.0f : MathF.Max(light.spotFocus, 1.0f);

                    Vector3 lightDir     = light.dir;
                    float   uniformScale = light.GameObj.Transform.Scale;

                    MathF.TransformCoord(ref lightDir.X, ref lightDir.Y, light.GameObj.Transform.Angle);

                    float attenFactor        = 1.0f - MathF.Min(dist / (light.range * uniformScale), 1.0f);
                    float spotFactor         = MathF.Pow(MathF.Max(Vector3.Dot(lightVecNorm, -lightDir), 0.000001f), spotExp);
                    float translucencyFactor = Vector3.Dot(lightVecNorm, -Vector3.UnitZ);
                    translucencyFactor = translucencyFactor + 0.5f + 1.5f * translucency;
                    translucencyFactor = MathF.Sign(translucencyFactor) * MathF.Pow(MathF.Abs(translucencyFactor), 0.5f);
                    translucencyFactor = MathF.Clamp(translucencyFactor, 0.0f, 1.0f);

                    Vector3 color = new Vector3(
                        (float)light.color.R * light.intensity / 255.0f,
                        (float)light.color.G * light.intensity / 255.0f,
                        (float)light.color.B * light.intensity / 255.0f);
                    Vector3.Multiply(ref color, attenFactor * spotFactor * translucencyFactor, out color);

                    lightColor += new Vector4(color);
                }
            }
        }
Exemplo n.º 2
0
        private static DeviceLightInfo UpdateLighting(IDrawDevice device)
        {
            DeviceLightInfo info;

            if (device == null)
            {
                info = nullDeviceInfo;
                if (info != null && info.FrameId == Time.FrameCount)
                {
                    return(info);
                }

                if (info == null)
                {
                    info           = new DeviceLightInfo();
                    nullDeviceInfo = info;
                }
                info.FrameId = Time.FrameCount;

                info.PriorizedLights = Scene.Current.FindComponents <Light>().Where(l => l.Active).ToList();
            }
            else
            {
                if (deviceInfo.TryGetValue(device, out info) && info != null && info.FrameId == Time.FrameCount)
                {
                    return(info);
                }

                if (info == null)
                {
                    info = new DeviceLightInfo();
                    deviceInfo[device] = info;
                }
                info.FrameId         = Time.FrameCount;
                info.PriorizedLights = Scene.Current.FindComponents <Light>().Where(l => l.Active).Where(l => l.IsVisibleTo(device)).ToList();
                info.PriorizedLights.StableSort((Light a, Light b) => a.CalcPriority(device) - b.CalcPriority(device));
            }

            return(info);
        }
Exemplo n.º 3
0
        public static void SetupLighting(IDrawDevice device, BatchInfo material)
        {
            DeviceLightInfo info = UpdateLighting(device);

            // Prepare shader dara
            float[] _lightPos   = new float[4 * MaxVisible];
            float[] _lightDir   = new float[4 * MaxVisible];
            float[] _lightColor = new float[3 * MaxVisible];
            int     _lightCount = MathF.Min(MaxVisible, info.PriorizedLights.Count);

            int i = 0;

            foreach (Light light in info.PriorizedLights)
            {
                if (light.Disposed)
                {
                    continue;
                }

                Vector3 dir;
                Vector3 pos;
                float   uniformScale;
                bool    directional = light.IsDirectional;
                if (directional)
                {
                    dir          = light.dir;
                    pos          = Vector3.Zero;
                    uniformScale = 1.0f;
                }
                else
                {
                    dir          = light.dir;
                    pos          = light.GameObj.Transform.Pos;
                    uniformScale = light.GameObj.Transform.Scale;

                    MathF.TransformCoord(ref dir.X, ref dir.Y, light.GameObj.Transform.Angle);
                }

                if (directional)
                {
                    _lightPos[i * 4 + 0] = (float)light.ambientColor.R * light.ambientIntensity / 255.0f;
                    _lightPos[i * 4 + 1] = (float)light.ambientColor.G * light.ambientIntensity / 255.0f;
                    _lightPos[i * 4 + 2] = (float)light.ambientColor.B * light.ambientIntensity / 255.0f;
                    _lightPos[i * 4 + 3] = 0.0f;
                }
                else
                {
                    _lightPos[i * 4 + 0] = pos.X;
                    _lightPos[i * 4 + 1] = pos.Y;
                    _lightPos[i * 4 + 2] = pos.Z;
                    _lightPos[i * 4 + 3] = light.range * uniformScale;
                }

                _lightDir[i * 4 + 0] = dir.X;
                _lightDir[i * 4 + 1] = dir.Y;
                _lightDir[i * 4 + 2] = dir.Z;
                _lightDir[i * 4 + 3] = dir == Vector3.Zero ? 0.0f : MathF.Max(light.spotFocus, 1.0f);

                _lightColor[i * 3 + 0] = (float)light.color.R * light.intensity / 255.0f;
                _lightColor[i * 3 + 1] = (float)light.color.G * light.intensity / 255.0f;
                _lightColor[i * 3 + 2] = (float)light.color.B * light.intensity / 255.0f;

                i++;
                if (i >= _lightCount)
                {
                    break;
                }
            }
            if (i + 1 < _lightCount)
            {
                _lightCount = i + 1;
            }

            material.SetUniform("_lightCount", _lightCount);
            material.SetUniform("_lightPos", _lightPos);
            material.SetUniform("_lightDir", _lightDir);
            material.SetUniform("_lightColor", _lightColor);
        }
Exemplo n.º 4
0
        private static DeviceLightInfo UpdateLighting(IDrawDevice device)
        {
            DeviceLightInfo info;

            if (device == null)
            {
                info = nullDeviceInfo;
                if (info != null && info.FrameId == Time.FrameCount) return info;

                if (info == null)
                {
                    info = new DeviceLightInfo();
                    nullDeviceInfo = info;
                }
                info.FrameId = Time.FrameCount;

                info.PriorizedLights = Scene.Current.FindComponents<Light>().Where(l => l.Active).ToList();
            }
            else
            {
                if (deviceInfo.TryGetValue(device, out info) && info != null && info.FrameId == Time.FrameCount) return info;

                if (info == null)
                {
                    info = new DeviceLightInfo();
                    deviceInfo[device] = info;
                }
                info.FrameId = Time.FrameCount;
                info.PriorizedLights = Scene.Current.FindComponents<Light>().Where(l => l.Active).Where(l => l.IsVisibleTo(device)).ToList();
                info.PriorizedLights.StableSort((Light a, Light b) => a.CalcPriority(device) - b.CalcPriority(device));
            }

            return info;
        }
Exemplo n.º 5
0
        public static void UpdateLighting(IDrawDevice device)
        {
            // Only update lighting info once per frame and device
            DeviceLightInfo info;

            if (deviceInfo.TryGetValue(device, out info) && info != null && info.FrameId == Time.FrameCount)
            {
                return;
            }

            if (info == null)
            {
                info = new DeviceLightInfo();
                deviceInfo[device] = info;
            }
            info.FrameId         = Time.FrameCount;
            info.PriorizedLights = Scene.Current.FindComponents <Light>().Where(l => l.Active).Where(l => l.IsVisibleTo(device)).ToList();
            info.PriorizedLights.StableSort((Light a, Light b) => a.CalcPriority(device) - b.CalcPriority(device));

            // Prepare shader dara
            Vector4[] _lightPos   = new Vector4[MaxVisible];
            Vector4[] _lightDir   = new Vector4[MaxVisible];
            Vector3[] _lightColor = new Vector3[MaxVisible];
            int       _lightCount = MathF.Min(MaxVisible, info.PriorizedLights.Count);

            int i = 0;

            foreach (Light light in info.PriorizedLights)
            {
                if (light.Disposed)
                {
                    continue;
                }

                Vector3 dir;
                Vector3 pos;
                float   uniformScale;
                bool    directional = light.IsDirectional;
                if (directional)
                {
                    dir          = light.dir;
                    pos          = Vector3.Zero;
                    uniformScale = 1.0f;
                }
                else
                {
                    dir          = light.dir;
                    pos          = light.GameObj.Transform.Pos;
                    uniformScale = light.GameObj.Transform.Scale;

                    MathF.TransformCoord(ref dir.X, ref dir.Y, light.GameObj.Transform.Angle);
                }

                if (directional)
                {
                    _lightPos[i].X = (float)light.ambientColor.R * light.ambientIntensity / 255.0f;
                    _lightPos[i].Y = (float)light.ambientColor.G * light.ambientIntensity / 255.0f;
                    _lightPos[i].Z = (float)light.ambientColor.B * light.ambientIntensity / 255.0f;
                    _lightPos[i].W = 0.0f;
                }
                else
                {
                    _lightPos[i].X = pos.X;
                    _lightPos[i].Y = pos.Y;
                    _lightPos[i].Z = pos.Z;
                    _lightPos[i].W = light.range * uniformScale;
                }

                _lightDir[i].X = dir.X;
                _lightDir[i].Y = dir.Y;
                _lightDir[i].Z = dir.Z;
                _lightDir[i].W = dir == Vector3.Zero ? 0.0f : MathF.Max(light.spotFocus, 1.0f);

                _lightColor[i].X = (float)light.color.R * light.intensity / 255.0f;
                _lightColor[i].Y = (float)light.color.G * light.intensity / 255.0f;
                _lightColor[i].Z = (float)light.color.B * light.intensity / 255.0f;

                i++;
                if (i >= _lightCount)
                {
                    break;
                }
            }
            if (i + 1 < _lightCount)
            {
                _lightCount = i + 1;
            }

            device.ShaderParameters.Set("_lightCount", _lightCount);
            device.ShaderParameters.Set("_lightPos", _lightPos);
            device.ShaderParameters.Set("_lightDir", _lightDir);
            device.ShaderParameters.Set("_lightColor", _lightColor);
        }