Add ObjectRadius to DrawCall to properly cull local lights and env probes in Forward Shading
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@@ -76,11 +76,11 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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// Set reflection probe data
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EnvironmentProbe* probe = nullptr;
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// TODO: optimize env probe searching for a transparent material - use spatial cache for renderer to find it
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const Vector3 drawCallOrigin = drawCall.ObjectPosition + view.Origin;
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const BoundingSphere objectBoundsWorld(drawCall.ObjectPosition + view.Origin, drawCall.ObjectRadius);
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for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
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{
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const auto p = cache->EnvironmentProbes[i];
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if (p->GetSphere().Contains(drawCallOrigin) != ContainmentType::Disjoint)
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if (CollisionsHelper::SphereIntersectsSphere(objectBoundsWorld, p->GetSphere()))
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{
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probe = p;
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break;
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@@ -99,10 +99,12 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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// Set local lights
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data.LocalLightsCount = 0;
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const BoundingSphere objectBounds(drawCall.ObjectPosition, drawCall.ObjectRadius);
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// TODO: optimize lights searching for a transparent material - use spatial cache for renderer to find it
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for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->PointLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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@@ -111,7 +113,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->SpotLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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