Files
FlaxEngine/Source/Engine/Level/Actors/DirectionalLight.cpp
2024-02-26 19:00:48 +01:00

100 lines
3.3 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "DirectionalLight.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Level/Scene/SceneRendering.h"
DirectionalLight::DirectionalLight(const SpawnParams& params)
: LightWithShadow(params)
{
_drawNoCulling = 1;
Brightness = 8.0f;
}
void DirectionalLight::Draw(RenderContext& renderContext)
{
float brightness = Brightness;
AdjustBrightness(renderContext.View, brightness);
const Float3 position = GetPosition() - renderContext.View.Origin;
if (Brightness > ZeroTolerance
&& EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::DirectionalLights)
&& EnumHasAnyFlags(renderContext.View.Pass, DrawPass::GBuffer)
&& (ViewDistance < ZeroTolerance || Float3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
{
RendererDirectionalLightData data;
data.Position = position;
data.MinRoughness = MinRoughness;
data.ShadowsDistance = ShadowsDistance;
data.Color = Color.ToFloat3() * (Color.A * brightness);
data.ShadowsStrength = ShadowsStrength;
data.Direction = GetDirection();
data.ShadowsFadeDistance = ShadowsFadeDistance;
data.ShadowsNormalOffsetScale = ShadowsNormalOffsetScale;
data.ShadowsDepthBias = ShadowsDepthBias;
data.ShadowsSharpness = ShadowsSharpness;
data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;
data.IndirectLightingIntensity = IndirectLightingIntensity;
data.CastVolumetricShadow = CastVolumetricShadow;
data.RenderedVolumetricFog = 0;
data.ShadowsMode = ShadowsMode;
data.CascadeCount = CascadeCount;
data.Cascade1Spacing = Cascade1Spacing;
data.Cascade2Spacing = Cascade2Spacing;
data.Cascade3Spacing = Cascade3Spacing;
data.Cascade4Spacing = Cascade4Spacing;
data.PartitionMode = PartitionMode;
data.ContactShadowsLength = ContactShadowsLength;
data.StaticFlags = GetStaticFlags();
data.ID = GetID();
renderContext.List->DirectionalLights.Add(data);
}
}
void DirectionalLight::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
LightWithShadow::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(DirectionalLight);
SERIALIZE(CascadeCount);
SERIALIZE(Cascade1Spacing);
SERIALIZE(Cascade2Spacing);
SERIALIZE(Cascade3Spacing);
SERIALIZE(Cascade4Spacing);
SERIALIZE(PartitionMode);
}
void DirectionalLight::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
LightWithShadow::Deserialize(stream, modifier);
DESERIALIZE(CascadeCount);
DESERIALIZE(Cascade1Spacing);
DESERIALIZE(Cascade2Spacing);
DESERIALIZE(Cascade3Spacing);
DESERIALIZE(Cascade4Spacing);
DESERIALIZE(PartitionMode);
}
bool DirectionalLight::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
{
return false;
}
void DirectionalLight::OnTransformChanged()
{
// Base
LightWithShadow::OnTransformChanged();
_box = BoundingBox(_transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
}