Extract bounded additional scene lights

This commit is contained in:
2026-04-05 15:55:48 +08:00
parent 2c96f0d164
commit 18f53bd920
6 changed files with 555 additions and 93 deletions

View File

@@ -5,6 +5,7 @@
#include <XCEngine/Rendering/RenderCameraData.h>
#include <XCEngine/Rendering/VisibleRenderObject.h>
#include <array>
#include <cstdint>
#include <vector>
@@ -29,6 +30,24 @@ struct RenderDirectionalLightData {
Math::Color color = Math::Color::White();
};
enum class RenderLightType : uint32_t {
Directional = 0,
Point = 1,
Spot = 2
};
struct RenderAdditionalLightData {
RenderLightType type = RenderLightType::Point;
bool enabled = false;
bool castsShadows = false;
Math::Color color = Math::Color::White();
float intensity = 1.0f;
Math::Vector3 position = Math::Vector3::Zero();
Math::Vector3 direction = Math::Vector3::Back();
float range = 0.0f;
float spotAngle = 0.0f;
};
struct RenderDirectionalShadowData {
bool enabled = false;
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
@@ -41,8 +60,12 @@ struct RenderDirectionalShadowData {
};
struct RenderLightingData {
static constexpr uint32_t kMaxAdditionalLightCount = 8u;
RenderDirectionalLightData mainDirectionalLight;
RenderDirectionalShadowData mainDirectionalShadow;
std::array<RenderAdditionalLightData, kMaxAdditionalLightCount> additionalLights = {};
uint32_t additionalLightCount = 0u;
bool HasMainDirectionalLight() const {
return mainDirectionalLight.enabled;
@@ -51,6 +74,10 @@ struct RenderLightingData {
bool HasMainDirectionalShadow() const {
return mainDirectionalShadow.IsValid();
}
bool HasAdditionalLights() const {
return additionalLightCount > 0u;
}
};
struct RenderSceneData {
@@ -81,6 +108,8 @@ public:
private:
void ExtractLighting(
const Components::Scene& scene,
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
RenderLightingData& lightingData) const;
void ExtractVisibleItems(
Components::GameObject* gameObject,

View File

@@ -11,6 +11,7 @@ namespace XCEngine {
namespace Components {
class CameraComponent;
class GameObject;
class LightComponent;
class Scene;
} // namespace Components
@@ -31,5 +32,18 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
const std::vector<uint64_t>& entityIds,
const Math::Vector3& cameraPosition);
bool IsUsableLight(const Components::LightComponent* light);
bool IsLightVisibleForCullingMask(
const Components::LightComponent& light,
uint32_t cullingMask);
Math::Vector3 BuildRenderLightDirection(
const Components::LightComponent& light);
Components::LightComponent* FindMainDirectionalLight(
const Components::Scene& scene,
uint32_t cullingMask = 0xFFFFFFFFu);
} // namespace Rendering
} // namespace XCEngine