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

@@ -21,11 +21,95 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
camera->GetGameObject()->IsActiveInHierarchy();
}
bool IsUsableLight(const Components::LightComponent* light) {
return light != nullptr &&
light->IsEnabled() &&
light->GetGameObject() != nullptr &&
light->GetGameObject()->IsActiveInHierarchy();
RenderLightType ToRenderLightType(Components::LightType lightType) {
switch (lightType) {
case Components::LightType::Directional:
return RenderLightType::Directional;
case Components::LightType::Point:
return RenderLightType::Point;
case Components::LightType::Spot:
return RenderLightType::Spot;
}
return RenderLightType::Point;
}
RenderDirectionalLightData BuildDirectionalLightData(
const Components::LightComponent& light) {
RenderDirectionalLightData lightData;
lightData.enabled = true;
lightData.castsShadows = light.GetCastsShadows();
lightData.intensity = light.GetIntensity();
lightData.color = light.GetColor();
lightData.direction = BuildRenderLightDirection(light);
return lightData;
}
RenderAdditionalLightData BuildAdditionalLightData(
const Components::LightComponent& light) {
RenderAdditionalLightData lightData;
lightData.type = ToRenderLightType(light.GetLightType());
lightData.enabled = true;
lightData.castsShadows = light.GetCastsShadows();
lightData.color = light.GetColor();
lightData.intensity = light.GetIntensity();
switch (light.GetLightType()) {
case Components::LightType::Directional:
lightData.direction = BuildRenderLightDirection(light);
break;
case Components::LightType::Point:
lightData.position = light.transform().GetPosition();
lightData.range = light.GetRange();
break;
case Components::LightType::Spot:
lightData.position = light.transform().GetPosition();
lightData.direction = BuildRenderLightDirection(light);
lightData.range = light.GetRange();
lightData.spotAngle = light.GetSpotAngle();
break;
}
return lightData;
}
float ComputeAdditionalLightInfluence(
const Components::LightComponent& light,
const Math::Vector3& cameraPosition) {
if (light.GetIntensity() <= Math::EPSILON) {
return 0.0f;
}
if (light.GetLightType() == Components::LightType::Directional) {
return light.GetIntensity();
}
const float range = std::max(light.GetRange(), 0.001f);
const float rangeSq = range * range;
const Math::Vector3 lightPosition = light.transform().GetPosition();
const float distanceSq = (lightPosition - cameraPosition).SqrMagnitude();
if (distanceSq >= rangeSq) {
return 0.0f;
}
return light.GetIntensity() / std::max(distanceSq, Math::EPSILON);
}
uint32_t GetAdditionalLightGroupRank(const Components::LightComponent& light) {
return light.GetLightType() == Components::LightType::Directional ? 0u : 1u;
}
uint32_t GetAdditionalLightTypeRank(const Components::LightComponent& light) {
switch (light.GetLightType()) {
case Components::LightType::Directional:
return 0u;
case Components::LightType::Point:
return 1u;
case Components::LightType::Spot:
return 2u;
}
return 3u;
}
bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
@@ -73,7 +157,7 @@ RenderSceneData RenderSceneExtractor::Extract(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
ExtractLighting(scene, sceneData.lighting);
ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
return sceneData;
}
@@ -102,7 +186,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
ExtractLighting(scene, sceneData.lighting);
ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
return sceneData;
}
@@ -144,43 +228,73 @@ Components::CameraComponent* RenderSceneExtractor::SelectCamera(
void RenderSceneExtractor::ExtractLighting(
const Components::Scene& scene,
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
RenderLightingData& lightingData) const {
lightingData = {};
const std::vector<Components::LightComponent*> lights =
scene.FindObjectsOfType<Components::LightComponent>();
Components::LightComponent* mainDirectionalLight = nullptr;
Components::LightComponent* mainDirectionalLight =
FindMainDirectionalLight(scene, cullingMask);
if (mainDirectionalLight != nullptr) {
lightingData.mainDirectionalLight = BuildDirectionalLightData(*mainDirectionalLight);
}
struct AdditionalLightCandidate {
RenderAdditionalLightData data = {};
float influence = 0.0f;
uint32_t groupRank = 0u;
uint32_t typeRank = 0u;
Components::GameObject::ID gameObjectId = Components::GameObject::INVALID_ID;
};
std::vector<AdditionalLightCandidate> candidates;
candidates.reserve(lights.size());
for (Components::LightComponent* light : lights) {
if (!IsUsableLight(light) ||
light->GetLightType() != Components::LightType::Directional) {
if (light == nullptr ||
!IsLightVisibleForCullingMask(*light, cullingMask) ||
light == mainDirectionalLight) {
continue;
}
if (mainDirectionalLight == nullptr ||
light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
mainDirectionalLight = light;
}
AdditionalLightCandidate candidate;
candidate.data = BuildAdditionalLightData(*light);
candidate.influence = ComputeAdditionalLightInfluence(*light, cameraPosition);
candidate.groupRank = GetAdditionalLightGroupRank(*light);
candidate.typeRank = GetAdditionalLightTypeRank(*light);
candidate.gameObjectId = light->GetGameObject() != nullptr
? light->GetGameObject()->GetID()
: Components::GameObject::INVALID_ID;
candidates.push_back(candidate);
}
if (mainDirectionalLight == nullptr) {
lightingData = {};
return;
std::sort(
candidates.begin(),
candidates.end(),
[](const AdditionalLightCandidate& lhs, const AdditionalLightCandidate& rhs) {
if (lhs.groupRank != rhs.groupRank) {
return lhs.groupRank < rhs.groupRank;
}
if (lhs.influence != rhs.influence) {
return lhs.influence > rhs.influence;
}
if (lhs.typeRank != rhs.typeRank) {
return lhs.typeRank < rhs.typeRank;
}
return lhs.gameObjectId < rhs.gameObjectId;
});
const uint32_t additionalLightCount = static_cast<uint32_t>(
std::min(candidates.size(), static_cast<size_t>(RenderLightingData::kMaxAdditionalLightCount)));
lightingData.additionalLightCount = additionalLightCount;
for (uint32_t index = 0; index < additionalLightCount; ++index) {
lightingData.additionalLights[index] = candidates[index].data;
}
RenderDirectionalLightData lightData;
lightData.enabled = true;
lightData.castsShadows = mainDirectionalLight->GetCastsShadows();
lightData.intensity = mainDirectionalLight->GetIntensity();
lightData.color = mainDirectionalLight->GetColor();
Math::Vector3 direction = mainDirectionalLight->transform().GetForward() * -1.0f;
if (direction.SqrMagnitude() <= Math::EPSILON) {
direction = Math::Vector3::Back();
} else {
direction = direction.Normalized();
}
lightData.direction = direction;
lightingData.mainDirectionalLight = lightData;
}
void RenderSceneExtractor::ExtractVisibleItems(