void GameLightsUpdate::UpdateGameObjectLight(GameObject* gameObject) { AEAssert(gameObject != nullptr); if (gameObject == nullptr) { return; } if (gameObject->HasLightGOC()) { Light* light = gameObject->GetLightGOC()->GetLight(); if (light != nullptr && light->IsEnabled()) { light->SetPosition(gameObject->GetWorldPosition()); if (light->GetLightType() == LightType::Spot || light->GetLightType() == LightType::Directional) { glm::vec3 direction = gameObject->GetDirection(); light->SetDirection(direction); } } } for (auto goIt : *gameObject) { UpdateGameObjectLight(goIt.second); } }
void GLSLProgram<real>::SetupLights() { const std::vector<Light<real>*>* lights = RenderState<real>::Get()->GetLights(); // Setup enabled lights for ( uint i=0 ; i<lights->size() && i<mLightLocations.size() ; ++i ) { Light<real>* light = (*lights)[i]; glUniform1i( mLightLocations[i].enabled, true ); glUniform1i( mLightLocations[i].type, light->GetLightType() ); Vector3<float> position = light->GetLocalToGlobal() * Vector3<real>( 0, 0, 0 ); glUniform3fv( mLightLocations[i].position, 1, (float*)&position ); Color<float> intensity = light->GetIntensity(); glUniform4fv( mLightLocations[i].intensity, 1, (float*)&intensity ); Color<float> ambient = light->GetAmbient(); glUniform4fv( mLightLocations[i].ambient, 1, (float*)&ambient ); // Setup sub-parameters switch( light->GetLightType() ) { case Light<real>::TypeDirectional: SetupDirectionalLight( i, light ); break; case Light<real>::TypePoint: SetupPointLight( i, light ); break; case Light<real>::TypeSpot: SetupSpotLight( i, light ); break; } } // Disabled lights for ( uint i=lights->size() ; i<mLightLocations.size() ; ++i ) glUniform1i( mLightLocations[i].enabled, false ); // Nb of lights glUniform1i( mNbLightsLocation, lights->size() ); }
AEResult GameLightsUpdate::ShadowDirLightRenderGameObject() { LightManager* lightManager = m_GameApp->GetLightManager(); GameObjectManager* gameObjectManager = m_GameApp->GetGameObjectManager(); if (lightManager->GetNumDirLightsWithShadows() == 0) { return AEResult::Ok; } Texture2DArray* shadowTextureArray = lightManager->GetDirLightShadowTextureArray(); AETODO("Check return"); RenderTarget* rtsDS[1] = { nullptr }; m_GraphicDevice->SetRenderTargetsAndDepthStencil(1, rtsDS, m_DirLightShadowTexturesDS); for (auto lightIt : *lightManager) { Light* light = lightIt.second; if (light->GetLightType() == LightType::Directional && light->IsShadowEnabled()) { DirectionalLight* dirLight = reinterpret_cast<DirectionalLight*>(light); uint32_t idxs[1] = { light->GetShadowTextureIndex() }; AETODO("Check return"); m_GraphicDevice->SetRenderTargets(1, idxs, shadowTextureArray); m_GraphicDevice->Clear(true, 0, true, true, AEColors::Transparent); for (uint32_t i = 0; i < AE_LIGHT_NUM_CASCADE_MAPS; i++) { AETODO("Check return"); m_GraphicDevice->SetViewport(m_DirLightShadowViewports[i]); const LightCascadeInfo& lightCascadeInfo = dirLight->GetLightCascadeInfo(); for (auto goIt : *gameObjectManager) { AETODO("Check return"); ShadowLightRenderGameObject(goIt.second, lightCascadeInfo.m_CascadeViewMatrix[i], lightCascadeInfo.m_CascadeProjectionMatrix[i]); } } } } AETODO("Check return"); m_GraphicDevice->ResetViewport(); AETODO("Check return"); m_GraphicDevice->ResetRenderTargetAndSetDepthStencil(); return AEResult::Ok; }
Color<real> BlinnPhongShader<real>::GetDiffuseAndSpecular( const Light<real>& light ) { Color<real> finalColor( 0, 0, 0, 1 ); //////////////////////////////////////////// //////////////////IFT 3355////////////////// //////////////////////////////////////////// //Ici, vous calculerez les composantes //diffuse et spéculaire en vous servant des //propriétés du matériau. //////////////////////////////////////////// //////////////////IFT 3355////////////////// //////////////////////////////////////////// Vector3<real> lightPos = light.GetGlobalPosition(); Vector3<real> lightDir = (lightPos - mIntersection.GetPosition()).Normalized(); real r2 = (mIntersection.GetPosition() - lightPos).SquaredLength(); Vector3<real> intersectionShifted = mIntersection.GetPosition() + EPS*mIntersection.GetNormal(); // Shadow+Diffuse bool lightVisible = mRayTracer.IsLightVisible(intersectionShifted, &light); if (!lightVisible) return finalColor; switch (light.GetLightType()) { case Light<real>::TypeDirectional: case Light<real>::TypeSpot: case Light<real>::TypePoint: finalColor += mMaterial.GetDiffuse() * std::max<real>(0, lightDir * mIntersection.GetNormal()) * GetMaterialSurfaceColor(); break; } // Specular const Camera<real> *cam = mScene.GetActiveCamera(); Vector3<real> camDir = cam->GetFrontDirection(); Vector3<real> H = lightDir + camDir; H.Normalize(); Vector3<real> N = mIntersection.GetNormal(); real n = mMaterial.GetShininess(); real cs = (n+2)/2; Color<real> ks = mMaterial.GetSpecular(); Color<real> m = mMaterial.GetMetallic(); finalColor += cs * ks * (m*GetMaterialSurfaceColor() + (Color<real>(1, 1, 1, 1) - m)) * pow(N * H, n); return finalColor * light.GetIntensity() / (r2 * PI); }
void LightWidget::InitComponent(Component* pComponent) { BaseComponentEditor::InitComponent(pComponent); BeginInit(); Light* pLight = (Light*)pComponent; if(pLight != NULL) { selColor->setColor(pLight->GetColor()); lblSpeInden->SetText(QString::number(pLight->GetSpecularIntensity()).toStdString().c_str()); cboLightType->setCurrentIndex((int)pLight->GetLightType()); } EndInit(); }
AEResult GameLightsUpdate::ShadowSpotLightRenderGameObject() { LightManager* lightManager = m_GameApp->GetLightManager(); GameObjectManager* gameObjectManager = m_GameApp->GetGameObjectManager(); if (lightManager->GetNumSpotLightsWithShadows() == 0) { return AEResult::Ok; } Texture2DArray* shadowTextureArray = lightManager->GetSpotLightShadowTextureArray(); AETODO("Check return"); RenderTarget* rtsDS[1] = { nullptr }; m_GraphicDevice->SetRenderTargetsAndDepthStencil(1, rtsDS, m_SpotLightShadowTexturesDS); AETODO("Check return"); m_GraphicDevice->SetViewport(m_SpotLightShadowViewport); for (auto lightIt : *lightManager) { Light* light = lightIt.second; if (light->GetLightType() == LightType::Spot && light->IsShadowEnabled()) { uint32_t idxs[1] = { light->GetShadowTextureIndex() }; AETODO("Check return"); m_GraphicDevice->SetRenderTargets(1, idxs, shadowTextureArray); m_GraphicDevice->Clear(true, 0, true, true, AEColors::Transparent); for (auto goIt : *gameObjectManager) { AETODO("Check return"); ShadowLightRenderGameObject(goIt.second, light->GetViewMatrix(), light->GetProjectionMatrix()); } } } AETODO("Check return"); m_GraphicDevice->ResetViewport(); AETODO("Check return"); m_GraphicDevice->ResetRenderTargetAndSetDepthStencil(); return AEResult::Ok; }
void GameObjectLightComponentWidget::on_m_FalloffAngleSB_editingFinished() { if (!m_IsReady) { return; } Light* light = nullptr; //////////////////////////////////////// // Verify LOC and Get Light Object light = GetLight(); if(light == nullptr) { AETODO("Add log"); return; } //////////////////////////////////////// // Verify that it is Spot Light if(light->GetLightType() != LightType::Spot) { return; } //////////////////////////////////////// // Get Spot Light SpotLight* spotLight = reinterpret_cast<SpotLight*>(light); float newFalloffAngle = static_cast<float>(m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->value()); float angle = spotLight->GetFallOffAngle(); if (newFalloffAngle < angle) { spotLight->SetAngle(newFalloffAngle); m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setValue(newFalloffAngle); } spotLight->SetFallOffAngle(newFalloffAngle); }
void Batch::Prepare(View* view, bool setModelTransform) const { if (!vertexShader_ || !pixelShader_) return; Graphics* graphics = view->GetGraphics(); Renderer* renderer = view->GetRenderer(); Node* cameraNode = camera_ ? camera_->GetNode() : 0; Light* light = lightQueue_ ? lightQueue_->light_ : 0; Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0; // Set pass / material-specific renderstates if (pass_ && material_) { bool isShadowPass = pass_->GetType() == PASS_SHADOW; BlendMode blend = pass_->GetBlendMode(); // Turn additive blending into subtract if the light is negative if (light && light->IsNegative()) { if (blend == BLEND_ADD) blend = BLEND_SUBTRACT; else if (blend == BLEND_ADDALPHA) blend = BLEND_SUBTRACTALPHA; } graphics->SetBlendMode(blend); renderer->SetCullMode(isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode(), camera_); if (!isShadowPass) { const BiasParameters& depthBias = material_->GetDepthBias(); graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_); } graphics->SetDepthTest(pass_->GetDepthTestMode()); graphics->SetDepthWrite(pass_->GetDepthWrite()); } // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders graphics->SetShaders(vertexShader_, pixelShader_); // Set global (per-frame) shader parameters if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0)) view->SetGlobalShaderParameters(); // Set camera shader parameters unsigned cameraHash = overrideView_ ? (unsigned)(size_t)camera_ + 4 : (unsigned)(size_t)camera_; if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<void*>(cameraHash))) view->SetCameraShaderParameters(camera_, true, overrideView_); // Set viewport shader parameters IntVector2 rtSize = graphics->GetRenderTargetDimensions(); IntRect viewport = graphics->GetViewport(); unsigned viewportHash = (viewport.left_) | (viewport.top_ << 8) | (viewport.right_ << 16) | (viewport.bottom_ << 24); if (graphics->NeedParameterUpdate(SP_VIEWPORT, reinterpret_cast<void*>(viewportHash))) { float rtWidth = (float)rtSize.x_; float rtHeight = (float)rtSize.y_; float widthRange = 0.5f * viewport.Width() / rtWidth; float heightRange = 0.5f * viewport.Height() / rtHeight; #ifdef URHO3D_OPENGL Vector4 bufferUVOffset(((float)viewport.left_) / rtWidth + widthRange, 1.0f - (((float)viewport.top_) / rtHeight + heightRange), widthRange, heightRange); #else Vector4 bufferUVOffset((0.5f + (float)viewport.left_) / rtWidth + widthRange, (0.5f + (float)viewport.top_) / rtHeight + heightRange, widthRange, heightRange); #endif graphics->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset); float sizeX = 1.0f / rtWidth; float sizeY = 1.0f / rtHeight; graphics->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f)); } // Set model or skinning transforms if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, worldTransform_)) { if (geometryType_ == GEOM_SKINNED) { graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_), 12 * numWorldTransforms_); } else graphics->SetShaderParameter(VSP_MODEL, *worldTransform_); // Set the orientation for billboards, either from the object itself or from the camera if (geometryType_ == GEOM_BILLBOARD) { if (numWorldTransforms_ > 1) graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix()); else graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix()); } } // Set zone-related shader parameters BlendMode blend = graphics->GetBlendMode(); // If the pass is additive, override fog color to black so that shaders do not need a separate additive path bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA; unsigned zoneHash = (unsigned)(size_t)zone_; if (overrideFogColorToBlack) zoneHash += 0x80000000; if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<void*>(zoneHash))) { graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor()); graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR, zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4()); const BoundingBox& box = zone_->GetBoundingBox(); Vector3 boxSize = box.Size(); Matrix3x4 adjust(Matrix3x4::IDENTITY); adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_)); adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f)); Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform(); graphics->SetShaderParameter(VSP_ZONE, zoneTransform); graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor()); graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor()); float farClip = camera_->GetFarClip(); float fogStart = Min(zone_->GetFogStart(), farClip); float fogEnd = Min(zone_->GetFogEnd(), farClip); if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON)) fogStart = fogEnd * (1.0f - M_LARGE_EPSILON); float fogRange = Max(fogEnd - fogStart, M_EPSILON); Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f); Node* zoneNode = zone_->GetNode(); if (zone_->GetHeightFog() && zoneNode) { Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f); fogParams.z_ = worldFogHeightVec.y_; fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON); } graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams); } // Set light-related shader parameters if (lightQueue_) { if (graphics->NeedParameterUpdate(SP_VERTEXLIGHTS, lightQueue_) && graphics->HasShaderParameter(VS, VSP_VERTEXLIGHTS)) { Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3]; const PODVector<Light*>& lights = lightQueue_->vertexLights_; for (unsigned i = 0; i < lights.Size(); ++i) { Light* vertexLight = lights[i]; Node* vertexLightNode = vertexLight->GetNode(); LightType type = vertexLight->GetLightType(); // Attenuation float invRange, cutoff, invCutoff; if (type == LIGHT_DIRECTIONAL) invRange = 0.0f; else invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON); if (type == LIGHT_SPOT) { cutoff = Cos(vertexLight->GetFov() * 0.5f); invCutoff = 1.0f / (1.0f - cutoff); } else { cutoff = -1.0f; invCutoff = 1.0f; } // Color float fade = 1.0f; float fadeEnd = vertexLight->GetDrawDistance(); float fadeStart = vertexLight->GetFadeDistance(); // Do fade calculation for light if both fade & draw distance defined if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd) fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f); Color color = vertexLight->GetEffectiveColor() * fade; vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange); // Direction vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff); // Position vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff); } if (lights.Size()) graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4); } } if (light && graphics->NeedParameterUpdate(SP_LIGHT, light)) { // Deferred light volume batches operate in a camera-centered space. Detect from material, zone & pass all being null bool isLightVolume = !material_ && !pass_ && !zone_; Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform(); Vector3 cameraEffectivePos = cameraEffectiveTransform.Translation(); Node* lightNode = light->GetNode(); Matrix3 lightWorldRotation = lightNode->GetWorldRotation().RotationMatrix(); graphics->SetShaderParameter(VSP_LIGHTDIR, lightWorldRotation * Vector3::BACK); float atten = 1.0f / Max(light->GetRange(), M_EPSILON); graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(lightNode->GetWorldPosition(), atten)); if (graphics->HasShaderParameter(VS, VSP_LIGHTMATRICES)) { switch (light->GetLightType()) { case LIGHT_DIRECTIONAL: { Matrix4 shadowMatrices[MAX_CASCADE_SPLITS]; unsigned numSplits = lightQueue_->shadowSplits_.Size(); for (unsigned i = 0; i < numSplits; ++i) CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, Vector3::ZERO); graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits); } break; case LIGHT_SPOT: { Matrix4 shadowMatrices[2]; CalculateSpotMatrix(shadowMatrices[0], light, Vector3::ZERO); bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP); if (isShadowed) CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, Vector3::ZERO); graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16); } break; case LIGHT_POINT: { Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix()); // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite // the next parameter #ifdef URHO3D_OPENGL graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16); #else graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12); #endif } break; } } float fade = 1.0f; float fadeEnd = light->GetDrawDistance(); float fadeStart = light->GetFadeDistance(); // Do fade calculation for light if both fade & draw distance defined if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd) fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f); // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(), light->GetEffectiveSpecularIntensity()) * fade); graphics->SetShaderParameter(PSP_LIGHTDIR, lightWorldRotation * Vector3::BACK); graphics->SetShaderParameter(PSP_LIGHTPOS, Vector4((isLightVolume ? (lightNode->GetWorldPosition() - cameraEffectivePos) : lightNode->GetWorldPosition()), atten)); if (graphics->HasShaderParameter(PS, PSP_LIGHTMATRICES)) { switch (light->GetLightType()) { case LIGHT_DIRECTIONAL: { Matrix4 shadowMatrices[MAX_CASCADE_SPLITS]; unsigned numSplits = lightQueue_->shadowSplits_.Size(); for (unsigned i = 0; i < numSplits; ++i) { CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, isLightVolume ? cameraEffectivePos : Vector3::ZERO); } graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits); } break; case LIGHT_SPOT: { Matrix4 shadowMatrices[2]; CalculateSpotMatrix(shadowMatrices[0], light, cameraEffectivePos); bool isShadowed = lightQueue_->shadowMap_ != 0; if (isShadowed) { CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, isLightVolume ? cameraEffectivePos : Vector3::ZERO); } graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16); } break; case LIGHT_POINT: { Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix()); // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite // the next parameter #ifdef URHO3D_OPENGL graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16); #else graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12); #endif } break; } } // Set shadow mapping shader parameters if (shadowMap) { { // Calculate point light shadow sampling offsets (unrolled cube map) unsigned faceWidth = shadowMap->GetWidth() / 2; unsigned faceHeight = shadowMap->GetHeight() / 3; float width = (float)shadowMap->GetWidth(); float height = (float)shadowMap->GetHeight(); #ifdef URHO3D_OPENGL float mulX = (float)(faceWidth - 3) / width; float mulY = (float)(faceHeight - 3) / height; float addX = 1.5f / width; float addY = 1.5f / height; #else float mulX = (float)(faceWidth - 4) / width; float mulY = (float)(faceHeight - 4) / height; float addX = 2.5f / width; float addY = 2.5f / height; #endif // If using 4 shadow samples, offset the position diagonally by half pixel if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT) { addX -= 0.5f / width; addY -= 0.5f / height; } graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY)); } { // Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for // directional light shadows, stored in the same uniform Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_; float nearClip = shadowCamera->GetNearClip(); float farClip = shadowCamera->GetFarClip(); float q = farClip / (farClip - nearClip); float r = -q * nearClip; const CascadeParameters& parameters = light->GetShadowCascade(); float viewFarClip = camera_->GetFarClip(); float shadowRange = parameters.GetShadowRange(); float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip; float fadeEnd = shadowRange / viewFarClip; float fadeRange = fadeEnd - fadeStart; graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange)); } { float intensity = light->GetShadowIntensity(); float fadeStart = light->GetShadowFadeDistance(); float fadeEnd = light->GetShadowDistance(); if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart) intensity = Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f)); float pcfValues = (1.0f - intensity); float samples = renderer->GetShadowQuality() >= SHADOWQUALITY_HIGH_16BIT ? 4.0f : 1.0f; graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f)); } float sizeX = 1.0f / (float)shadowMap->GetWidth(); float sizeY = 1.0f / (float)shadowMap->GetHeight(); graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f)); Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE); if (lightQueue_->shadowSplits_.Size() > 1) lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera_->GetFarClip(); if (lightQueue_->shadowSplits_.Size() > 2) lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera_->GetFarClip(); if (lightQueue_->shadowSplits_.Size() > 3) lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera_->GetFarClip(); graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits); } } // Set material-specific shader parameters and textures if (material_) { if (graphics->NeedParameterUpdate(SP_MATERIAL, material_)) { // Update shader parameter animations material_->UpdateShaderParameterAnimations(); const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters(); for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i) graphics->SetShaderParameter(i->first_, i->second_.value_); } const SharedPtr<Texture>* textures = material_->GetTextures(); for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i) { TextureUnit unit = (TextureUnit)i; if (textures[i] && graphics->HasTextureUnit(unit)) graphics->SetTexture(i, textures[i]); } } // Set light-related textures if (light) { if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP)) graphics->SetTexture(TU_SHADOWMAP, shadowMap); if (graphics->HasTextureUnit(TU_LIGHTRAMP)) { Texture* rampTexture = light->GetRampTexture(); if (!rampTexture) rampTexture = renderer->GetDefaultLightRamp(); graphics->SetTexture(TU_LIGHTRAMP, rampTexture); } if (graphics->HasTextureUnit(TU_LIGHTSHAPE)) { Texture* shapeTexture = light->GetShapeTexture(); if (!shapeTexture && light->GetLightType() == LIGHT_SPOT) shapeTexture = renderer->GetDefaultLightSpot(); graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture); } } }
void GameObjectLightComponentWidget::InitFields() { Light* light = nullptr; //////////////////////////////////////// // Set Ready to false, so Light cannot change // properties while been initialized m_IsReady = false; //////////////////////////////////////// // Check Engine Viewer AEAssert(m_EngineViewer != nullptr); if (m_EngineViewer == nullptr) { return; } //////////////////////////////////////// // Verify LOC and Get Light Object light = GetLight(); if(light == nullptr) { AETODO("Add log"); return; } //////////////////////////////////////// // Set Light Type SetLightTypeComboBoxIndex(light->GetLightType()); //////////////////////////////////////// // Set Enabled m_GameObjectLightComponentWidgetQtUI.m_Enabled->setChecked(light->IsEnabled()); //////////////////////////////////////// // Set Intensity m_GameObjectLightComponentWidgetQtUI.m_IntensitySB->setValue(static_cast<double>(light->GetIntensity())); //////////////////////////////////////// // Set Color QColor qColor = AEQTHelpers::GetQColorFromColor(light->GetColor()); SetColorToColorWidget(qColor); //////////////////////////////////////// // Set Near and Far Attenuation m_GameObjectLightComponentWidgetQtUI.m_NearAttSB->setValue(static_cast<double>(light->GetNearAttenuation())); m_GameObjectLightComponentWidgetQtUI.m_FarAttSB->setValue(static_cast<double>(light->GetFarAttenuation())); //////////////////////////////////////// // Set Shadow Enabled m_GameObjectLightComponentWidgetQtUI.m_ShadowEnabled->setChecked(light->IsShadowEnabled()); m_GameObjectLightComponentWidgetQtUI.m_DrawFrustum->setEnabled(light->IsShadowEnabled()); //////////////////////////////////////// // Enable/Visibility of Angle options if(light->GetLightType() == LightType::Spot) { m_GameObjectLightComponentWidgetQtUI.m_LabelAngle->setVisible(true); m_GameObjectLightComponentWidgetQtUI.m_LabelFalloffAngle->setVisible(true); m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setVisible(true); m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setVisible(true); //////////////////////////////////////// // Get Spot Light SpotLight* spotLight = reinterpret_cast<SpotLight*>(light); //////////////////////////////////////// // Set Angle and Fall out Angle m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setValue(static_cast<double>(spotLight->GetAngle())); m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setValue(static_cast<double>(spotLight->GetFallOffAngle())); } else { m_GameObjectLightComponentWidgetQtUI.m_LabelAngle->setVisible(false); m_GameObjectLightComponentWidgetQtUI.m_LabelFalloffAngle->setVisible(false); m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setVisible(false); m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setVisible(false); } //////////////////////////////////////// // Enable/Visibility of Draw Frustum Cascades if (light->GetLightType() == LightType::Directional) { m_GameObjectLightComponentWidgetQtUI.m_DrawCascadeFrustums->setVisible(true); } else { m_GameObjectLightComponentWidgetQtUI.m_DrawCascadeFrustums->setVisible(false); } //////////////////////////////////////// // Light is Ready to change properties m_IsReady = true; }
void Batch::Prepare(View* view, Camera* camera, bool setModelTransform, bool allowDepthWrite) const { if (!vertexShader_ || !pixelShader_) return; Graphics* graphics = view->GetGraphics(); Renderer* renderer = view->GetRenderer(); Node* cameraNode = camera ? camera->GetNode() : 0; Light* light = lightQueue_ ? lightQueue_->light_ : 0; Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0; // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders graphics->SetShaders(vertexShader_, pixelShader_); // Set pass / material-specific renderstates if (pass_ && material_) { BlendMode blend = pass_->GetBlendMode(); // Turn additive blending into subtract if the light is negative if (light && light->IsNegative()) { if (blend == BLEND_ADD) blend = BLEND_SUBTRACT; else if (blend == BLEND_ADDALPHA) blend = BLEND_SUBTRACTALPHA; } graphics->SetBlendMode(blend); bool isShadowPass = pass_->GetIndex() == Technique::shadowPassIndex; CullMode effectiveCullMode = pass_->GetCullMode(); // Get cull mode from material if pass doesn't override it if (effectiveCullMode == MAX_CULLMODES) effectiveCullMode = isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode(); renderer->SetCullMode(effectiveCullMode, camera); if (!isShadowPass) { const BiasParameters& depthBias = material_->GetDepthBias(); graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_); } // Use the "least filled" fill mode combined from camera & material graphics->SetFillMode((FillMode)(Max(camera->GetFillMode(), material_->GetFillMode()))); graphics->SetDepthTest(pass_->GetDepthTestMode()); graphics->SetDepthWrite(pass_->GetDepthWrite() && allowDepthWrite); } // Set global (per-frame) shader parameters if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0)) view->SetGlobalShaderParameters(); // Set camera & viewport shader parameters unsigned cameraHash = (unsigned)(size_t)camera; IntRect viewport = graphics->GetViewport(); IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height()); unsigned viewportHash = (unsigned)(viewSize.x_ | (viewSize.y_ << 16)); if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<const void*>(cameraHash + viewportHash))) { view->SetCameraShaderParameters(camera); // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized view->SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_)); } // Set model or skinning transforms if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECT, worldTransform_)) { if (geometryType_ == GEOM_SKINNED) { graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_), 12 * numWorldTransforms_); } else graphics->SetShaderParameter(VSP_MODEL, *worldTransform_); // Set the orientation for billboards, either from the object itself or from the camera if (geometryType_ == GEOM_BILLBOARD) { if (numWorldTransforms_ > 1) graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix()); else graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix()); } } // Set zone-related shader parameters BlendMode blend = graphics->GetBlendMode(); // If the pass is additive, override fog color to black so that shaders do not need a separate additive path bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA; unsigned zoneHash = (unsigned)(size_t)zone_; if (overrideFogColorToBlack) zoneHash += 0x80000000; if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<const void*>(zoneHash))) { graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor()); graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR, zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4()); const BoundingBox& box = zone_->GetBoundingBox(); Vector3 boxSize = box.Size(); Matrix3x4 adjust(Matrix3x4::IDENTITY); adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_)); adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f)); Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform(); graphics->SetShaderParameter(VSP_ZONE, zoneTransform); graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor()); graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor()); float farClip = camera->GetFarClip(); float fogStart = Min(zone_->GetFogStart(), farClip); float fogEnd = Min(zone_->GetFogEnd(), farClip); if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON)) fogStart = fogEnd * (1.0f - M_LARGE_EPSILON); float fogRange = Max(fogEnd - fogStart, M_EPSILON); Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f); Node* zoneNode = zone_->GetNode(); if (zone_->GetHeightFog() && zoneNode) { Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f); fogParams.z_ = worldFogHeightVec.y_; fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON); } graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams); } // Set light-related shader parameters if (lightQueue_) { if (light && graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_)) { Node* lightNode = light->GetNode(); float atten = 1.0f / Max(light->GetRange(), M_EPSILON); Vector3 lightDir(lightNode->GetWorldRotation() * Vector3::BACK); Vector4 lightPos(lightNode->GetWorldPosition(), atten); graphics->SetShaderParameter(VSP_LIGHTDIR, lightDir); graphics->SetShaderParameter(VSP_LIGHTPOS, lightPos); if (graphics->HasShaderParameter(VSP_LIGHTMATRICES)) { switch (light->GetLightType()) { case LIGHT_DIRECTIONAL: { Matrix4 shadowMatrices[MAX_CASCADE_SPLITS]; unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size()); for (unsigned i = 0; i < numSplits; ++i) CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer); graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits); } break; case LIGHT_SPOT: { Matrix4 shadowMatrices[2]; CalculateSpotMatrix(shadowMatrices[0], light); bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP); if (isShadowed) CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer); graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16); } break; case LIGHT_POINT: { Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix()); // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite // the next parameter #ifdef ATOMIC_OPENGL graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16); #else graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12); #endif } break; } } float fade = 1.0f; float fadeEnd = light->GetDrawDistance(); float fadeStart = light->GetFadeDistance(); // Do fade calculation for light if both fade & draw distance defined if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd) fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f); // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(), light->GetEffectiveSpecularIntensity()) * fade); graphics->SetShaderParameter(PSP_LIGHTDIR, lightDir); graphics->SetShaderParameter(PSP_LIGHTPOS, lightPos); if (graphics->HasShaderParameter(PSP_LIGHTMATRICES)) { switch (light->GetLightType()) { case LIGHT_DIRECTIONAL: { Matrix4 shadowMatrices[MAX_CASCADE_SPLITS]; unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size()); for (unsigned i = 0; i < numSplits; ++i) CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer); graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits); } break; case LIGHT_SPOT: { Matrix4 shadowMatrices[2]; CalculateSpotMatrix(shadowMatrices[0], light); bool isShadowed = lightQueue_->shadowMap_ != 0; if (isShadowed) CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer); graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16); } break; case LIGHT_POINT: { Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix()); // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite // the next parameter #ifdef ATOMIC_OPENGL graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16); #else graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12); #endif } break; } } // Set shadow mapping shader parameters if (shadowMap) { { // Calculate point light shadow sampling offsets (unrolled cube map) unsigned faceWidth = (unsigned)(shadowMap->GetWidth() / 2); unsigned faceHeight = (unsigned)(shadowMap->GetHeight() / 3); float width = (float)shadowMap->GetWidth(); float height = (float)shadowMap->GetHeight(); #ifdef ATOMIC_OPENGL float mulX = (float)(faceWidth - 3) / width; float mulY = (float)(faceHeight - 3) / height; float addX = 1.5f / width; float addY = 1.5f / height; #else float mulX = (float)(faceWidth - 4) / width; float mulY = (float)(faceHeight - 4) / height; float addX = 2.5f / width; float addY = 2.5f / height; #endif // If using 4 shadow samples, offset the position diagonally by half pixel if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT) { addX -= 0.5f / width; addY -= 0.5f / height; } graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY)); } { // Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for // directional light shadows, stored in the same uniform Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_; float nearClip = shadowCamera->GetNearClip(); float farClip = shadowCamera->GetFarClip(); float q = farClip / (farClip - nearClip); float r = -q * nearClip; const CascadeParameters& parameters = light->GetShadowCascade(); float viewFarClip = camera->GetFarClip(); float shadowRange = parameters.GetShadowRange(); float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip; float fadeEnd = shadowRange / viewFarClip; float fadeRange = fadeEnd - fadeStart; graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange)); } { float intensity = light->GetShadowIntensity(); float fadeStart = light->GetShadowFadeDistance(); float fadeEnd = light->GetShadowDistance(); if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart) intensity = Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f)); float pcfValues = (1.0f - intensity); float samples = 1.0f; if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT) samples = 4.0f; graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f)); } float sizeX = 1.0f / (float)shadowMap->GetWidth(); float sizeY = 1.0f / (float)shadowMap->GetHeight(); graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector2(sizeX, sizeY)); Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE); if (lightQueue_->shadowSplits_.Size() > 1) lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera->GetFarClip(); if (lightQueue_->shadowSplits_.Size() > 2) lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera->GetFarClip(); if (lightQueue_->shadowSplits_.Size() > 3) lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera->GetFarClip(); graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits); if (graphics->HasShaderParameter(PSP_VSMSHADOWPARAMS)) graphics->SetShaderParameter(PSP_VSMSHADOWPARAMS, renderer->GetVSMShadowParameters()); if (light->GetShadowBias().normalOffset_ > 0.0f) { Vector4 normalOffsetScale(Vector4::ZERO); // Scale normal offset strength with the width of the shadow camera view if (light->GetLightType() != LIGHT_DIRECTIONAL) { Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_; normalOffsetScale.x_ = 2.0f * tanf(shadowCamera->GetFov() * M_DEGTORAD * 0.5f) * shadowCamera->GetFarClip(); } else { normalOffsetScale.x_ = lightQueue_->shadowSplits_[0].shadowCamera_->GetOrthoSize(); if (lightQueue_->shadowSplits_.Size() > 1) normalOffsetScale.y_ = lightQueue_->shadowSplits_[1].shadowCamera_->GetOrthoSize(); if (lightQueue_->shadowSplits_.Size() > 2) normalOffsetScale.z_ = lightQueue_->shadowSplits_[2].shadowCamera_->GetOrthoSize(); if (lightQueue_->shadowSplits_.Size() > 3) normalOffsetScale.w_ = lightQueue_->shadowSplits_[3].shadowCamera_->GetOrthoSize(); } normalOffsetScale *= light->GetShadowBias().normalOffset_; #ifdef GL_ES_VERSION_2_0 normalOffsetScale *= renderer->GetMobileNormalOffsetMul(); #endif graphics->SetShaderParameter(VSP_NORMALOFFSETSCALE, normalOffsetScale); graphics->SetShaderParameter(PSP_NORMALOFFSETSCALE, normalOffsetScale); } } } else if (lightQueue_->vertexLights_.Size() && graphics->HasShaderParameter(VSP_VERTEXLIGHTS) && graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_)) { Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3]; const PODVector<Light*>& lights = lightQueue_->vertexLights_; for (unsigned i = 0; i < lights.Size(); ++i) { Light* vertexLight = lights[i]; Node* vertexLightNode = vertexLight->GetNode(); LightType type = vertexLight->GetLightType(); // Attenuation float invRange, cutoff, invCutoff; if (type == LIGHT_DIRECTIONAL) invRange = 0.0f; else invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON); if (type == LIGHT_SPOT) { cutoff = Cos(vertexLight->GetFov() * 0.5f); invCutoff = 1.0f / (1.0f - cutoff); } else { cutoff = -1.0f; invCutoff = 1.0f; } // Color float fade = 1.0f; float fadeEnd = vertexLight->GetDrawDistance(); float fadeStart = vertexLight->GetFadeDistance(); // Do fade calculation for light if both fade & draw distance defined if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd) fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f); Color color = vertexLight->GetEffectiveColor() * fade; vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange); // Direction vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff); // Position vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff); } graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4); } } // Set zone texture if necessary #ifndef GL_ES_VERSION_2_0 if (zone_ && graphics->HasTextureUnit(TU_ZONE)) graphics->SetTexture(TU_ZONE, zone_->GetZoneTexture()); #else // On OpenGL ES set the zone texture to the environment unit instead if (zone_ && zone_->GetZoneTexture() && graphics->HasTextureUnit(TU_ENVIRONMENT)) graphics->SetTexture(TU_ENVIRONMENT, zone_->GetZoneTexture()); #endif // Set material-specific shader parameters and textures if (material_) { if (graphics->NeedParameterUpdate(SP_MATERIAL, reinterpret_cast<const void*>(material_->GetShaderParameterHash()))) { const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters(); for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i) graphics->SetShaderParameter(i->first_, i->second_.value_); } const HashMap<TextureUnit, SharedPtr<Texture> >& textures = material_->GetTextures(); for (HashMap<TextureUnit, SharedPtr<Texture> >::ConstIterator i = textures.Begin(); i != textures.End(); ++i) { if (graphics->HasTextureUnit(i->first_)) graphics->SetTexture(i->first_, i->second_.Get()); } } // Set light-related textures if (light) { if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP)) graphics->SetTexture(TU_SHADOWMAP, shadowMap); if (graphics->HasTextureUnit(TU_LIGHTRAMP)) { Texture* rampTexture = light->GetRampTexture(); if (!rampTexture) rampTexture = renderer->GetDefaultLightRamp(); graphics->SetTexture(TU_LIGHTRAMP, rampTexture); } if (graphics->HasTextureUnit(TU_LIGHTSHAPE)) { Texture* shapeTexture = light->GetShapeTexture(); if (!shapeTexture && light->GetLightType() == LIGHT_SPOT) shapeTexture = renderer->GetDefaultLightSpot(); graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture); } } }