re3/src/render/PointLights.cpp

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#include "common.h"
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#include "main.h"
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#include "Lights.h"
#include "Camera.h"
#include "Weather.h"
#include "World.h"
#include "Collision.h"
#include "Sprite.h"
#include "Timer.h"
#include "PointLights.h"
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int16 CPointLights::NumLights;
CRegisteredPointLight CPointLights::aLights[NUMPOINTLIGHTS];
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void
CPointLights::InitPerFrame(void)
{
NumLights = 0;
}
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#define MAX_DIST 22.0f
void
CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows)
{
CVector dist;
float distance;
// The check is done in some weird way in the game
// we're doing it a bit better here
if(NumLights >= NUMPOINTLIGHTS)
return;
dist = coors - TheCamera.GetPosition();
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if(Abs(dist.x) < MAX_DIST && Abs(dist.y) < MAX_DIST){
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distance = dist.Magnitude();
if(distance < MAX_DIST){
aLights[NumLights].type = type;
aLights[NumLights].fogType = fogType;
aLights[NumLights].coors = coors;
aLights[NumLights].dir = dir;
aLights[NumLights].radius = radius;
aLights[NumLights].castExtraShadows = castExtraShadows;
if(distance < MAX_DIST*0.75f){
aLights[NumLights].red = red;
aLights[NumLights].green = green;
aLights[NumLights].blue = blue;
}else{
float fade = 1.0f - (distance/MAX_DIST - 0.75f)*4.0f;
aLights[NumLights].red = red * fade;
aLights[NumLights].green = green * fade;
aLights[NumLights].blue = blue * fade;
}
NumLights++;
}
}
}
float
CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
{
int i;
float ret;
CVector dist;
float radius, distance;
ret = 1.0f;
for(i = 0; i < NumLights; i++){
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if(aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS)
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continue;
// same weird distance calculation. simplified here
dist = aLights[i].coors - *objCoors;
radius = aLights[i].radius;
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if(Abs(dist.x) < radius &&
Abs(dist.y) < radius &&
Abs(dist.z) < radius){
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distance = dist.Magnitude();
if(distance < radius){
float distNorm = distance/radius;
if(aLights[i].type == LIGHT_DARKEN){
// darken the object the closer it is
ret *= distNorm;
}else{
float intensity;
if(distNorm < 0.5f)
// near enough
intensity = 1.0f;
else
// attenuate
intensity = 1.0f - (distNorm - 0.5f)*2.0f;
if(distance != 0.0f){
CVector dir = dist / distance;
if(aLights[i].type == LIGHT_DIRECTIONAL){
float dot = -DotProduct(dir, aLights[i].dir);
intensity *= max((dot-0.5f)*2.0f, 0.0f);
}
if(intensity > 0.0f)
AddAnExtraDirectionalLight(Scene.world,
dir.x, dir.y, dir.z,
aLights[i].red*intensity, aLights[i].green*intensity, aLights[i].blue*intensity);
}
}
}
}
}
return ret;
}
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extern RwRaster *gpPointlightRaster;
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void
CPointLights::RemoveLightsAffectingObject(void)
{
RemoveExtraDirectionalLights(Scene.world);
}
// for directional fog
#define FOG_AREA_LENGTH 12.0f
#define FOG_AREA_WIDTH 5.0f
// for pointlight fog
#define FOG_AREA_RADIUS 9.0f
float FogSizes[8] = { 1.3f, 2.0f, 1.7f, 2.0f, 1.4f, 2.1f, 1.5f, 2.3f };
void
CPointLights::RenderFogEffect(void)
{
int i;
float fogginess;
CColPoint point;
CEntity *entity;
float xmin, ymin;
float xmax, ymax;
int16 xi, yi;
CVector spriteCoors;
float spritew, spriteh;
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpPointlightRaster);
for(i = 0; i < NumLights; i++){
if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
continue;
fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
if(fogginess == 0.0f)
continue;
if(aLights[i].type == LIGHT_DIRECTIONAL){
// TODO: test this. haven't found directional fog so far
float coors2X = aLights[i].coors.x + FOG_AREA_LENGTH*aLights[i].dir.x;
float coors2Y = aLights[i].coors.y + FOG_AREA_LENGTH*aLights[i].dir.y;
if(coors2X < aLights[i].coors.x){
xmin = coors2X;
xmax = aLights[i].coors.x;
}else{
xmax = coors2X;
xmin = aLights[i].coors.x;
}
if(coors2Y < aLights[i].coors.y){
ymin = coors2Y;
ymax = aLights[i].coors.y;
}else{
ymax = coors2Y;
ymin = aLights[i].coors.y;
}
xmin -= 5.0f;
ymin -= 5.0f;
xmax += 5.0f;
ymax += 5.0f;
for(xi = (int16)xmin - (int16)xmin % 4; xi <= (int16)xmax + 4; xi += 4){
for(yi = (int16)ymin - (int16)ymin % 4; yi <= (int16)ymax + 4; yi += 4){
// Some kind of pseudo random number?
int r = (xi ^ yi)>>2 & 0xF;
if((r & 1) == 0)
continue;
// Check if fog effect is close enough to directional line in x and y
float dx = xi - aLights[i].coors.x;
float dy = yi - aLights[i].coors.y;
float dot = dx*aLights[i].dir.x + dy*aLights[i].dir.y;
float distsq = sq(dx) + sq(dy);
float linedistsq = distsq - sq(dot);
if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
point, entity, true, false, false, false, true, false, nil)){
// Now same check again in xyz
fogcoors.z = point.point.z + 1.3f;
// actually we don't have to recalculate x and y, but the game does it that way
dx = xi - aLights[i].coors.x;
dy = yi - aLights[i].coors.y;
float dz = fogcoors.z - aLights[i].coors.z;
dot = dx*aLights[i].dir.x + dy*aLights[i].dir.y + dz*aLights[i].dir.z;
distsq = sq(dx) + sq(dy) + sq(dz);
linedistsq = distsq - sq(dot);
if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
float intensity = 158.0f * fogginess;
// more intensity the smaller the angle
intensity *= dot/Sqrt(distsq);
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// more intensity the closer to light source
intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH);
// more intensity the closer to line
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
float size = FogSizes[r>>1];
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
intensity, 1/spriteCoors.z, rotation, 255);
}
}
}
}
}
}
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}else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS){
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if(CWorld::ProcessVerticalLine(aLights[i].coors, aLights[i].coors.z - 20.0f,
point, entity, true, false, false, false, true, false, nil)){
xmin = aLights[i].coors.x - FOG_AREA_RADIUS;
ymin = aLights[i].coors.y - FOG_AREA_RADIUS;
xmax = aLights[i].coors.x + FOG_AREA_RADIUS;
ymax = aLights[i].coors.y + FOG_AREA_RADIUS;
for(xi = (int16)xmin - (int16)xmin % 2; xi <= (int16)xmax + 2; xi += 2){
for(yi = (int16)ymin - (int16)ymin % 2; yi <= (int16)ymax + 2; yi += 2){
// Some kind of pseudo random number?
int r = (xi ^ yi)>>1 & 0xF;
if((r & 1) == 0)
continue;
float dx = xi - aLights[i].coors.x;
float dy = yi - aLights[i].coors.y;
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float lightdist = Sqrt(sq(dx) + sq(dy));
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if(lightdist < FOG_AREA_RADIUS){
dx = xi - TheCamera.GetPosition().x;
dy = yi - TheCamera.GetPosition().y;
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float camdist = Sqrt(sq(dx) + sq(dy));
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if(camdist < MAX_DIST){
float intensity;
// distance fade
if(camdist < MAX_DIST/2)
intensity = 1.0f;
else
intensity = 1.0f - (camdist - MAX_DIST/2) / (MAX_DIST/2);
intensity *= 132.0f * fogginess;
// more intensity the closer to light source
intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
CVector fogcoors(xi, yi, point.point.z + 1.6f);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
float size = FogSizes[r>>1];
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
intensity, 1/spriteCoors.z, rotation, 255);
}
}
}
}
}
}
}
}
}