#include "common.h"
#include <rwcore.h>
#include <rpworld.h>
#include "patcher.h"
#include "Lights.h"
#include "Timecycle.h"
#include "Coronas.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "Frontend.h"
RpLight *&pAmbient = *(RpLight**)0x885B6C;
RpLight *&pDirect = *(RpLight**)0x880F7C;
RpLight **pExtraDirectionals = (RpLight**)0x60009C;
int *LightStrengths = (int*)0x87BEF0;
int &NumExtraDirLightsInWorld = *(int*)0x64C608;
RwRGBAReal &AmbientLightColourForFrame = *(RwRGBAReal*)0x6F46F8;
RwRGBAReal &AmbientLightColourForFrame_PedsCarsAndObjects = *(RwRGBAReal*)0x6F1D10;
RwRGBAReal &DirectionalLightColourForFrame = *(RwRGBAReal*)0x87C6B8;
RwRGBAReal &AmbientLightColour = *(RwRGBAReal*)0x86B0F8;
RwRGBAReal &DirectionalLightColour = *(RwRGBAReal*)0x72E308;
void
SetLightsWithTimeOfDayColour(RpWorld *)
{
CVector vec1, vec2, vecsun;
RwMatrix mat;
if(pAmbient){
AmbientLightColourForFrame.red = CTimeCycle::GetAmbientRed() * CCoronas::LightsMult;
AmbientLightColourForFrame.green = CTimeCycle::GetAmbientGreen() * CCoronas::LightsMult;
AmbientLightColourForFrame.blue = CTimeCycle::GetAmbientBlue() * CCoronas::LightsMult;
if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
AmbientLightColourForFrame.red = 1.0f;
AmbientLightColourForFrame.green = 1.0f;
AmbientLightColourForFrame.blue = 1.0f;
}
AmbientLightColourForFrame_PedsCarsAndObjects.red = Min(1.0f, AmbientLightColourForFrame.red*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.green = Min(1.0f, AmbientLightColourForFrame.green*1.3f);
AmbientLightColourForFrame_PedsCarsAndObjects.blue = Min(1.0f, AmbientLightColourForFrame.blue*1.3f);
RpLightSetColor(pAmbient, &AmbientLightColourForFrame);
}
if(pDirect){
DirectionalLightColourForFrame.red = CTimeCycle::GetDirectionalRed() * CCoronas::LightsMult;
DirectionalLightColourForFrame.green = CTimeCycle::GetDirectionalGreen() * CCoronas::LightsMult;
DirectionalLightColourForFrame.blue = CTimeCycle::GetDirectionalBlue() * CCoronas::LightsMult;
RpLightSetColor(pDirect, &DirectionalLightColourForFrame);
vecsun = CTimeCycle::m_VectorToSun[CTimeCycle::m_CurrentStoredValue];
vec1 = CVector(0.0f, 0.0f, 1.0f);
vec2 = CrossProduct(vec1, vecsun);
vec2.Normalise();
vec1 = CrossProduct(vec2, vecsun);
mat.at.x = -vecsun.x;
mat.at.y = -vecsun.y;
mat.at.z = -vecsun.z;
mat.right.x = vec1.x;
mat.right.y = vec1.y;
mat.right.z = vec1.z;
mat.up.x = vec2.x;
mat.up.y = vec2.y;
mat.up.z = vec2.z;
RwFrameTransform(RpLightGetFrame(pDirect), &mat, rwCOMBINEREPLACE);
}
if(CMenuManager::m_PrefsBrightness > 256){
float f1 = 2.0f * (CMenuManager::m_PrefsBrightness/256.0f - 1.0f) * 0.6f + 1.0f;
float f2 = 3.0f * (CMenuManager::m_PrefsBrightness/256.0f - 1.0f) * 0.6f + 1.0f;
AmbientLightColourForFrame.red = Min(1.0f, AmbientLightColourForFrame.red * f2);
AmbientLightColourForFrame.green = Min(1.0f, AmbientLightColourForFrame.green * f2);
AmbientLightColourForFrame.blue = Min(1.0f, AmbientLightColourForFrame.blue * f2);
AmbientLightColourForFrame_PedsCarsAndObjects.red = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.red * f1);
AmbientLightColourForFrame_PedsCarsAndObjects.green = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.green * f1);
AmbientLightColourForFrame_PedsCarsAndObjects.blue = Min(1.0f, AmbientLightColourForFrame_PedsCarsAndObjects.blue * f1);
#ifdef FIX_BUGS
DirectionalLightColourForFrame.red = Min(1.0f, DirectionalLightColourForFrame.red * f1);
DirectionalLightColourForFrame.green = Min(1.0f, DirectionalLightColourForFrame.green * f1);
DirectionalLightColourForFrame.blue = Min(1.0f, DirectionalLightColourForFrame.blue * f1);
#else
DirectionalLightColourForFrame.red = min(1.0f, AmbientLightColourForFrame.red * f1);
DirectionalLightColourForFrame.green = min(1.0f, AmbientLightColourForFrame.green * f1);
DirectionalLightColourForFrame.blue = min(1.0f, AmbientLightColourForFrame.blue * f1);
#endif
}
}
RpWorld*
LightsCreate(RpWorld *world)
{
int i;
RwRGBAReal color;
RwFrame *frame;
if(world == nil)
return nil;
pAmbient = RpLightCreate(rpLIGHTAMBIENT);
RpLightSetFlags(pAmbient, rpLIGHTLIGHTATOMICS);
color.red = 0.25f;
color.green = 0.25f;
color.blue = 0.2f;
RpLightSetColor(pAmbient, &color);
pDirect = RpLightCreate(rpLIGHTDIRECTIONAL);
RpLightSetFlags(pDirect, rpLIGHTLIGHTATOMICS);
color.red = 1.0f;
color.green = 0.84f;
color.blue = 0.45f;
RpLightSetColor(pDirect, &color);
RpLightSetRadius(pDirect, 2.0f);
frame = RwFrameCreate();
RpLightSetFrame(pDirect, frame);
RwV3d axis = { 1.0f, 1.0f, 0.0f };
RwFrameRotate(frame, &axis, 160.0f, rwCOMBINEPRECONCAT);
RpWorldAddLight(world, pAmbient);
RpWorldAddLight(world, pDirect);
for(i = 0; i < NUMEXTRADIRECTIONALS; i++){
pExtraDirectionals[i] = RpLightCreate(rpLIGHTDIRECTIONAL);
RpLightSetFlags(pExtraDirectionals[i], 0);
color.red = 1.0f;
color.green = 0.5f;
color.blue = 0.0f;
RpLightSetColor(pExtraDirectionals[i], &color);
RpLightSetRadius(pExtraDirectionals[i], 2.0f);
frame = RwFrameCreate();
RpLightSetFrame(pExtraDirectionals[i], frame);
RpWorldAddLight(world, pExtraDirectionals[i]);
}
return world;
}
void
LightsDestroy(RpWorld *world)
{
int i;
if(world == nil)
return;
if(pAmbient){
RpWorldRemoveLight(world, pAmbient);
RpLightDestroy(pAmbient);
pAmbient = nil;
}
if(pDirect){
RpWorldRemoveLight(world, pDirect);
RwFrameDestroy(RpLightGetFrame(pDirect));
RpLightDestroy(pDirect);
pDirect = nil;
}
for(i = 0; i < NUMEXTRADIRECTIONALS; i++)
if(pExtraDirectionals[i]){
RpWorldRemoveLight(world, pExtraDirectionals[i]);
RwFrameDestroy(RpLightGetFrame(pExtraDirectionals[i]));
RpLightDestroy(pExtraDirectionals[i]);
pExtraDirectionals[i] = nil;
}
}
void
WorldReplaceNormalLightsWithScorched(RpWorld *world, float l)
{
RwRGBAReal color;
color.red = l;
color.green = l;
color.blue = l;
RpLightSetColor(pAmbient, &color);
RpLightSetFlags(pDirect, 0);
}
void
WorldReplaceScorchedLightsWithNormal(RpWorld *world)
{
RpLightSetColor(pAmbient, &AmbientLightColourForFrame);
RpLightSetFlags(pDirect, rpLIGHTLIGHTATOMICS);
}
void
AddAnExtraDirectionalLight(RpWorld *world, float dirx, float diry, float dirz, float red, float green, float blue)
{
float strength;
int weakest;
int i, n;
RwRGBAReal color;
RwV3d *dir;
strength = Max(Max(red, green), blue);
n = -1;
if(NumExtraDirLightsInWorld < NUMEXTRADIRECTIONALS)
n = NumExtraDirLightsInWorld;
else{
weakest = strength;
for(i = 0; i < NUMEXTRADIRECTIONALS; i++)
if(LightStrengths[i] < weakest){
weakest = LightStrengths[i];
n = i;
}
}
if(n < 0)
return;
color.red = red;
color.green = green;
color.blue = blue;
RpLightSetColor(pExtraDirectionals[n], &color);
dir = RwMatrixGetAt(RwFrameGetMatrix(RpLightGetFrame(pExtraDirectionals[n])));
dir->x = -dirx;
dir->y = -diry;
dir->z = -dirz;
RwMatrixUpdate(RwFrameGetMatrix(RpLightGetFrame(pExtraDirectionals[n])));
RwFrameUpdateObjects(RpLightGetFrame(pExtraDirectionals[n]));
RpLightSetFlags(pExtraDirectionals[n], rpLIGHTLIGHTATOMICS);
LightStrengths[n] = strength;
NumExtraDirLightsInWorld = Min(NumExtraDirLightsInWorld+1, NUMEXTRADIRECTIONALS);
}
void
RemoveExtraDirectionalLights(RpWorld *world)
{
int i;
for(i = 0; i < NumExtraDirLightsInWorld; i++)
RpLightSetFlags(pExtraDirectionals[i], 0);
NumExtraDirLightsInWorld = 0;
}
void
SetAmbientAndDirectionalColours(float f)
{
AmbientLightColour.red = AmbientLightColourForFrame.red * f;
AmbientLightColour.green = AmbientLightColourForFrame.green * f;
AmbientLightColour.blue = AmbientLightColourForFrame.blue * f;
DirectionalLightColour.red = DirectionalLightColourForFrame.red * f;
DirectionalLightColour.green = DirectionalLightColourForFrame.green * f;
DirectionalLightColour.blue = DirectionalLightColourForFrame.blue * f;
RpLightSetColor(pAmbient, &AmbientLightColour);
RpLightSetColor(pDirect, &DirectionalLightColour);
}
void
SetBrightMarkerColours(float f)
{
AmbientLightColour.red = 0.6f;
AmbientLightColour.green = 0.6f;
AmbientLightColour.blue = 0.6f;
DirectionalLightColour.red = (1.0f - DirectionalLightColourForFrame.red) * 0.4f + DirectionalLightColourForFrame.red;
DirectionalLightColour.green = (1.0f - DirectionalLightColourForFrame.green) * 0.4f + DirectionalLightColourForFrame.green;
DirectionalLightColour.blue = (1.0f - DirectionalLightColourForFrame.blue) * 0.4f + DirectionalLightColourForFrame.blue;
RpLightSetColor(pAmbient, &AmbientLightColour);
RpLightSetColor(pDirect, &DirectionalLightColour);
}
void
ReSetAmbientAndDirectionalColours(void)
{
RpLightSetColor(pAmbient, &AmbientLightColourForFrame);
RpLightSetColor(pDirect, &DirectionalLightColourForFrame);
}
void
DeActivateDirectional(void)
{
RpLightSetFlags(pDirect, 0);
}
void
ActivateDirectional(void)
{
RpLightSetFlags(pDirect, rpLIGHTLIGHTATOMICS);
}
void
SetAmbientColours(void)
{
RpLightSetColor(pAmbient, &AmbientLightColourForFrame);
}
void
SetAmbientColoursForPedsCarsAndObjects(void)
{
RpLightSetColor(pAmbient, &AmbientLightColourForFrame_PedsCarsAndObjects);
}
uint8 IndicateR[] = { 0, 255, 0, 0, 255, 255, 0 };
uint8 IndicateG[] = { 0, 0, 255, 0, 255, 0, 255 };
uint8 IndicateB[] = { 0, 0, 0, 255, 0, 255, 255 };
void
SetAmbientColoursToIndicateRoadGroup(int i)
{
AmbientLightColour.red = IndicateR[i%7]/255.0f;
AmbientLightColour.green = IndicateG[i%7]/255.0f;
AmbientLightColour.blue = IndicateB[i%7]/255.0f;
RpLightSetColor(pAmbient, &AmbientLightColour);
}
void
SetAmbientColours(RwRGBAReal *color)
{
RpLightSetColor(pAmbient, color);
}
STARTPATCHES
InjectHook(0x526510, SetLightsWithTimeOfDayColour, PATCH_JUMP);
InjectHook(0x5269A0, LightsCreate, PATCH_JUMP);
InjectHook(0x526B40, LightsDestroy, PATCH_JUMP);
InjectHook(0x526C10, WorldReplaceNormalLightsWithScorched, PATCH_JUMP);
InjectHook(0x526C50, WorldReplaceScorchedLightsWithNormal, PATCH_JUMP);
InjectHook(0x526C70, AddAnExtraDirectionalLight, PATCH_JUMP);
InjectHook(0x526DB0, RemoveExtraDirectionalLights, PATCH_JUMP);
InjectHook(0x526DE0, SetAmbientAndDirectionalColours, PATCH_JUMP);
InjectHook(0x526E60, SetBrightMarkerColours, PATCH_JUMP);
InjectHook(0x526F10, ReSetAmbientAndDirectionalColours, PATCH_JUMP);
InjectHook(0x526F40, DeActivateDirectional, PATCH_JUMP);
InjectHook(0x526F50, ActivateDirectional, PATCH_JUMP);
InjectHook(0x526F60, (void (*)(void))SetAmbientColours, PATCH_JUMP);
InjectHook(0x526F80, SetAmbientColoursForPedsCarsAndObjects, PATCH_JUMP);
InjectHook(0x526FA0, (void (*)(RwRGBAReal*))SetAmbientColours, PATCH_JUMP);
ENDPATCHES