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author | aap <aap@papnet.eu> | 2019-06-01 19:18:19 +0200 |
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committer | aap <aap@papnet.eu> | 2019-06-01 19:18:19 +0200 |
commit | c40c7acb96a926378df7d7b43920966ab31ff95e (patch) | |
tree | a524403990b5c17a1c0b97275c773a26a8c98fb2 /src/render/PointLights.cpp | |
parent | more RW lights (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/render/PointLights.cpp | 283 |
1 files changed, 282 insertions, 1 deletions
diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp index 34cfa658..0eb41821 100644 --- a/src/render/PointLights.cpp +++ b/src/render/PointLights.cpp @@ -1,13 +1,294 @@ #include "common.h" #include "patcher.h" +#include "Lights.h" +#include "Camera.h" +#include "Weather.h" +#include "World.h" +#include "Collision.h" +#include "Sprite.h" +#include "Timer.h" #include "PointLights.h" int16 &CPointLights::NumLights = *(int16*)0x95CC3E; +CRegisteredPointLight *CPointLights::aLights = (CRegisteredPointLight*)0x7096D0; -WRAPPER void CPointLights::RenderFogEffect(void) { EAXJMP(0x510C30); } +//WRAPPER void CPointLights::RenderFogEffect(void) { EAXJMP(0x510C30); } void CPointLights::InitPerFrame(void) { NumLights = 0; } + +#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(); + if(fabs(dist.x) < MAX_DIST && fabs(dist.y) < MAX_DIST){ + 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++){ + if(aLights[i].type == LIGHT_FOGONLY_3 || aLights[i].type == LIGHT_FOGONLY_4) + continue; + + // same weird distance calculation. simplified here + dist = aLights[i].coors - *objCoors; + radius = aLights[i].radius; + if(fabs(dist.x) < radius && + fabs(dist.y) < radius && + fabs(dist.z) < radius){ + + 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; +} + +extern RwRaster *&gpPointlightRaster; + +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); + // more intensity the closer to light source + intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH); + // more intensity the closer to line + intensity *= 1.0f - sq(sqrt(linedistsq) / FOG_AREA_WIDTH); + + 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); + } + } + } + } + } + } + + }else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY_3 || aLights[i].type == LIGHT_FOGONLY_4){ + 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; + float lightdist = sqrt(sq(dx) + sq(dy)); + if(lightdist < FOG_AREA_RADIUS){ + dx = xi - TheCamera.GetPosition().x; + dy = yi - TheCamera.GetPosition().y; + float camdist = sqrt(sq(dx) + sq(dy)); + 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); + } + } + } + } + } + } + } + } +} + +STARTPATCHES + InjectHook(0x510790, CPointLights::AddLight, PATCH_JUMP); + InjectHook(0x510960, CPointLights::GenerateLightsAffectingObject, PATCH_JUMP); + InjectHook(0x510C20, CPointLights::RemoveLightsAffectingObject, PATCH_JUMP); + InjectHook(0x510C30, CPointLights::RenderFogEffect, PATCH_JUMP); +ENDPATCHES |