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re3/src/render/CutsceneShadow.cpp

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2020-07-29 09:17:53 +00:00
#include "common.h"
#include "main.h"
#include "rwcore.h"
#include "rwplcore.h"
#include "CutsceneShadow.h"
#include "RwHelper.h"
#define DLIGHT_VALUE 0.8f /* Directional light intensity */
CCutsceneShadow::CCutsceneShadow()
{
m_pAtomic = NULL;
m_nRwObjectType = -1;
m_pLight = NULL;
m_nBlurPasses = 0;
m_bResample = false;
m_bGradient = false;
}
CCutsceneShadow::~CCutsceneShadow()
{
Destroy();
}
bool
CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient)
{
RwRGBAReal color;
RwFrame *frame;
if (!object)
return false;
m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL);
if (!m_pLight)
return false;
color.red = color.green = color.blue = DLIGHT_VALUE;
color.alpha = 0.0f;
RpLightSetColor(m_pLight, &color);
frame = RwFrameCreate();
RpLightSetFrame(m_pLight, frame);
SetLightProperties(180.0f, 90.0f, false);
m_pObject = object;
m_nRwObjectType = RwObjectGetType(m_pObject);
switch ( m_nRwObjectType )
{
case rpCLUMP:
{
RpClumpGetBoundingSphere(m_pClump, &m_BoundingSphere, 1);
m_BaseSphere.radius = m_BoundingSphere.radius;
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
break;
}
case rpATOMIC:
{
m_BoundingSphere = *RpAtomicGetBoundingSphere(m_pAtomic);
m_BaseSphere.radius = m_BoundingSphere.radius;
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
break;
}
default:
{
Destroy();
return false;
break;
}
}
if ( !m_Camera.Create(rasterSize) )
{
Destroy();
return false;
}
m_nBlurPasses = blurPasses;
m_bResample = resample;
m_bGradient = gradient;
if ( m_bResample && !m_ResampleCamera.Create(rasterSize - 1) )
{
Destroy();
return false;
}
if ( m_nBlurPasses != 0 )
{
if ( !m_BlurCamera.Create(resample ? rasterSize - 1 : rasterSize) )
{
Destroy();
return false;
}
}
if ( m_bGradient )
{
if ( !m_GradientCamera.Create(resample ? rasterSize - 1 : rasterSize) )
{
Destroy();
return false;
}
m_GradientCamera.MakeGradientRaster();
}
m_Camera.SetLight(m_pLight);
switch ( m_nRwObjectType )
{
case rpATOMIC:
m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
break;
case rpCLUMP:
m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
break;
}
m_Camera.SetCenter(&m_BaseSphere.center);
return true;
}
RwFrame *
CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
{
RwFrame *frame;
static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
frame = RpLightGetFrame(m_pLight);
if ( !frame )
return NULL;
RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE);
RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT);
if ( setLight )
m_Camera.SetLight(m_pLight);
return frame;
}
bool
CCutsceneShadow::IsInitialized()
{
return m_pObject != NULL;
}
void
CCutsceneShadow::Destroy()
{
m_Camera.Destroy();
m_ResampleCamera.Destroy();
m_BlurCamera.Destroy();
m_GradientCamera.Destroy();
m_pAtomic = NULL;
m_nRwObjectType = -1;
if (m_pLight)
{
RwFrame *frame = RpLightGetFrame(m_pLight);
RpLightSetFrame(m_pLight, NULL);
RwFrameDestroy(frame);
RpLightDestroy(m_pLight);
m_pLight = NULL;
}
}
RwRaster *
CCutsceneShadow::Update()
{
switch ( m_nRwObjectType )
{
case rpCLUMP:
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
break;
case rpATOMIC:
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
break;
}
m_Camera.SetCenter(&m_BaseSphere.center);
switch ( m_nRwObjectType )
{
case rpCLUMP:
m_Camera.Update(m_pClump);
break;
case rpATOMIC:
m_Camera.Update(m_pAtomic);
break;
}
RwRaster *raster = m_Camera.GetRwRenderRaster();
if ( m_bResample )
return m_ResampleCamera.RasterResample(raster);
if ( m_nBlurPasses )
return m_BlurCamera.RasterBlur(raster, m_nBlurPasses);
if ( m_bGradient )
return m_GradientCamera.RasterGradient(raster);
return raster;
}
RwTexture *
CCutsceneShadow::UpdateForCutscene()
{
Update();
return GetShadowRwTexture();
}
CShadowCamera *
CCutsceneShadow::GetShadowCamera(int32 camType)
{
switch ( camType )
{
case RESAMPLE:
return &m_ResampleCamera;
break;
case BLUR:
return &m_BlurCamera;
break;
case GRADIENT:
return &m_GradientCamera;
break;
default:
return &m_Camera;
break;
}
}
RwTexture *
CCutsceneShadow::GetShadowRwTexture()
{
if ( m_bResample )
return m_ResampleCamera.GetRwRenderTexture();
else
return m_Camera.GetRwRenderTexture();
}
void
CCutsceneShadow::DrawBorderAroundTexture(RwRGBA const& color)
{
if ( m_bResample )
m_ResampleCamera.DrawOutlineBorder(color);
else
m_Camera.DrawOutlineBorder(color);
}