mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-18 03:57:45 +00:00
287 lines
8.6 KiB
C++
287 lines
8.6 KiB
C++
#include "common.h"
|
|
|
|
#include "main.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;
|
|
CRegisteredPointLight CPointLights::aLights[NUMPOINTLIGHTS];
|
|
|
|
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(Abs(dist.x) < MAX_DIST && Abs(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(Const 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 || aLights[i].type == LIGHT_FOGONLY_ALWAYS)
|
|
continue;
|
|
|
|
// same weird distance calculation. simplified here
|
|
dist = aLights[i].coors - *objCoors;
|
|
radius = aLights[i].radius;
|
|
if(Abs(dist.x) < radius &&
|
|
Abs(dist.y) < radius &&
|
|
Abs(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 || aLights[i].type == LIGHT_FOGONLY_ALWAYS){
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|