aboutsummaryrefslogtreecommitdiff
path: root/src/renderer/PointLights.cpp
blob: 84ac4ab26ddbe125dd9c1e5f855fd49c45822275 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
#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;
					// distance fade
					if(distNorm < 0.5f)
						intensity = 1.0f;
					else
						intensity = 1.0f - (distNorm - 0.5f)/(1.0f - 0.5f);

					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;

	PUSH_RENDERGROUP("CPointLights::RenderFogEffect");

	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_NORMAL ? CWeather::Foggyness : 1.0f;
		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 + 10.0f);
						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 / 0x2000;
									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 / 0x4000;
									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);
								}
							}
						}
					}
				}
			}
		}
	}

	POP_RENDERGROUP();
}