mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
971 lines
39 KiB
C++
971 lines
39 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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extern INDEX mdl_iShadowQuality;
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// model shadow precision
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// 0 = no shadows
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// 1 = one simple shadow
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// 2 = one complex shadow
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// 3 = all shadows
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/*
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* Compare two models for sorting.
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*/
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static inline int CompareDelayedModels( const CDelayedModel &dm0, const CDelayedModel &dm1)
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{
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BOOL bHasAlpha0 = dm0.dm_ulFlags&DMF_HASALPHA;
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BOOL bHasAlpha1 = dm1.dm_ulFlags&DMF_HASALPHA;
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if (! bHasAlpha0 && bHasAlpha1) return -1;
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else if ( bHasAlpha0 && !bHasAlpha1) return +1;
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if (dm0.dm_fDistance<dm1.dm_fDistance) return -1;
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else if (dm0.dm_fDistance>dm1.dm_fDistance) return +1;
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else return 0;
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}
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static int qsort_CompareDelayedModels( const void *ppdm0, const void *ppdm1)
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{
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CDelayedModel &dm0 = **(CDelayedModel **)ppdm0;
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CDelayedModel &dm1 = **(CDelayedModel **)ppdm1;
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return +CompareDelayedModels(dm0, dm1);
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}
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static inline FLOAT IntensityAtDistance( FLOAT fFallOff, FLOAT fHotSpot, FLOAT fDistance)
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{
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// intensity is zero if further than fall-off range
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if( fDistance>fFallOff) return 0.0f;
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// intensity is maximum if closer than hot-spot range
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if( fDistance<fHotSpot) return 1.0f;
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// interpolate if between fall-off and hot-spot range
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return (fFallOff-fDistance)/(fFallOff-fHotSpot);
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}
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/* Find lights for one model. */
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BOOL CRenderer::FindModelLights( CEntity &en, const CPlacement3D &plModel,
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COLOR &colLight, COLOR &colAmbient, FLOAT &fTotalShadowIntensity,
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FLOAT3D &vTotalLightDirection, FLOATplane3D &plFloorPlane)
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{
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// find shading info if not already cached
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if (en.en_psiShadingInfo!=NULL && !(en.en_ulFlags&ENF_VALIDSHADINGINFO)) {
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_FINDSHADINGINFO);
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_pfRenderProfile.IncrementTimerAveragingCounter(CRenderProfile::PTI_FINDSHADINGINFO, 1);
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if (en.en_ulFlags&ENF_NOSHADINGINFO) {
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en.en_psiShadingInfo=NULL;
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} else {
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en.FindShadingInfo();
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}
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDSHADINGINFO);
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}
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_FINDLIGHTS);
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// clear list of active lights
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_amlLights.PopAll();
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// if there is no valid shading info
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if( en.en_psiShadingInfo==NULL/* || en.en_psiShadingInfo->si_pbpoPolygon==NULL*/)
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{ // no shadow
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDLIGHTS);
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return FALSE;
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}
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// if there is valid shading info
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else
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{
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// if model is above terrain
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if(en.en_psiShadingInfo->si_ptrTerrain!=NULL) {
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CTerrain *ptrTerrain = en.en_psiShadingInfo->si_ptrTerrain;
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// if full bright rendering
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if (_wrpWorldRenderPrefs.wrp_shtShadows==CWorldRenderPrefs::SHT_NONE) {
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// no model shading
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colLight = C_BLACK;
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colAmbient = C_GRAY;
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vTotalLightDirection = FLOAT3D(1.0f, -1.0f, 1.0f);
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDLIGHTS);
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return FALSE;
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}
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// create floor plane for shadow
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ASSERT(en.en_psiShadingInfo->si_lnInPolygon.IsLinked());
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COLOR colShade = ptrTerrain->GetShadeColor(en.en_psiShadingInfo);
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colLight = MulColors(colShade,0xD8D8D8FF);
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colAmbient = MulColors(colShade,0xB2B2B2FF);
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vTotalLightDirection = FLOAT3D(1.0f, -1.0f, 1.0f);
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fTotalShadowIntensity = 0.5f;
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plFloorPlane = ptrTerrain->GetPlaneFromPoint(en.en_psiShadingInfo->si_vNearPoint);
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// else if model is above polygon
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} else if(en.en_psiShadingInfo->si_pbpoPolygon!=NULL) {
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// if full bright rendering
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if (_wrpWorldRenderPrefs.wrp_shtShadows==CWorldRenderPrefs::SHT_NONE) {
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// no model shading
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colLight = C_BLACK;
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colAmbient = C_GRAY;
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vTotalLightDirection = FLOAT3D(1.0f, -1.0f, 1.0f);
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDLIGHTS);
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return FALSE;
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}
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// create floor plane for shadow
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ASSERT(en.en_psiShadingInfo->si_lnInPolygon.IsLinked());
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plFloorPlane = en.en_psiShadingInfo->si_pbpoPolygon->bpo_pbplPlane->bpl_plAbsolute;
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// if full bright polygon
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if( en.en_psiShadingInfo->si_pbpoPolygon->bpo_ulFlags&BPOF_FULLBRIGHT) {
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// take light from polygon shadow
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COLOR col = en.en_psiShadingInfo->si_pbpoPolygon->bpo_colShadow;
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colLight = LerpColor( C_BLACK, col, 0.25f);
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colAmbient = LerpColor( C_BLACK, col, 0.33f);
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fTotalShadowIntensity = NormByteToFloat((en.en_psiShadingInfo->si_pbpoPolygon->bpo_colShadow&CT_AMASK)>>CT_ASHIFT);
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vTotalLightDirection = FLOAT3D(1.0f, -1.0f, 1.0f);
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDLIGHTS);
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return TRUE;
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}
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// get the shadow map of the underlying polygon
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CBrushShadowMap &bsm = en.en_psiShadingInfo->si_pbpoPolygon->bpo_smShadowMap;
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// get ambient light
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UBYTE ubAR, ubAG, ubAB;
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ColorToRGB( bsm.GetBrushPolygon()->bpo_pbscSector->bsc_colAmbient, ubAR, ubAG, ubAB);
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SLONG slSAR=ubAR, slSAG=ubAG, slSAB=ubAB;
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fTotalShadowIntensity = 0.0f;
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// for each shadow layer
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{FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm.bsm_lhLayers, itbsl)
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{
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// get the light source
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CLightSource *plsLight = itbsl->bsl_plsLightSource;
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// remember the light parameters
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UBYTE ubR, ubG, ubB;
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UBYTE ubDAR, ubDAG, ubDAB;
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plsLight->GetLightColorAndAmbient( ubR, ubG, ubB, ubDAR, ubDAG, ubDAB);
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// add directional ambient if needed
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if( en.en_psiShadingInfo->si_pbpoPolygon->bpo_ulFlags&BPOF_HASDIRECTIONALAMBIENT) {
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slSAR += ubDAR;
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slSAG += ubDAG;
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slSAB += ubDAB;
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}
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// get the layer intensity at the point
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FLOAT fShadowFactor;
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if (en.en_ulFlags&ENF_CLUSTERSHADOWS) {
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fShadowFactor = 1.0f;
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} else {
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fShadowFactor = itbsl->GetLightStrength( en.en_psiShadingInfo->si_pixShadowU, en.en_psiShadingInfo->si_pixShadowV,
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en.en_psiShadingInfo->si_fUDRatio, en.en_psiShadingInfo->si_fLRRatio);
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}
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// skip this light if no intensity
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if( fShadowFactor<0.01f) continue;
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const CPlacement3D &plLight = plsLight->ls_penEntity->GetPlacement();
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const FLOAT3D &vLight = plLight.pl_PositionVector;
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// get its parameters at the model position
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FLOAT3D vDirection;
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FLOAT fDistance;
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FLOAT fFallOffFactor;
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if (plsLight->ls_ulFlags&LSF_DIRECTIONAL) {
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fFallOffFactor = 1.0f;
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AnglesToDirectionVector(plLight.pl_OrientationAngle, vDirection);
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plModel.pl_PositionVector-vLight;
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if (!(en.en_psiShadingInfo->si_pbpoPolygon->bpo_ulFlags&BPOF_HASDIRECTIONALLIGHT)) {
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ubR = ubG = ubB = 0;
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}
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fDistance = 1.0f;
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} else {
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vDirection = plModel.pl_PositionVector-vLight;
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fDistance = vDirection.Length();
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if (fDistance>plsLight->ls_rFallOff) {
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continue;
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} else if (fDistance<plsLight->ls_rHotSpot) {
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fFallOffFactor = 1.0f;
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} else {
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fFallOffFactor = (plsLight->ls_rFallOff-fDistance)/
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(plsLight->ls_rFallOff-plsLight->ls_rHotSpot);
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}
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}
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// add the light to active lights
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struct ModelLight &ml = _amlLights.Push();
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ml.ml_plsLight = plsLight;
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// normalize direction vector
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if (fDistance>0.001f) {
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ml.ml_vDirection = vDirection/fDistance;
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} else {
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ml.ml_vDirection = FLOAT3D(0.0f,0.0f,0.0f);
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}
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// special case for substract sector ambient light
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if (plsLight->ls_ulFlags&LSF_SUBSTRACTSECTORAMBIENT) {
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ubR = (UBYTE)Clamp( (SLONG)ubR-slSAR, 0, 255);
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ubG = (UBYTE)Clamp( (SLONG)ubG-slSAG, 0, 255);
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ubB = (UBYTE)Clamp( (SLONG)ubB-slSAB, 0, 255);
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}
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// calculate light intensity
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FLOAT fShade = (ubR+ubG+ubB)*(2.0f/(3.0f*255.0f));
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ml.ml_fShadowIntensity = fShade*fShadowFactor;
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fTotalShadowIntensity += ml.ml_fShadowIntensity;
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// special case for dark light
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if (plsLight->ls_ulFlags&LSF_DARKLIGHT) {
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ml.ml_fR = -ubR*fFallOffFactor;
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ml.ml_fG = -ubG*fFallOffFactor;
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ml.ml_fB = -ubB*fFallOffFactor;
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} else {
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ml.ml_fR = +ubR*fFallOffFactor;
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ml.ml_fG = +ubG*fFallOffFactor;
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ml.ml_fB = +ubB*fFallOffFactor;
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}
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}}
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FLOAT fTR=0.0f; FLOAT fTG=0.0f; FLOAT fTB=0.0f;
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FLOAT3D vDirection(0.0f,0.0f,0.0f);
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// for each active light
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{for(INDEX iLight=0; iLight<_amlLights.Count(); iLight++) {
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struct ModelLight &ml = _amlLights[iLight];
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// add it to total intensity
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fTR += ml.ml_fR;
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fTG += ml.ml_fG;
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fTB += ml.ml_fB;
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// add it to direction vector
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FLOAT fWeight = Abs(ml.ml_fR+ml.ml_fG+ml.ml_fB) * (1.0f/(3.0f*255.0f));
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vDirection+=ml.ml_vDirection*fWeight;
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}}
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// normalize average direction vector
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FLOAT fDirection = vDirection.Length();
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if (fDirection>0.001f) {
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vDirection /= fDirection;
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} else {
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vDirection = FLOAT3D(0.0f,0.0f,0.0f);
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}
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// for each active light
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FLOAT fDR=0.0f; FLOAT fDG=0.0f; FLOAT fDB=0.0f;
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{for(INDEX iLight=0; iLight<_amlLights.Count(); iLight++) {
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struct ModelLight &ml = _amlLights[iLight];
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// find its contribution to direction vector
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const FLOAT fFactor = ClampDn( vDirection%ml.ml_vDirection, 0.0f);
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// add it to directional intensity
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fDR += ml.ml_fR*fFactor;
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fDG += ml.ml_fG*fFactor;
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fDB += ml.ml_fB*fFactor;
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}}
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// adjust ambient light with gradient if needed
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ULONG ulGradientType = en.en_psiShadingInfo->si_pbpoPolygon->bpo_bppProperties.bpp_ubGradientType;
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if( ulGradientType>0) {
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CGradientParameters gp;
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COLOR colGradientPoint;
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CEntity *pen = en.en_psiShadingInfo->si_pbpoPolygon->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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if( pen!=NULL && pen->GetGradient( ulGradientType, gp)) {
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FLOAT fGrPt = (en.en_psiShadingInfo->si_vNearPoint % gp.gp_vGradientDir - gp.gp_fH0) / (gp.gp_fH1-gp.gp_fH0);
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fGrPt = Clamp( fGrPt, 0.0f, 1.0f);
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colGradientPoint = LerpColor( gp.gp_col0, gp.gp_col1, fGrPt);
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UBYTE ubGR,ubGG,ubGB;
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ColorToRGB( colGradientPoint, ubGR,ubGG,ubGB);
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// add or substract gradient component to total ambient
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if( gp.gp_bDark) { slSAR-=ubGR; slSAG-=ubGG; slSAB-=ubGB; }
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else { slSAR+=ubGR; slSAG+=ubGG; slSAB+=ubGB; }
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}
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}
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// clamp ambient component
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slSAR = Clamp( slSAR, 0, 255);
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slSAG = Clamp( slSAG, 0, 255);
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slSAB = Clamp( slSAB, 0, 255);
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// calculate average light properties
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SLONG slAR = Clamp( (SLONG)FloatToInt(fTR-fDR) +slSAR, 0, 255);
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SLONG slAG = Clamp( (SLONG)FloatToInt(fTG-fDG) +slSAG, 0, 255);
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SLONG slAB = Clamp( (SLONG)FloatToInt(fTB-fDB) +slSAB, 0, 255);
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SLONG slLR = Clamp( (SLONG)FloatToInt(fDR), 0, 255);
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SLONG slLG = Clamp( (SLONG)FloatToInt(fDG), 0, 255);
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SLONG slLB = Clamp( (SLONG)FloatToInt(fDB), 0, 255);
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colLight = RGBToColor( slLR,slLG,slLB);
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colAmbient = RGBToColor( slAR,slAG,slAB);
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// adjust for changed polygon shadow color
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COLOR colShadowMap = en.en_psiShadingInfo->si_pbpoPolygon->bpo_colShadow;
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CTextureBlending &tbShadow = re_pwoWorld->wo_atbTextureBlendings[
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en.en_psiShadingInfo->si_pbpoPolygon->bpo_bppProperties.bpp_ubShadowBlend];
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COLOR colShadowMapAdjusted = MulColors(colShadowMap, tbShadow.tb_colMultiply);
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colLight = MulColors( colLight, colShadowMapAdjusted);
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colAmbient = MulColors( colAmbient, colShadowMapAdjusted);
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vTotalLightDirection = vDirection;
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// else no valid shading info
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} else {
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// no shadow
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDLIGHTS);
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return FALSE;
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}
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}
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_FINDLIGHTS);
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return TRUE;
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}
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/*
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* Render one model with shadow (eventually)
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*/
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void CRenderer::RenderOneModel( CEntity &en, CModelObject &moModel, const CPlacement3D &plModel,
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const FLOAT fDistanceFactor, BOOL bRenderShadow, ULONG ulDMFlags)
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{
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// skip invisible models
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if( moModel.mo_Stretch == FLOAT3D(0,0,0)) return;
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// do nothing, if rendering shadows and this model doesn't cast cluster shadows
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if( re_bRenderingShadows && !(en.en_ulFlags&ENF_CLUSTERSHADOWS)) return;
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_RENDERONEMODEL);
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CPlacement3D plLight;
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plLight.pl_PositionVector = plModel.pl_PositionVector + FLOAT3D(3.0f,3.0f,3.0f);
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plLight.pl_OrientationAngle = ANGLE3D(AngleDeg(30.0f), AngleDeg(-45.0f),0);
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// create a default light
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COLOR colLight = C_GRAY;
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COLOR colAmbient = C_dGRAY;
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FLOAT3D vTotalLightDirection( 1.0f, -1.0f, 1.0f);
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FLOATplane3D plFloorPlane(FLOAT3D( 0.0f, 1.0f, 0.0f), 0.0f);
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BOOL bRenderModelShadow = FALSE;
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FLOAT fTotalShadowIntensity = 0.0f;
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// if not rendering cluster shadows
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if( !re_bRenderingShadows) {
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// find model lights
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bRenderModelShadow = FindModelLights( en, plModel, colLight, colAmbient,
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fTotalShadowIntensity, vTotalLightDirection, plFloorPlane);
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}
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// let the entity adjust shading parameters if it wants to
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mdl_iShadowQuality = Clamp( mdl_iShadowQuality, 0, 3);
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const BOOL bAllowShadows = en.AdjustShadingParameters( vTotalLightDirection, colLight, colAmbient);
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bRenderModelShadow = (bRenderModelShadow && bAllowShadows && bRenderShadow && mdl_iShadowQuality>0);
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// prepare render model structure
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CRenderModel rm;
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rm.rm_vLightDirection = vTotalLightDirection;
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rm.rm_fDistanceFactor = fDistanceFactor;
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rm.rm_colLight = colLight;
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rm.rm_colAmbient = colAmbient;
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rm.SetObjectPlacement(plModel);
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if( ulDMFlags & DMF_FOG) rm.rm_ulFlags |= RMF_FOG;
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if( ulDMFlags & DMF_HAZE) rm.rm_ulFlags |= RMF_HAZE;
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if( ulDMFlags & DMF_INSIDE) rm.rm_ulFlags |= RMF_INSIDE;
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if( ulDMFlags & DMF_INMIRROR) rm.rm_ulFlags |= RMF_INMIRROR;
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// mark that we don't actualy need entire model
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if( re_penViewer==&en) {
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rm.rm_ulFlags |= RMF_SPECTATOR;
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bRenderModelShadow = FALSE;
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}
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// TEMP: disable Truform usage on weapon models
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if( IsOfClass( &en, "Player Weapons")) rm.rm_ulFlags |= RMF_WEAPON;
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// set tesselation level of models
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rm.rm_iTesselationLevel = (INDEX) (en.GetMaxTessellationLevel());
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// prepare CRenderModel structure for rendering of one model
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moModel.SetupModelRendering(rm);
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// determine shadow intensity
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fTotalShadowIntensity *= NormByteToFloat( (moModel.mo_colBlendColor&CT_AMASK)>>CT_ASHIFT);
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fTotalShadowIntensity = Clamp( fTotalShadowIntensity, 0.0f, 1.0f);
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// if should render shadow for this model
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if( bRenderModelShadow && !(en.en_ulFlags&ENF_CLUSTERSHADOWS) && moModel.HasShadow(rm.rm_iMipLevel)) {
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// if only simple shadow
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if( mdl_iShadowQuality==1) {
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// render simple shadow
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fTotalShadowIntensity = 0.1f + fTotalShadowIntensity*0.9f;
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moModel.AddSimpleShadow( rm, fTotalShadowIntensity, plFloorPlane);
|
|
}
|
|
// if only one shadow
|
|
else if( mdl_iShadowQuality==2) {
|
|
// render one shadow of model from shading light direction
|
|
const FLOAT fHotSpot = 1E10f;
|
|
const FLOAT fFallOff = 1E11f;
|
|
CPlacement3D plLight;
|
|
plLight.pl_PositionVector = plModel.pl_PositionVector - rm.rm_vLightDirection*1000.0f;
|
|
moModel.RenderShadow( rm, plLight, fFallOff, fHotSpot, fTotalShadowIntensity, plFloorPlane);
|
|
}
|
|
// if full shadows
|
|
else if( mdl_iShadowQuality==3) {
|
|
// for each active light
|
|
for( INDEX iLight=0; iLight<_amlLights.Count(); iLight++) {
|
|
struct ModelLight &ml = _amlLights[iLight];
|
|
// skip light if doesn't cast shadows
|
|
if( !(ml.ml_plsLight->ls_ulFlags&LSF_CASTSHADOWS)) continue;
|
|
// get light parameters
|
|
CPlacement3D plLight = ml.ml_plsLight->ls_penEntity->en_plPlacement;
|
|
FLOAT fHotSpot = ml.ml_plsLight->ls_rHotSpot;
|
|
FLOAT fFallOff = ml.ml_plsLight->ls_rFallOff;
|
|
if (ml.ml_plsLight->ls_ulFlags & LSF_DIRECTIONAL) {
|
|
fHotSpot = 1E10f;
|
|
fFallOff = 1E11f;
|
|
FLOAT3D vDirection;
|
|
AnglesToDirectionVector( plLight.pl_OrientationAngle, vDirection);
|
|
plLight.pl_PositionVector = plModel.pl_PositionVector-(vDirection*1000.0f);
|
|
}
|
|
// render one shadow of model
|
|
const FLOAT fShadowIntensity = Clamp( ml.ml_fShadowIntensity, 0.0f, 1.0f);
|
|
moModel.RenderShadow( rm, plLight, fFallOff, fHotSpot, fShadowIntensity, plFloorPlane);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the entity is not the viewer, or this is not primary renderer
|
|
if( re_penViewer!=&en) {
|
|
// render model
|
|
moModel.RenderModel(rm);
|
|
// if the entity is viewer
|
|
} else {
|
|
// just remember the shading info (needed for first-person-weapon rendering)
|
|
_vViewerLightDirection = rm.rm_vLightDirection;
|
|
_colViewerLight = rm.rm_colLight;
|
|
_colViewerAmbient = rm.rm_colAmbient;
|
|
}
|
|
|
|
// all done
|
|
_pfRenderProfile.StopTimer(CRenderProfile::PTI_RENDERONEMODEL);
|
|
}
|
|
|
|
/*
|
|
* Render one ska model with shadow (eventually)
|
|
*/
|
|
void CRenderer::RenderOneSkaModel( CEntity &en, const CPlacement3D &plModel,
|
|
const FLOAT fDistanceFactor, BOOL bRenderShadow, ULONG ulDMFlags)
|
|
{
|
|
// skip invisible models
|
|
if( en.GetModelInstance()->mi_vStretch == FLOAT3D(0,0,0)) return;
|
|
|
|
// do nothing, if rendering shadows and this model doesn't cast cluster shadows
|
|
if( re_bRenderingShadows && !(en.en_ulFlags&ENF_CLUSTERSHADOWS)) return;
|
|
_pfRenderProfile.StartTimer(CRenderProfile::PTI_RENDERONEMODEL);
|
|
|
|
CPlacement3D plLight;
|
|
plLight.pl_PositionVector = plModel.pl_PositionVector + FLOAT3D(3.0f,3.0f,3.0f);
|
|
plLight.pl_OrientationAngle = ANGLE3D(AngleDeg(30.0f), AngleDeg(-45.0f),0);
|
|
|
|
// create a default light
|
|
COLOR colLight = C_GRAY;
|
|
COLOR colAmbient = C_dGRAY;
|
|
FLOAT3D vTotalLightDirection( 1.0f, -1.0f, 1.0f);
|
|
FLOATplane3D plFloorPlane(FLOAT3D( 0.0f, 1.0f, 0.0f), 0.0f);
|
|
|
|
BOOL bRenderModelShadow = FALSE;
|
|
FLOAT fTotalShadowIntensity = 0.0f;
|
|
// if not rendering cluster shadows
|
|
if( !re_bRenderingShadows) {
|
|
// find model lights
|
|
bRenderModelShadow = FindModelLights( en, plModel, colLight, colAmbient,
|
|
fTotalShadowIntensity, vTotalLightDirection, plFloorPlane);
|
|
}
|
|
|
|
// let the entity adjust shading parameters if it wants to
|
|
mdl_iShadowQuality = Clamp( mdl_iShadowQuality, 0, 3);
|
|
const BOOL bAllowShadows = en.AdjustShadingParameters( vTotalLightDirection, colLight, colAmbient);
|
|
bRenderModelShadow = (bRenderModelShadow && bAllowShadows && bRenderShadow && mdl_iShadowQuality>0);
|
|
|
|
ULONG &ulRenFlags = RM_GetRenderFlags();
|
|
ulRenFlags = 0;
|
|
if( ulDMFlags & DMF_FOG) ulRenFlags |= RMF_FOG;
|
|
if( ulDMFlags & DMF_HAZE) ulRenFlags |= RMF_HAZE;
|
|
if( ulDMFlags & DMF_INSIDE) ulRenFlags |= RMF_INSIDE;
|
|
if( ulDMFlags & DMF_INMIRROR) ulRenFlags |= RMF_INMIRROR;
|
|
|
|
// mark that we don't actualy need entire model
|
|
if( re_penViewer==&en) {
|
|
ulRenFlags |= RMF_SPECTATOR;
|
|
bRenderModelShadow = FALSE;
|
|
}
|
|
|
|
RM_SetObjectPlacement(en.GetLerpedPlacement());
|
|
RM_SetLightColor(colAmbient,colLight);
|
|
RM_SetLightDirection(vTotalLightDirection);
|
|
|
|
// determine shadow intensity
|
|
fTotalShadowIntensity *= NormByteToFloat( (en.GetModelInstance()->GetModelColor()&CT_AMASK)>>CT_ASHIFT);
|
|
fTotalShadowIntensity = Clamp( fTotalShadowIntensity, 0.0f, 1.0f);
|
|
|
|
// if should render shadow for this model
|
|
if( bRenderModelShadow && !(en.en_ulFlags&ENF_CLUSTERSHADOWS) && en.GetModelInstance()->HasShadow(1/*rm.rm_iMipLevel*/)) {
|
|
// if only simple shadow
|
|
if( mdl_iShadowQuality==1) {
|
|
// render simple shadow
|
|
fTotalShadowIntensity = 0.1f + fTotalShadowIntensity*0.9f;
|
|
en.GetModelInstance()->AddSimpleShadow(fTotalShadowIntensity, plFloorPlane);
|
|
}
|
|
// if only one shadow
|
|
else if( mdl_iShadowQuality==2) {
|
|
/*
|
|
// render one shadow of model from shading light direction
|
|
const FLOAT fHotSpot = 1E10f;
|
|
const FLOAT fFallOff = 1E11f;
|
|
CPlacement3D plLight;
|
|
plLight.pl_PositionVector = plModel.pl_PositionVector - vTotalLightDirection*1000.0f;
|
|
// moModel.RenderShadow( rm, plLight, fFallOff, fHotSpot, fTotalShadowIntensity, plFloorPlane);
|
|
*/
|
|
fTotalShadowIntensity = 0.1f + fTotalShadowIntensity*0.9f;
|
|
en.GetModelInstance()->AddSimpleShadow(fTotalShadowIntensity, plFloorPlane);
|
|
}
|
|
// if full shadows
|
|
else if( mdl_iShadowQuality==3) {
|
|
/*
|
|
// for each active light
|
|
for( INDEX iLight=0; iLight<_amlLights.Count(); iLight++) {
|
|
struct ModelLight &ml = _amlLights[iLight];
|
|
// skip light if doesn't cast shadows
|
|
if( !(ml.ml_plsLight->ls_ulFlags&LSF_CASTSHADOWS)) continue;
|
|
// get light parameters
|
|
CPlacement3D plLight = ml.ml_plsLight->ls_penEntity->en_plPlacement;
|
|
FLOAT fHotSpot = ml.ml_plsLight->ls_rHotSpot;
|
|
FLOAT fFallOff = ml.ml_plsLight->ls_rFallOff;
|
|
if (ml.ml_plsLight->ls_ulFlags & LSF_DIRECTIONAL) {
|
|
fHotSpot = 1E10f;
|
|
fFallOff = 1E11f;
|
|
FLOAT3D vDirection;
|
|
AnglesToDirectionVector( plLight.pl_OrientationAngle, vDirection);
|
|
plLight.pl_PositionVector = plModel.pl_PositionVector-(vDirection*1000.0f);
|
|
}
|
|
// render one shadow of model
|
|
const FLOAT fShadowIntensity = Clamp( ml.ml_fShadowIntensity, 0.0f, 1.0f);
|
|
// moModel.RenderShadow( rm, plLight, fFallOff, fHotSpot, fShadowIntensity, plFloorPlane);
|
|
}
|
|
*/
|
|
fTotalShadowIntensity = 0.1f + fTotalShadowIntensity*0.9f;
|
|
en.GetModelInstance()->AddSimpleShadow(fTotalShadowIntensity, plFloorPlane);
|
|
}
|
|
}
|
|
|
|
// if the entity is not the viewer, or this is not primary renderer
|
|
if( re_penViewer!=&en) {
|
|
// render model
|
|
RM_SetBoneAdjustCallback(&EntityAdjustBonesCallback,&en);
|
|
RM_SetShaderParamsAdjustCallback(&EntityAdjustShaderParamsCallback,&en);
|
|
RM_RenderSKA(*en.GetModelInstanceForRendering());
|
|
// if the entity is viewer
|
|
} else {
|
|
// just remember the shading info (needed for first-person-weapon rendering)
|
|
_vViewerLightDirection = vTotalLightDirection;
|
|
_colViewerLight = colLight;
|
|
_colViewerAmbient = colAmbient;
|
|
}
|
|
|
|
// all done
|
|
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_RENDERONEMODEL);
|
|
|
|
}
|
|
|
|
/*
|
|
* Render models that were kept for delayed rendering.
|
|
*/
|
|
void CRenderer::RenderModels( BOOL bBackground)
|
|
{
|
|
if( _bMultiPlayer) gfx_bRenderModels = 1; // must render in multiplayer mode!
|
|
if( !gfx_bRenderModels && !re_bRenderingShadows) return;
|
|
|
|
_pfRenderProfile.StartTimer(CRenderProfile::PTI_RENDERMODELS);
|
|
|
|
// sort all the delayed models by distance
|
|
qsort(re_admDelayedModels.GetArrayOfPointers(), re_admDelayedModels.Count(),
|
|
sizeof(CDelayedModel *), qsort_CompareDelayedModels);
|
|
|
|
CAnyProjection3D *papr;
|
|
if( bBackground) {
|
|
papr = &re_prBackgroundProjection;
|
|
} else {
|
|
papr = &re_prProjection;
|
|
}
|
|
|
|
// begin model rendering
|
|
if( !re_bRenderingShadows) {
|
|
BeginModelRenderingView( *papr, re_pdpDrawPort);
|
|
RM_BeginRenderingView( *papr, re_pdpDrawPort);
|
|
} else {
|
|
BeginModelRenderingMask( *papr, re_pubShadow, re_slShadowWidth, re_slShadowHeight);
|
|
RM_BeginModelRenderingMask( *papr, re_pubShadow, re_slShadowWidth, re_slShadowHeight);
|
|
}
|
|
|
|
|
|
// for each of models that were kept for delayed rendering
|
|
for( INDEX iModel=0; iModel<re_admDelayedModels.Count(); iModel++) {
|
|
CDelayedModel &dm = re_admDelayedModels[iModel];
|
|
CEntity &en = *dm.dm_penModel;
|
|
BOOL bIsBackground = re_bBackgroundEnabled && (en.en_ulFlags&ENF_BACKGROUND);
|
|
|
|
// skip if not rendered in this pass or not visible
|
|
if( (bBackground && !bIsBackground)
|
|
|| (!bBackground && bIsBackground)
|
|
|| !(dm.dm_ulFlags&DMF_VISIBLE)) continue;
|
|
|
|
if(en.en_RenderType == CEntity::RT_SKAMODEL || en.en_RenderType == CEntity::RT_SKAEDITORMODEL)
|
|
{
|
|
RenderOneSkaModel(en, en.GetLerpedPlacement(), dm.dm_fMipFactor, TRUE, dm.dm_ulFlags);
|
|
|
|
// if selected entities should be drawn and this one is selected
|
|
if( !re_bRenderingShadows && _wrpWorldRenderPrefs.wrp_stSelection==CWorldRenderPrefs::ST_ENTITIES
|
|
&& _wrpWorldRenderPrefs.wrp_pmoSelectedEntity!=NULL && en.IsSelected(ENF_SELECTED))
|
|
{ // get bounding box of current frame
|
|
FLOATaabbox3D boxModel;
|
|
en.GetModelInstance()->GetCurrentColisionBox(boxModel);
|
|
// if model has collision
|
|
if( en.en_pciCollisionInfo!=NULL ) {
|
|
// get its collision box
|
|
INDEX iCollision = en.GetCollisionBoxIndex();
|
|
FLOAT3D vMin = en.GetModelInstance()->GetCollisionBoxMin(iCollision);
|
|
FLOAT3D vMax = en.GetModelInstance()->GetCollisionBoxMax(iCollision);
|
|
// extend the box by the collision box
|
|
boxModel|=FLOATaabbox3D(vMin, vMax);
|
|
}
|
|
// set position of marker at top of the model and it size to be proportional to the model
|
|
boxModel.StretchByVector(en.GetModelInstance()->mi_vStretch);
|
|
FLOAT fSize = boxModel.Size().Length()*0.3f;
|
|
_wrpWorldRenderPrefs.wrp_pmoSelectedEntity->mo_Stretch = FLOAT3D( fSize, fSize, fSize);
|
|
CPlacement3D plSelection = en.GetLerpedPlacement();
|
|
plSelection.Translate_OwnSystem( FLOAT3D(0.0f, boxModel.Max()(2), 0.0f));
|
|
|
|
// render the selection model without shadow
|
|
RenderOneModel( en, *_wrpWorldRenderPrefs.wrp_pmoSelectedEntity, plSelection, dm.dm_fMipFactor, FALSE, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// render the model with its shadow
|
|
CModelObject &moModelObject = *dm.dm_pmoModel;
|
|
RenderOneModel( en, moModelObject, en.GetLerpedPlacement(), dm.dm_fMipFactor, TRUE, dm.dm_ulFlags);
|
|
|
|
// if selected entities should be drawn and this one is selected
|
|
if( !re_bRenderingShadows && _wrpWorldRenderPrefs.wrp_stSelection==CWorldRenderPrefs::ST_ENTITIES
|
|
&& _wrpWorldRenderPrefs.wrp_pmoSelectedEntity!=NULL && en.IsSelected(ENF_SELECTED))
|
|
{ // get bounding box of current frame
|
|
FLOATaabbox3D boxModel;
|
|
moModelObject.GetCurrentFrameBBox(boxModel);
|
|
// if model has collision
|
|
if( en.en_pciCollisionInfo!=NULL &&
|
|
(en.GetRenderType()==CEntity::RT_MODEL || en.GetRenderType()==CEntity::RT_EDITORMODEL)) {
|
|
// get its collision box
|
|
INDEX iCollision = en.GetCollisionBoxIndex();
|
|
FLOAT3D vMin = moModelObject.GetCollisionBoxMin(iCollision);
|
|
FLOAT3D vMax = moModelObject.GetCollisionBoxMax(iCollision);
|
|
// extend the box by the collision box
|
|
boxModel|=FLOATaabbox3D(vMin, vMax);
|
|
}
|
|
// set position of marker at top of the model and it size to be proportional to the model
|
|
boxModel.StretchByVector(moModelObject.mo_Stretch);
|
|
FLOAT fSize = boxModel.Size().Length()*0.3f;
|
|
_wrpWorldRenderPrefs.wrp_pmoSelectedEntity->mo_Stretch = FLOAT3D( fSize, fSize, fSize);
|
|
CPlacement3D plSelection = en.GetLerpedPlacement();
|
|
plSelection.Translate_OwnSystem( FLOAT3D(0.0f, boxModel.Max()(2), 0.0f));
|
|
// render the selection model without shadow
|
|
RenderOneModel( en, *_wrpWorldRenderPrefs.wrp_pmoSelectedEntity, plSelection, dm.dm_fMipFactor, FALSE, 0);
|
|
}
|
|
}
|
|
|
|
}
|
|
// end model rendering
|
|
if( !re_bRenderingShadows) {
|
|
EndModelRenderingView(FALSE); // don't restore ortho projection for now
|
|
RM_EndRenderingView(FALSE);
|
|
} else {
|
|
EndModelRenderingMask();
|
|
RM_EndModelRenderingMask();
|
|
}
|
|
|
|
|
|
|
|
// done
|
|
_pfRenderProfile.StopTimer(CRenderProfile::PTI_RENDERMODELS);
|
|
}
|
|
|
|
|
|
extern CEntity *_Particle_penCurrentViewer;
|
|
extern FLOAT _Particle_fCurrentMip;
|
|
extern BOOL _Particle_bHasFog;
|
|
extern BOOL _Particle_bHasHaze;
|
|
|
|
void Particle_PrepareEntity( FLOAT fMipFactor, BOOL bHasFog, BOOL bHasHaze, CEntity *penViewer)
|
|
{
|
|
_Particle_fCurrentMip = fMipFactor;
|
|
_Particle_bHasFog = bHasFog;
|
|
_Particle_bHasHaze = bHasHaze;
|
|
_Particle_penCurrentViewer = penViewer;
|
|
}
|
|
|
|
/* Render particles for models that were kept for delayed rendering. */
|
|
void CRenderer::RenderParticles(BOOL bBackground)
|
|
{
|
|
if( _bMultiPlayer) gfx_bRenderParticles = 1; // must render in multiplayer mode!
|
|
if( re_bRenderingShadows || !gfx_bRenderParticles) return;
|
|
|
|
_pfRenderProfile.StartTimer(CRenderProfile::PTI_RENDERPARTICLES);
|
|
|
|
// prepare gfx library for particles
|
|
if (bBackground) {
|
|
Particle_PrepareSystem(re_pdpDrawPort, re_prBackgroundProjection);
|
|
} else {
|
|
Particle_PrepareSystem(re_pdpDrawPort, re_prProjection);
|
|
}
|
|
|
|
// for each of models that were kept for delayed rendering
|
|
for(INDEX iModel=0; iModel<re_admDelayedModels.Count(); iModel++) {
|
|
CDelayedModel &dm = re_admDelayedModels[iModel];
|
|
CEntity &en = *dm.dm_penModel;
|
|
BOOL bIsBackground = re_bBackgroundEnabled && (en.en_ulFlags&ENF_BACKGROUND);
|
|
|
|
// if not rendered in this pass
|
|
if( (bBackground && !bIsBackground) || (!bBackground && bIsBackground)) continue;
|
|
Particle_PrepareEntity( dm.dm_fMipFactor, dm.dm_ulFlags&DMF_FOG, dm.dm_ulFlags&DMF_HAZE, re_penViewer);
|
|
// render particles made by this entity
|
|
en.RenderParticles();
|
|
_Particle_penCurrentViewer = NULL;
|
|
}
|
|
|
|
// end gfx library for particles
|
|
Particle_EndSystem(FALSE);
|
|
_pfRenderProfile.StopTimer(CRenderProfile::PTI_RENDERPARTICLES);
|
|
}
|
|
|
|
|
|
void DeleteLensFlare(CLightSource *pls)
|
|
{
|
|
// for each renderer
|
|
for (INDEX ire = 0; ire<MAX_RENDERERS; ire++) {
|
|
CRenderer &re = _areRenderers[ire];
|
|
|
|
// for each lens flare of this light source
|
|
for(INDEX iFlare=0; iFlare<re.re_alfiLensFlares.Count(); iFlare++) {
|
|
CLensFlareInfo &lfi = re.re_alfiLensFlares[iFlare];
|
|
if (lfi.lfi_plsLightSource == pls) {
|
|
// invalidate lens flare info to be deleted in next rendering
|
|
lfi.lfi_plsLightSource = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Render lens flares. */
|
|
void CRenderer::RenderLensFlares(void)
|
|
{
|
|
// make sure we have orthographic projection
|
|
re_pdpDrawPort->SetOrtho();
|
|
|
|
// if there are no flares or flares are off, do nothing
|
|
gfx_iLensFlareQuality = Clamp( gfx_iLensFlareQuality, 0, 3);
|
|
if( gfx_iLensFlareQuality==0 || re_alfiLensFlares.Count()==0) return;
|
|
|
|
// get drawport ID
|
|
ASSERT( re_pdpDrawPort!=NULL);
|
|
const ULONG ulDrawPortID = re_pdpDrawPort->GetID();
|
|
|
|
// for each lens flare of this drawport
|
|
{for(INDEX iFlare=0; iFlare<re_alfiLensFlares.Count(); iFlare++) {
|
|
CLensFlareInfo &lfi = re_alfiLensFlares[iFlare];
|
|
// skip if not in this drawport
|
|
if( lfi.lfi_ulDrawPortID!=ulDrawPortID && lfi.lfi_iMirrorLevel==0) continue;
|
|
// test if it is still visible
|
|
lfi.lfi_ulFlags &= ~LFF_VISIBLE;
|
|
if( re_pdpDrawPort->IsPointVisible( (PIX) lfi.lfi_fI, (PIX) lfi.lfi_fJ, lfi.lfi_fOoK, lfi.lfi_iID, lfi.lfi_iMirrorLevel)) {
|
|
lfi.lfi_ulFlags |= LFF_VISIBLE;
|
|
}
|
|
}}
|
|
|
|
// get count of currently existing flares and time
|
|
INDEX ctFlares = re_alfiLensFlares.Count();
|
|
const TIME tmNow = _pTimer->GetRealTimeTick();
|
|
|
|
// for each lens flare
|
|
INDEX iFlare=0;
|
|
while(iFlare<ctFlares) {
|
|
CLensFlareInfo &lfi = re_alfiLensFlares[iFlare];
|
|
// if the flare is not active any more, or its drawport was not refreshed long
|
|
if( lfi.lfi_plsLightSource==NULL || // marked when entity is deleted
|
|
(lfi.lfi_ulDrawPortID==ulDrawPortID &&
|
|
(!(lfi.lfi_ulFlags&LFF_ACTIVE) || lfi.lfi_plsLightSource->ls_plftLensFlare==NULL)) ||
|
|
(lfi.lfi_ulDrawPortID!=ulDrawPortID && lfi.lfi_tmLastFrame<tmNow-5.0f)) {
|
|
// delete it by moving the last one on its place
|
|
lfi = re_alfiLensFlares[ctFlares-1];
|
|
re_alfiLensFlares[ctFlares-1].Clear();
|
|
ctFlares--;
|
|
// if the flare is still active
|
|
} else {
|
|
// go to next flare
|
|
iFlare++;
|
|
}
|
|
}
|
|
|
|
// remove unused flares at the end
|
|
if( ctFlares==0) re_alfiLensFlares.PopAll();
|
|
else re_alfiLensFlares.PopUntil(ctFlares-1);
|
|
|
|
// for each lens flare of this drawport
|
|
{for(INDEX iFlare=0; iFlare<re_alfiLensFlares.Count(); iFlare++) {
|
|
CLensFlareInfo &lfi = re_alfiLensFlares[iFlare];
|
|
if (lfi.lfi_ulDrawPortID!=ulDrawPortID || lfi.lfi_plsLightSource->ls_plftLensFlare==NULL) {
|
|
continue;
|
|
}
|
|
// clear active flag for next frame
|
|
lfi.lfi_ulFlags &= ~LFF_ACTIVE;
|
|
|
|
// fade the flare in/out
|
|
#define FLAREINSPEED (0.2f)
|
|
#define FLAREOUTSPEED (0.1f)
|
|
if( lfi.lfi_ulFlags&LFF_VISIBLE) {
|
|
lfi.lfi_fFadeFactor += (tmNow-lfi.lfi_tmLastFrame) / FLAREINSPEED;
|
|
} else {
|
|
lfi.lfi_fFadeFactor -= (tmNow-lfi.lfi_tmLastFrame) / FLAREOUTSPEED;
|
|
}
|
|
lfi.lfi_fFadeFactor = Max( Min(lfi.lfi_fFadeFactor, 1.0f), 0.0f);
|
|
|
|
// reset timer of flare
|
|
lfi.lfi_tmLastFrame = tmNow;
|
|
// skip if the flare is invisible
|
|
if( lfi.lfi_fFadeFactor<0.01f) continue;
|
|
|
|
// calculate general flare factors
|
|
FLOAT fScreenSizeI = re_pdpDrawPort->GetWidth();
|
|
FLOAT fScreenSizeJ = re_pdpDrawPort->GetHeight();
|
|
FLOAT fScreenCenterI = fScreenSizeI*0.5f;
|
|
FLOAT fScreenCenterJ = fScreenSizeJ*0.5f;
|
|
FLOAT fLightI = lfi.lfi_fI;
|
|
FLOAT fLightJ = lfi.lfi_fJ;
|
|
FLOAT fIPositionFactor = (fLightI-fScreenCenterI)/fScreenSizeI;
|
|
FLOAT fReflectionDirI = fScreenCenterI-fLightI;
|
|
FLOAT fReflectionDirJ = fScreenCenterJ-fLightJ;
|
|
UBYTE ubR, ubG, ubB;
|
|
lfi.lfi_plsLightSource->GetLightColor(ubR, ubG, ubB);
|
|
UBYTE ubI = (ULONG(ubR)+ULONG(ubG)+ULONG(ubB))/3;
|
|
FLOAT fReflectionDistance = sqrt(fReflectionDirI*fReflectionDirI+fReflectionDirJ*fReflectionDirJ);
|
|
FLOAT fOfCenterFadeFactor = 1.0f-2.0f*fReflectionDistance/fScreenSizeI;
|
|
fOfCenterFadeFactor = Max(fOfCenterFadeFactor, 0.0f);
|
|
|
|
FLOAT fFogHazeFade = 1.0f;
|
|
// if in haze
|
|
if( lfi.lfi_ulFlags&LFF_HAZE) {
|
|
// get haze strength at light position
|
|
FLOAT fS = (-lfi.lfi_vProjected(3)+_haze_fAdd)*_haze_fMul;
|
|
FLOAT fHazeStrength = NormByteToFloat(GetHazeAlpha(fS));
|
|
// fade flare with haze
|
|
fFogHazeFade *= 1-fHazeStrength;
|
|
}
|
|
// if in fog
|
|
if( lfi.lfi_ulFlags&LFF_FOG) {
|
|
// get fog strength at light position
|
|
GFXTexCoord tex;
|
|
tex.st.s= -lfi.lfi_vProjected(3)*_fog_fMulZ;
|
|
tex.st.t = (lfi.lfi_vProjected%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
FLOAT fFogStrength = NormByteToFloat(GetFogAlpha(tex));
|
|
// fade flare with fog
|
|
fFogHazeFade *= 1-fFogStrength;
|
|
}
|
|
|
|
// get number of flares to render for this light
|
|
CStaticArray<COneLensFlare> &aolf = lfi.lfi_plsLightSource->ls_plftLensFlare->lft_aolfFlares;
|
|
INDEX ctReflections = aolf.Count();
|
|
// clamp number reflections if required
|
|
if( gfx_iLensFlareQuality<2 || _wrpWorldRenderPrefs.wrp_lftLensFlares==CWorldRenderPrefs::LFT_SINGLE_FLARE) {
|
|
ctReflections = 1;
|
|
}
|
|
|
|
// for each flare in the lens flare effect
|
|
{for(INDEX iReflection=0; iReflection<ctReflections; iReflection++) {
|
|
COneLensFlare &olf = aolf[iReflection];
|
|
// calculate its fading factors
|
|
FLOAT fFadeFactor = lfi.lfi_fFadeFactor * IntensityAtDistance(
|
|
lfi.lfi_plsLightSource->ls_rFallOff*olf.oft_fFallOffFactor,
|
|
lfi.lfi_plsLightSource->ls_rHotSpot*olf.oft_fFallOffFactor,
|
|
lfi.lfi_fDistance);
|
|
fFadeFactor*=fFogHazeFade;
|
|
if (olf.olf_ulFlags&OLF_FADEOFCENTER) {
|
|
fFadeFactor*=fOfCenterFadeFactor;
|
|
}
|
|
|
|
FLOAT fSizeIFactor = fScreenSizeI;
|
|
if (olf.olf_ulFlags&OLF_FADESIZE) {
|
|
fSizeIFactor *= fFadeFactor;
|
|
}
|
|
FLOAT fIntensityFactor = olf.olf_fLightAmplification;
|
|
if (olf.olf_ulFlags&OLF_FADEINTENSITY) {
|
|
fIntensityFactor *= fFadeFactor;
|
|
}
|
|
|
|
// calculate flare size
|
|
FLOAT fSizeI = olf.olf_fSizeIOverScreenSizeI*fSizeIFactor;
|
|
FLOAT fSizeJ = olf.olf_fSizeJOverScreenSizeI*fSizeIFactor;
|
|
|
|
// skip if this flare is invisible
|
|
if( fIntensityFactor<0.01f || fSizeI<2.0f || fSizeJ<2.0f) continue;
|
|
|
|
// determine color
|
|
FLOAT fThisR = (ubR + (FLOAT(ubI)-ubR)*olf.olf_fLightDesaturation)*fIntensityFactor;
|
|
FLOAT fThisG = (ubG + (FLOAT(ubI)-ubG)*olf.olf_fLightDesaturation)*fIntensityFactor;
|
|
FLOAT fThisB = (ubB + (FLOAT(ubI)-ubB)*olf.olf_fLightDesaturation)*fIntensityFactor;
|
|
UBYTE ubThisR = (UBYTE) (Min( fThisR, 255.0f));
|
|
UBYTE ubThisG = (UBYTE) (Min( fThisG, 255.0f));
|
|
UBYTE ubThisB = (UBYTE) (Min( fThisB, 255.0f));
|
|
COLOR colBlending = RGBToColor( ubThisR,ubThisG,ubThisB);
|
|
|
|
// render the flare
|
|
re_pdpDrawPort->RenderLensFlare(
|
|
&olf.olf_toTexture,
|
|
fLightI+olf.olf_fReflectionPosition*fReflectionDirI,
|
|
fLightJ+olf.olf_fReflectionPosition*fReflectionDirJ,
|
|
fSizeI, fSizeJ,
|
|
olf.olf_aRotationFactor*fIPositionFactor,
|
|
colBlending);
|
|
}} // for each flare in the lens flare effect
|
|
|
|
// if screen glare is on
|
|
const CLensFlareType &lft = *lfi.lfi_plsLightSource->ls_plftLensFlare;
|
|
const FLOAT fGlearCompression = lft.lft_fGlareCompression;
|
|
if( gfx_iLensFlareQuality>2
|
|
&& _wrpWorldRenderPrefs.wrp_lftLensFlares >= CWorldRenderPrefs::LFT_REFLECTIONS_AND_GLARE
|
|
&& lft.lft_fGlareIntensity>0.01f) {
|
|
// calculate glare factor for current position
|
|
const FLOAT fIntensity = IntensityAtDistance( lfi.lfi_plsLightSource->ls_rFallOff*lft.lft_fGlareFallOffFactor,
|
|
lfi.lfi_plsLightSource->ls_rHotSpot*lft.lft_fGlareFallOffFactor,
|
|
lfi.lfi_fDistance);
|
|
const FLOAT fCenterFactor = (1-fOfCenterFadeFactor);
|
|
const FLOAT fGlare = lft.lft_fGlareIntensity*fIntensity
|
|
* (exp(1/(1+fGlearCompression*fCenterFactor*fCenterFactor)) -1) / (exp(1)-1);
|
|
const ULONG ulGlareA = ClampUp( (ULONG) NormFloatToByte(fGlare), (ULONG) 255);
|
|
// if there is any relevant glare
|
|
if( ulGlareA>1) {
|
|
// calculate glare color
|
|
FLOAT fGlareR = (ubR + (FLOAT(ubI)-ubR) *lft.lft_fGlareDesaturation);
|
|
FLOAT fGlareG = (ubG + (FLOAT(ubI)-ubG) *lft.lft_fGlareDesaturation);
|
|
FLOAT fGlareB = (ubB + (FLOAT(ubI)-ubB) *lft.lft_fGlareDesaturation);
|
|
FLOAT fMax = Max( fGlareR, Max(fGlareG, fGlareB));
|
|
FLOAT fBrightFactor = 255.0f/fMax;
|
|
fGlareR *= fBrightFactor;
|
|
fGlareG *= fBrightFactor;
|
|
fGlareB *= fBrightFactor;
|
|
ULONG ulGlareR = ClampUp( FloatToInt(fGlareR), 255);
|
|
ULONG ulGlareG = ClampUp( FloatToInt(fGlareG), 255);
|
|
ULONG ulGlareB = ClampUp( FloatToInt(fGlareB), 255);
|
|
// add the glare to screen blending
|
|
re_pdpDrawPort->dp_ulBlendingRA += ulGlareR*ulGlareA;
|
|
re_pdpDrawPort->dp_ulBlendingGA += ulGlareG*ulGlareA;
|
|
re_pdpDrawPort->dp_ulBlendingBA += ulGlareB*ulGlareA;
|
|
re_pdpDrawPort->dp_ulBlendingA += ulGlareA;
|
|
}
|
|
}
|
|
}}
|
|
}
|