librw/tools/lights/lights.cpp

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#include <rw.h>
#include <skeleton.h>
#include "main.h"
rw::Light *BaseAmbientLight;
bool BaseAmbientLightOn;
rw::Light *CurrentLight;
rw::Light *AmbientLight;
rw::Light *PointLight;
rw::Light *DirectLight;
rw::Light *SpotLight;
rw::Light *SpotSoftLight;
float LightRadius = 100.0f;
float LightConeAngle = 45.0f;
rw::RGBAf LightColor = { 1.0f, 1.0f, 1.0f, 1.0f };
rw::RGBA LightSolidColor = { 255, 255, 0, 255 };
bool LightOn = true;
bool LightDrawOn = true;
rw::V3d LightPos = {0.0f, 0.0f, 75.0f};
rw::int32 LightTypeIndex = 1;
rw::BBox RoomBBox;
rw::Light*
CreateBaseAmbientLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::AMBIENT);
assert(light);
light->setColor(0.5f, 0.5f, 0.5f);
return light;
}
rw::Light*
CreateAmbientLight(void)
{
return rw::Light::create(rw::Light::AMBIENT);
}
rw::Light*
CreateDirectLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::DIRECTIONAL);
assert(light);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreatePointLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::POINT);
assert(light);
light->radius = LightRadius;
rw::Frame *frame = rw::Frame::create();
assert(frame);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEREPLACE);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
rw::Light*
CreateSpotSoftLight(void)
{
rw::Light *light = rw::Light::create(rw::Light::SOFTSPOT);
assert(light);
light->radius = LightRadius;
light->setAngle(LightConeAngle/180.0f*M_PI);
rw::Frame *frame = rw::Frame::create();
assert(frame);
frame->rotate(&Xaxis, 45.0f, rw::COMBINEREPLACE);
rw::V3d pos = LightPos;
frame->translate(&pos, rw::COMBINEPOSTCONCAT);
light->setFrame(frame);
return light;
}
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void
DestroyLight(rw::Light **light)
{
if(*light == nil)
return;
rw::World *world = (*light)->world;
if(world)
world->removeLight(*light);
rw::Frame *frame = (*light)->getFrame();
if(frame){
(*light)->setFrame(nil);
frame->destroy();
}
(*light)->destroy();
*light = nil;
}
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void
LightsDestroy(void)
{
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DestroyLight(&SpotSoftLight);
DestroyLight(&SpotLight);
DestroyLight(&PointLight);
DestroyLight(&DirectLight);
DestroyLight(&AmbientLight);
DestroyLight(&BaseAmbientLight);
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}
void
LightsUpdate(void)
{
static rw::int32 oldLightTypeIndex = -1;
// Switch to a different light
if((LightOn && oldLightTypeIndex != LightTypeIndex) || CurrentLight == nil){
oldLightTypeIndex = LightTypeIndex;
// remove first
if(CurrentLight)
CurrentLight->world->removeLight(CurrentLight);
switch(LightTypeIndex){
case 0: CurrentLight = AmbientLight; break;
case 1: CurrentLight = PointLight; break;
case 2: CurrentLight = DirectLight; break;
case 3: CurrentLight = SpotLight; break;
case 4: CurrentLight = SpotSoftLight; break;
}
World->addLight(CurrentLight);
}
if(CurrentLight){
CurrentLight->setColor(LightColor.red, LightColor.green, LightColor.blue);
CurrentLight->radius = LightRadius;
CurrentLight->setAngle(LightConeAngle / 180.0f * M_PI);
}
// Remove light from world if not used
if(!LightOn && CurrentLight){
CurrentLight->world->removeLight(CurrentLight);
CurrentLight = nil;
}
}
#define POINT_LIGHT_RADIUS_FACTOR 0.05f
void
DrawPointLight(void)
{
enum { NUMVERTS = 50 };
rw::RWDEVICE::Im3DVertex shape[NUMVERTS];
rw::int32 i;
rw::V3d point;
rw::V3d *pos = &CurrentLight->getFrame()->getLTM()->pos;
for(i = 0; i < NUMVERTS; i++){
point.x = pos->x +
cosf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
point.y = pos->y +
sinf(i/(NUMVERTS/2.0f) * M_PI) * LightRadius * POINT_LIGHT_RADIUS_FACTOR;
point.z = pos->z;
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, LightSolidColor.alpha);
shape[i].setX(point.x);
shape[i].setY(point.y);
shape[i].setZ(point.z);
}
rw::im3d::Transform(shape, NUMVERTS, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderPrimitive(rw::PRIMTYPEPOLYLINE);
rw::im3d::RenderLine(NUMVERTS-1, 0);
rw::im3d::End();
}
void
DrawCone(float coneAngle, float coneSize, float coneRatio)
{
enum { NUMVERTS = 10 };
rw::RWDEVICE::Im3DVertex shape[NUMVERTS+1];
rw::int16 indices[NUMVERTS*3];
rw::int32 i;
rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
rw::V3d *pos = &matrix->pos;
// cone
for(i = 1; i < NUMVERTS+1; i++){
float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI) *
sinf(coneAngle/180.0f*M_PI);
float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI) *
sinf(coneAngle/180.0f*M_PI);
float coneAngleD = cosf(coneAngle/180.0f*M_PI);
rw::V3d up = rw::scale(matrix->up, sinValue*coneSize);
rw::V3d right = rw::scale(matrix->right, cosValue*coneSize);
rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
shape[i].setX(pos->x + at.x + up.x + right.x);
shape[i].setY(pos->y + at.y + up.y + right.y);
shape[i].setZ(pos->z + at.z + up.z + right.z);
}
for(i = 0; i < NUMVERTS; i++){
indices[i*3 + 0] = 0;
indices[i*3 + 1] = i+2;
indices[i*3 + 2] = i+1;
}
indices[NUMVERTS*3-2] = 1;
for(i = 0; i < NUMVERTS+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 128);
shape[0].setX(pos->x);
shape[0].setY(pos->y);
shape[0].setZ(pos->z);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::im3d::Transform(shape, NUMVERTS+1, nil, 0);
rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
rw::im3d::RenderTriangle(0, NUMVERTS, 1);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
rw::im3d::End();
for(i = 0; i < NUMVERTS+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 255);
float coneAngleD = cosf(coneAngle/180.0f*M_PI);
rw::V3d at = rw::scale(matrix->at, coneAngleD*coneSize*coneRatio);
shape[0].setX(pos->x + at.x);
shape[0].setY(pos->y + at.y);
shape[0].setZ(pos->z + at.z);
rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
if(coneRatio > 0.0f){
rw::im3d::RenderPrimitive(rw::PRIMTYPETRIFAN);
rw::im3d::RenderTriangle(0, NUMVERTS, 1);
}else
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRIFAN, indices, NUMVERTS*3);
rw::im3d::End();
// lines
at = rw::scale(matrix->at, -0.05f);
shape[0].setX(pos->x + at.x);
shape[0].setY(pos->y + at.y);
shape[0].setZ(pos->z + at.z);
rw::im3d::Transform(shape, NUMVERTS+1, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPEPOLYLINE, indices, NUMVERTS*3);
rw::im3d::End();
}
void
DrawDirectLight(void)
{
enum { NUMVERTS = 20 };
const float DIAMETER = 1.5f;
const float CONE_ANGLE = 45.0f;
const float CONE_SIZE = 3.0f;
const float LENGTH = 5.0f;
rw::RWDEVICE::Im3DVertex shape[NUMVERTS*2+1];
rw::int16 indices[NUMVERTS*3];
rw::int32 i;
rw::Matrix *matrix = CurrentLight->getFrame()->getLTM();
rw::V3d *pos = &matrix->pos;
// cylinder
for(i = 0; i < NUMVERTS*2; i += 2){
float cosValue = cosf(i/(NUMVERTS/2.0f) * M_PI);
float sinValue = sinf(i/(NUMVERTS/2.0f) * M_PI);
rw::V3d up = rw::scale(matrix->up, sinValue*DIAMETER);
rw::V3d right = rw::scale(matrix->right, cosValue*DIAMETER);
rw::V3d at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
shape[i].setX(pos->x + at.x + up.x + right.x);
shape[i].setY(pos->y + at.y + up.y + right.y);
shape[i].setZ(pos->z + at.z + up.z + right.z);
at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
shape[i+1].setX(pos->x + at.x + up.x + right.x);
shape[i+1].setY(pos->y + at.y + up.y + right.y);
shape[i+1].setZ(pos->z + at.z + up.z + right.z);
}
for(i = 0; i < NUMVERTS*2+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 128);
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::im3d::Transform(shape, NUMVERTS*2, nil, 0);
rw::im3d::RenderPrimitive(rw::PRIMTYPETRISTRIP);
rw::im3d::RenderTriangle(2*NUMVERTS-2, 2*NUMVERTS-1, 0);
rw::im3d::RenderTriangle(2*NUMVERTS-1, 1, 0);
rw::im3d::End();
// bottom cap
for(i = 0; i < NUMVERTS*2+1; i++)
shape[i].setColor(LightSolidColor.red, LightSolidColor.green,
LightSolidColor.blue, 255);
rw::V3d at = rw::scale(matrix->at, -(LENGTH + CONE_SIZE));
shape[NUMVERTS*2].setX(pos->x + at.x);
shape[NUMVERTS*2].setY(pos->y + at.y);
shape[NUMVERTS*2].setZ(pos->z + at.z);
for(i = 0; i < NUMVERTS; i++){
indices[i*3+0] = NUMVERTS*2;
indices[i*3+1] = (i+1)*2 + 1;
indices[i*3+2] = i*2 + 1;
}
indices[NUMVERTS*3-2] = 1;
rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
rw::im3d::End();
// top cap
at = rw::scale(matrix->at, -(CONE_SIZE + 1.0f));
shape[NUMVERTS*2].setX(pos->x + at.x);
shape[NUMVERTS*2].setY(pos->y + at.y);
shape[NUMVERTS*2].setZ(pos->z + at.z);
for(i = 0; i < NUMVERTS; i++){
indices[i*3+0] = NUMVERTS*2;
indices[i*3+1] = i*2;
indices[i*3+2] = (i+1)*2;
}
rw::im3d::Transform(shape, NUMVERTS*2+1, nil, rw::im3d::ALLOPAQUE);
rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, NUMVERTS*3);
rw::im3d::End();
// cone
DrawCone(CONE_ANGLE, CONE_SIZE, -2.0f);
}
void
DrawCurrentLight(void)
{
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rw::SetRenderStatePtr(rw::TEXTURERASTER, nil);
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rw::SetRenderState(rw::CULLMODE, rw::CULLBACK);
rw::SetRenderState(rw::ZTESTENABLE, 1);
switch(LightTypeIndex){
case 1: DrawPointLight(); break;
case 2: DrawDirectLight(); break;
case 3:
case 4: DrawCone(LightConeAngle, LightRadius*POINT_LIGHT_RADIUS_FACTOR, 1.0f); break;
}
}
void
LightRotate(float xAngle, float yAngle)
{
if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == PointLight)
return;
rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
rw::Frame *lightFrame = CurrentLight->getFrame();
rw::V3d pos = lightFrame->matrix.pos;
pos = rw::scale(pos, -1.0f);
lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
lightFrame->rotate(&cameraMatrix->up, xAngle, rw::COMBINEPOSTCONCAT);
lightFrame->rotate(&cameraMatrix->right, yAngle, rw::COMBINEPOSTCONCAT);
pos = rw::scale(pos, -1.0f);
lightFrame->translate(&pos, rw::COMBINEPOSTCONCAT);
}
void
ClampPosition(rw::V3d *pos, rw::V3d *delta, rw::BBox *bbox)
{
if(pos->x + delta->x < bbox->inf.x)
delta->x = bbox->inf.x - pos->x;
else if(pos->x + delta->x > bbox->sup.x)
delta->x = bbox->sup.x - pos->x;
if(pos->y + delta->y < bbox->inf.y)
delta->y = bbox->inf.y - pos->y;
else if(pos->y + delta->y > bbox->sup.y)
delta->y = bbox->sup.y - pos->y;
if(pos->z + delta->z < bbox->inf.z)
delta->z = bbox->inf.z - pos->z;
else if(pos->z + delta->z > bbox->sup.z)
delta->z = bbox->sup.z - pos->z;
}
void
LightTranslateXY(float xDelta, float yDelta)
{
if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight)
return;
rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
rw::Frame *lightFrame = CurrentLight->getFrame();
rw::V3d right = rw::scale(cameraMatrix->right, xDelta);
rw::V3d up = rw::scale(cameraMatrix->up, yDelta);
rw::V3d delta = rw::add(right, up);
ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox);
lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
}
void
LightTranslateZ(float zDelta)
{
if(CurrentLight == nil || CurrentLight == AmbientLight || CurrentLight == DirectLight)
return;
rw::Matrix *cameraMatrix = &Camera->getFrame()->matrix;
rw::Frame *lightFrame = CurrentLight->getFrame();
rw::V3d delta = rw::scale(cameraMatrix->at, zDelta);
ClampPosition(&lightFrame->matrix.pos, &delta, &RoomBBox);
lightFrame->translate(&delta, rw::COMBINEPOSTCONCAT);
}