implemented generic lighting callback

This commit is contained in:
aap
2020-04-19 13:00:35 +02:00
parent a7de23b47e
commit f47bd33a6a
14 changed files with 566 additions and 42 deletions

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@@ -1,7 +1,4 @@
#include <cstdio>
//#include <cstdlib>
//#include <cstring>
//#include <cassert>
#include "rwbase.h"
#include "rwerror.h"

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@@ -27,7 +27,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
RawMatrix world;
d3d::lightingCB(!!(atomic->geometry->flags & Geometry::NORMALS));
d3d::lightingCB(atomic);
Geometry *geo = atomic->geometry;
d3d::setRenderState(D3DRS_LIGHTING, !!(geo->flags & rw::Geometry::LIGHT));

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@@ -66,7 +66,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
int lighting = !!(geo->flags & rw::Geometry::LIGHT);
if(lighting)
d3d::lightingCB(!!(atomic->geometry->flags & Geometry::NORMALS));
d3d::lightingCB(atomic);
d3d::setRenderState(D3DRS_LIGHTING, lighting);

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@@ -20,10 +20,19 @@ IDirect3DDevice9 *d3ddevice = nil;
#define MAX_LIGHTS 8
void
lightingCB(bool32 normals)
lightingCB(Atomic *atomic)
{
World *world;
RGBAf ambLight = { 0.0, 0.0, 0.0, 1.0 };
WorldLights lightData;
Light *directionals[8];
Light *locals[8];
lightData.directionals = directionals;
lightData.numDirectionals = 8;
lightData.locals = locals;
lightData.numLocals = 8;
((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
int i, n;
RGBA amb;
D3DLIGHT9 light;
light.Type = D3DLIGHT_DIRECTIONAL;
@@ -39,34 +48,83 @@ lightingCB(bool32 normals)
light.Attenuation2 = 0.0f;
light.Theta = 0.0f;
light.Phi = 0.0f;
int n = 0;
world = (World*)engine->currentWorld;
// only unpositioned lights right now
FORLIST(lnk, world->directionalLights){
Light *l = Light::fromWorld(lnk);
if((l->getFlags() & Light::LIGHTATOMICS) == 0)
continue;
if(normals &&
l->getType() == Light::DIRECTIONAL &&
l->getFlags() & Light::LIGHTATOMICS){
if(n >= MAX_LIGHTS)
continue;
convColor(&amb, &lightData.ambient);
d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha));
n = 0;
for(i = 0; i < lightData.numDirectionals; i++){
if(n >= MAX_LIGHTS)
return;
Light *l = lightData.directionals[i];
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
}
for(i = 0; i < lightData.numLocals; i++){
if(n >= MAX_LIGHTS)
return;
Light *l = lightData.locals[i];
switch(l->getType()){
case Light::POINT:
light.Type = D3DLIGHT_POINT;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
light.Direction.x = 0.0f;
light.Direction.y = 0.0f;
light.Direction.z = 0.0f;
light.Range = l->radius;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f/l->radius;
light.Attenuation2 = 5.0f/(l->radius*l->radius);
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
}else if(l->getType() == Light::AMBIENT){
ambLight.red += l->color.red;
ambLight.green += l->color.green;
ambLight.blue += l->color.blue;
break;
case Light::SPOT:
light.Type = D3DLIGHT_SPOT;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
light.Range = l->radius;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f/l->radius;
light.Attenuation2 = 5.0f/(l->radius*l->radius);
light.Theta = l->getAngle()*2.0f;
light.Phi = light.Theta;
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
break;
case Light::SOFTSPOT:
light.Type = D3DLIGHT_SPOT;
light.Diffuse = *(D3DCOLORVALUE*)&l->color;
light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
light.Range = l->radius;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f/l->radius;
light.Attenuation2 = 5.0f/(l->radius*l->radius);
light.Theta = 0.0f;
light.Phi = l->getAngle()*2.0f;
d3ddevice->SetLight(n, &light);
d3ddevice->LightEnable(n, TRUE);
n++;
break;
}
}
for(; n < MAX_LIGHTS; n++)
d3ddevice->LightEnable(n, FALSE);
convColor(&amb, &ambLight);
d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha));
}
#endif

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@@ -37,7 +37,7 @@ extern IDirect3DDevice9 *d3ddevice;
void setD3dMaterial(D3DMATERIAL9 *mat9);
#endif
void lightingCB(bool32 normals);
void lightingCB(Atomic *atomic);
#define COLOR_ARGB(a, r, g, b) ((rw::uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))

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@@ -731,14 +731,24 @@ struct Clump
void render(void);
};
// used by enumerateLights for lighting callback
struct WorldLights
{
RGBAf ambient; // all ambients added
int32 numDirectionals;
Light **directionals; // only directionals
int32 numLocals;
Light **locals; // points, (soft)spots
};
// A bit of a stub right now
struct World
{
PLUGINBASE
enum { ID = 7 };
Object object;
LinkList lights; // these have positions (type >= 0x80)
LinkList directionalLights; // these do not (type < 0x80)
LinkList localLights; // these have positions (type >= 0x80)
LinkList globalLights; // these do not (type < 0x80)
LinkList clumps;
static int32 numAllocated;
@@ -754,6 +764,7 @@ struct World
void addClump(Clump *clump);
void removeClump(Clump *clump);
void render(void);
void enumerateLights(Atomic *atomic, WorldLights *lightData);
};
struct TexDictionary

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@@ -28,8 +28,8 @@ World::create(void)
}
numAllocated++;
world->object.init(World::ID, 0);
world->lights.init();
world->directionalLights.init();
world->localLights.init();
world->globalLights.init();
world->clumps.init();
s_plglist.construct(world);
return world;
@@ -46,11 +46,12 @@ World::destroy(void)
void
World::addLight(Light *light)
{
assert(light->world == nil);
light->world = this;
if(light->getType() < Light::POINT){
this->directionalLights.append(&light->inWorld);
this->globalLights.append(&light->inWorld);
}else{
this->lights.append(&light->inWorld);
this->localLights.append(&light->inWorld);
if(light->getFrame())
light->getFrame()->updateObjects();
}
@@ -59,8 +60,9 @@ World::addLight(Light *light)
void
World::removeLight(Light *light)
{
if(light->world == this)
light->inWorld.remove();
assert(light->world == this);
light->inWorld.remove();
light->world = nil;
}
void
@@ -75,8 +77,8 @@ World::addCamera(Camera *cam)
void
World::removeCamera(Camera *cam)
{
if(cam->world == this)
cam->world = nil;
assert(cam->world == this);
cam->world = nil;
}
void
@@ -136,4 +138,58 @@ World::render(void)
Clump::fromWorld(lnk)->render();
}
// Find lights that illuminate an atomic
void
World::enumerateLights(Atomic *atomic, WorldLights *lightData)
{
int32 maxDirectionals, maxLocals;
assert(atomic->world == this);
maxDirectionals = lightData->numDirectionals;
maxLocals = lightData->numLocals;
lightData->numDirectionals = 0;
lightData->numLocals = 0;
lightData->ambient.red = 0.0f;
lightData->ambient.green = 0.0f;
lightData->ambient.blue = 0.0f;
lightData->ambient.alpha = 1.0f;
bool32 normals = atomic->geometry->flags & Geometry::NORMALS;
FORLIST(lnk, this->globalLights){
Light *l = Light::fromWorld(lnk);
if((l->getFlags() & Light::LIGHTATOMICS) == 0)
continue;
if(l->getType() == Light::AMBIENT){
lightData->ambient.red += l->color.red;
lightData->ambient.green += l->color.green;
lightData->ambient.blue += l->color.blue;
}else if(normals && l->getType() == Light::DIRECTIONAL){
if(lightData->numDirectionals < maxDirectionals)
lightData->directionals[lightData->numDirectionals++] = l;
}
}
if(!normals)
return;
// TODO: for this we would use an atomic's world sectors, but we don't have those yet
FORLIST(lnk, this->localLights){
if(lightData->numLocals >= maxLocals)
return;
Light *l = Light::fromWorld(lnk);
if((l->getFlags() & Light::LIGHTATOMICS) == 0)
continue;
// check if spheres are intersecting
Sphere *atomsphere = atomic->getWorldBoundingSphere();
V3d dist = sub(l->getFrame()->getLTM()->pos, atomsphere->center);
if(length(dist) < atomsphere->radius + l->radius)
lightData->locals[lightData->numLocals++] = l;
}
}
}