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

View File

@@ -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));

View File

@@ -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);

View File

@@ -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

View File

@@ -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)))