#include "CWorldShadow.hpp" #include "CWorld.hpp" #include "CStateManager.hpp" #include "Graphics/CBooRenderer.hpp" namespace urde { CWorldShadow::CWorldShadow(u32 w, u32 h, bool rgba8) : m_shader(w, h) {} void CWorldShadow::EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1) { zeus::CTransform texTransform = zeus::lookAt(zeus::skZero3f, x74_lightPos - x68_objPos); zeus::CTransform posXf = pos; posXf.origin = zeus::skZero3f; texTransform = posXf.inverse() * texTransform; texTransform = (texTransform * zeus::CTransform::Scale(float(M_SQRT2) * x64_objHalfExtent * f1)).inverse(); texTransform = zeus::CTransform::Translate(0.5f, 0.f, 0.5f) * texTransform; CBooModel::EnableShadowMaps(m_shader.GetTexture().get(), texTransform); #if CWORLDSHADOW_FEEDBACK if (!m_feedback) m_feedback.emplace(EFilterType::Blend, m_shader.GetTexture().get()); zeus::CRectangle rect(0.4f, 0.4f, 0.2f, 0.2f); m_feedback->draw(zeus::skWhite, 1.f, rect); #endif } void CWorldShadow::DisableModelProjectedShadow() { CBooModel::DisableShadowMaps(); } void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx, const zeus::CAABox& aabb, bool motionBlur, bool lighten) { if (x80_aid != aid || x84_lightIdx != lightIdx) { x88_blurReset = true; x80_aid = aid; x84_lightIdx = lightIdx; } if (aid != kInvalidAreaId) { const CGameArea* area = mgr.GetWorld()->GetAreaAlways(aid); if (area->IsPostConstructed()) { const CWorldLight& light = area->GetPostConstructed()->x60_lightsA[lightIdx]; zeus::CVector3f centerPoint = aabb.center(); if (const CPVSAreaSet* pvs = area->GetAreaVisSet()) { CPVSVisSet lightSet = pvs->Get1stLightSet(lightIdx); g_Renderer->EnablePVS(lightSet, aid); } else { CPVSVisSet visSet; visSet.Reset(EPVSVisSetState::OutOfBounds); g_Renderer->EnablePVS(visSet, aid); } zeus::CVector3f lightToPoint = centerPoint - light.GetPosition(); x64_objHalfExtent = (aabb.max - centerPoint).magnitude(); float distance = lightToPoint.magnitude(); float fov = zeus::radToDeg(std::atan2(x64_objHalfExtent, distance)) * 2.f; if (fov >= 0.00001f) { lightToPoint.normalize(); x4_view = zeus::lookAt(light.GetPosition(), centerPoint, zeus::skDown); x68_objPos = centerPoint; x74_lightPos = light.GetPosition(); CGraphics::SetViewPointMatrix(x4_view); zeus::CFrustum frustum; frustum.updatePlanes(x4_view, zeus::SProjPersp(zeus::degToRad(fov), 1.f, 0.1f, distance + x64_objHalfExtent)); g_Renderer->SetClippingPlanes(frustum); g_Renderer->SetPerspective(fov, m_shader.GetWidth(), m_shader.GetHeight(), 0.1f, 1000.f); SViewport backupVp = g_Viewport; zeus::CVector2f backupDepthRange = CGraphics::g_CachedDepthRange; m_shader.bindRenderTarget(); g_Renderer->SetViewport(0, 0, m_shader.GetWidth(), m_shader.GetHeight()); CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_FAR); x34_model = zeus::lookAt(centerPoint - zeus::CVector3f(0.f, 0.f, 0.1f), light.GetPosition()); CGraphics::SetModelMatrix(x34_model); float extent = float(M_SQRT2) * x64_objHalfExtent; /* Depth test and write */ /* Color white 100% alpha */ m_shader.drawBase(extent); CGraphics::SetModelMatrix(zeus::CTransform()); CBooModel::SetDrawingOccluders(true); g_Renderer->PrepareDynamicLights({}); g_Renderer->UpdateAreaUniforms(aid, true); g_Renderer->DrawUnsortedGeometry(aid, 0, 0, true); CBooModel::SetDrawingOccluders(false); if (lighten) { CGraphics::SetModelMatrix(x34_model); /* No depth test or write */ /* Color white 25% alpha */ m_shader.lightenShadow(); } if (motionBlur && !x88_blurReset) { /* No depth test or write */ /* Color white 85% alpha */ /* Draw in shadow texture */ m_shader.blendPreviousShadow(); } x88_blurReset = false; m_shader.resolveTexture(); CBooRenderer::BindMainDrawTarget(); g_Renderer->SetViewport(backupVp.x0_left, backupVp.x4_top, backupVp.x8_width, backupVp.xc_height); CGraphics::SetDepthRange(backupDepthRange[0], backupDepthRange[1]); } } } } void CWorldShadow::ResetBlur() { x88_blurReset = true; } } // namespace urde