metaforce/Runtime/Character/CActorLights.cpp

594 lines
22 KiB
C++

#include "CActorLights.hpp"
#include "Graphics/CModel.hpp"
#include "World/CGameArea.hpp"
#include "CStateManager.hpp"
#include "Collision/CGameCollision.hpp"
#include "Camera/CFirstPersonCamera.hpp"
#include "World/CGameLight.hpp"
#include "TCastTo.hpp"
#include "GameGlobalObjects.hpp"
#include "World/CExplosion.hpp"
#include "Graphics/CBooRenderer.hpp"
namespace urde
{
s32 CActorLights::sFrameSchedulerCount = 0;
CActorLights::CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& actorPosBias,
int maxDynamicLights, int maxAreaLights, bool ambientChannelOverflow,
bool layer2, bool disableWorldLights, float positionUpdateThreshold)
: x2a8_areaUpdateFramePeriod(areaUpdateFramePeriod), x2ac_actorPosBias(actorPosBias),
x2b8_maxAreaLights(maxAreaLights), x2bc_maxDynamicLights(maxDynamicLights),
x2cc_actorPositionDeltaUpdateThreshold(positionUpdateThreshold * positionUpdateThreshold)
{
x298_24_dirty = true;
x298_25_castShadows = true;
x298_28_inArea = (!disableWorldLights && maxAreaLights > 0) ? true : false;
x298_29_ambientChannelOverflow = ambientChannelOverflow;
x298_30_layer2 = layer2;
x298_31_disableWorldLights = disableWorldLights;
x299_24_inBrightLight = true;
sFrameSchedulerCount++;
sFrameSchedulerCount &= 7;
}
void CActorLights::BuildConstantAmbientLighting()
{
x299_26_ambientOnly = true;
x298_24_dirty = true;
x29c_shadowLightArrIdx = -1;
x2a0_shadowLightIdx = -1;
}
void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
{
x299_26_ambientOnly = false;
x288_ambientColor = color;
x294_aid = kInvalidAreaId;
x298_24_dirty = true;
x298_26_hasAreaLights = true;
x29c_shadowLightArrIdx = -1;
x2a0_shadowLightIdx = -1;
}
void CActorLights::BuildFakeLightList(const std::vector<CLight>& lights, const zeus::CColor& color)
{
BuildConstantAmbientLighting(color);
x0_areaLights.clear();
x144_dynamicLights = lights;
}
void CActorLights::BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb)
{
zeus::CTransform fpTransform = mgr.GetCameraManager()->GetFirstPersonCamera()->GetTransform();
x288_ambientColor = zeus::CColor::skBlack;
x144_dynamicLights.clear();
zeus::CColor accumColor = zeus::CColor::skBlack;
for (CEntity* light : mgr.GetLightObjectList())
{
if (!light || !light->GetActive())
continue;
CGameLight* castLight = static_cast<CGameLight*>(light);
if (TCastToConstPtr<CExplosion> explosion = mgr.GetObjectById(castLight->GetParentId()))
{
CLight originalLight = castLight->GetLight();
CLight explosionLight = originalLight;
explosionLight.SetAttenuation(explosionLight.GetAttenuationConstant() * g_tweakGui->GetExplosionLightFalloffMultConstant(),
explosionLight.GetAttenuationLinear() * g_tweakGui->GetExplosionLightFalloffMultLinear(),
explosionLight.GetAttenuationQuadratic() * g_tweakGui->GetExplosionLightFalloffMultQuadratic());
zeus::CVector3f camToExplo = explosion->GetTranslation() - fpTransform.origin;
if (fpTransform.transposeRotate(camToExplo).dot(zeus::CVector3f::skForward) >= 0.f)
{
camToExplo.y = -camToExplo.y + ITweakGui::FaceReflectionDistanceDebugValueToActualValue(
g_tweakGui->GetFaceReflectionDistance());
camToExplo.z = -camToExplo.z + ITweakGui::FaceReflectionHeightDebugValueToActualValue(
g_tweakGui->GetFaceReflectionHeight());
explosionLight.SetPosition(fpTransform * camToExplo);
zeus::CSphere sphere(originalLight.GetPosition(), originalLight.GetRadius());
if (aabb.intersects(sphere))
{
accumColor += explosionLight.GetNormalIndependentLightingAtPoint(fpTransform.origin);
if (originalLight.GetIntensity() > FLT_EPSILON && originalLight.GetRadius() > FLT_EPSILON)
x144_dynamicLights.push_back(explosionLight);
}
}
}
}
float greyscale = accumColor.rgbDot(zeus::CColor(0.3f, 0.6f, 0.1f));
if (greyscale < 0.012f)
x144_dynamicLights.clear();
if (greyscale > 0.03f)
{
float attMul = 1.f / (0.03f / greyscale);
for (CLight& light : x144_dynamicLights)
light.SetAttenuation(light.GetAttenuationConstant() * attMul,
light.GetAttenuationLinear() * attMul,
light.GetAttenuationQuadratic() * attMul);
}
}
struct SLightValue
{
u32 x0_areaLightIdx;
zeus::CColor x4_color;
float x10_colorMag;
float x14_accumulatedMag = 0.f;
EPVSVisSetState x18_visiblity;
};
void CActorLights::MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag)
{
color += in.GetColor() * colorMag;
out.SetAngleAttenuation(in.GetAngleAttenuationConstant() * colorMag + out.GetAngleAttenuationConstant(),
in.GetAngleAttenuationLinear() * colorMag + out.GetAngleAttenuationLinear(),
in.GetAngleAttenuationQuadratic() * colorMag + out.GetAngleAttenuationQuadratic());
out.SetAttenuation(in.GetAttenuationConstant() * colorMag + out.GetAttenuationConstant(),
in.GetAttenuationLinear() * colorMag + out.GetAttenuationLinear(),
in.GetAttenuationQuadratic() * colorMag + out.GetAttenuationQuadratic());
out.SetPosition(in.GetPosition() * colorMag + out.GetPosition());
out.SetDirection(in.GetDirection() * colorMag + out.GetDirection());
}
void CActorLights::AddOverflowToLights(const CLight& light, const zeus::CColor& color, float mag)
{
if (mag < 0.001f || x2b8_maxAreaLights < 1)
return;
mag = 1.f / mag;
zeus::CColor useColor = color * mag;
useColor.a = 1.f;
x0_areaLights.push_back(CLight::BuildCustom(light.GetPosition() * mag, light.GetDirection() * mag, useColor,
light.GetAttenuationConstant() * mag,
light.GetAttenuationLinear() * mag,
light.GetAttenuationQuadratic() * mag,
light.GetAngleAttenuationConstant() * mag,
light.GetAngleAttenuationLinear() * mag,
light.GetAngleAttenuationQuadratic() * mag));
}
void CActorLights::MoveAmbienceToLights(const zeus::CColor& color)
{
if (x298_29_ambientChannelOverflow)
{
x288_ambientColor += color * 0.333333f;
x288_ambientColor.a = 1.f;
return;
}
zeus::CColor useColor = x0_areaLights[0].GetColor() + color;
float maxComponent = std::max(useColor.r, std::max(useColor.g, useColor.b));
if (maxComponent > FLT_EPSILON)
useColor *= (1.f / maxComponent);
useColor.a = 1.f;
x0_areaLights[0].SetColor(useColor);
}
void CActorLights::MultiplyLightingLevels(float level)
{
x288_ambientColor *= level;
for (CLight& light : x0_areaLights)
{
zeus::CColor color = light.GetColor();
color *= level;
color.a = 1.f;
light.SetColor(color);
}
}
void CActorLights::UpdateBrightLight()
{
if (x2dc_brightLightLag > 0 && x299_24_inBrightLight)
--x2dc_brightLightLag;
else if (x2dc_brightLightLag < 15 && !x299_24_inBrightLight)
++x2dc_brightLightLag;
x299_25_useBrightLightLag = true;
}
bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb)
{
const std::vector<CWorldLight>& lightList = x298_30_layer2 ? area.GetPostConstructed()->x80_lightsB :
area.GetPostConstructed()->x60_lightsA;
const std::vector<CLight>& gfxLightList = x298_30_layer2 ? area.GetPostConstructed()->x90_gfxLightsB :
area.GetPostConstructed()->x70_gfxLightsA;
float worldLightingLevel = area.GetPostConstructed()->x1128_worldLightingLevel;
x298_26_hasAreaLights = lightList.size() != 0;
if (!x298_26_hasAreaLights || !x298_28_inArea)
{
/* World lights disabled */
if (x298_31_disableWorldLights)
x2d4_worldLightingLevel = worldLightingLevel;
x29c_shadowLightArrIdx = -1;
return true;
}
zeus::CVector3f vec;
if (!x298_24_dirty && x294_aid == area.GetAreaId())
{
/* Early return if not ready for update */
if (mgr.GetInputFrameIdx() - x2a4_lastUpdateFrame < x2a8_areaUpdateFramePeriod)
return false;
vec = aabb.center() + x2ac_actorPosBias;
if (x2d4_worldLightingLevel == worldLightingLevel)
if ((x2c0_lastActorPos - vec).magSquared() < x2cc_actorPositionDeltaUpdateThreshold)
return false;
x2c0_lastActorPos = vec;
}
else
{
if (x294_aid != area.GetAreaId())
x2d8_brightLightIdx = -1;
x2a4_lastUpdateFrame = sFrameSchedulerCount + mgr.GetInputFrameIdx();
vec = aabb.center() + x2ac_actorPosBias;
x2c0_lastActorPos = vec;
}
/* Reset lighting state */
x2d4_worldLightingLevel = worldLightingLevel;
x298_24_dirty = false;
x294_aid = area.GetAreaId();
x29c_shadowLightArrIdx = -1;
x288_ambientColor = zeus::CColor::skClear;
/* Find candidate lights via PVS */
bool use2ndLayer;
if (x298_30_layer2)
{
if (const CPVSAreaSet* pvs = area.GetAreaVisSet())
use2ndLayer = pvs->Has2ndLayerLights();
else
use2ndLayer = true;
}
else
{
use2ndLayer = false;
}
CPVSVisSet sets[3];
sets[0].Reset(EPVSVisSetState::OutOfBounds);
sets[1].Reset(EPVSVisSetState::OutOfBounds);
sets[2].Reset(EPVSVisSetState::OutOfBounds);
if (const CPVSAreaSet* pvs = area.GetAreaVisSet())
{
zeus::CVector3f localVec = area.GetInverseTransform() * vec;
sets[0].SetTestPoint(pvs->GetVisOctree(), localVec);
localVec = area.GetInverseTransform() * aabb.max;
sets[1].SetTestPoint(pvs->GetVisOctree(), localVec);
localVec = area.GetInverseTransform() * aabb.min;
sets[2].SetTestPoint(pvs->GetVisOctree(), localVec);
}
std::vector<SLightValue> valList;
valList.reserve(lightList.size());
auto lightIt = lightList.begin();
int lightIdx = 0;
for (const CLight& light : gfxLightList)
{
if (light.GetType() == ELightType::LocalAmbient)
{
/* Take ambient here */
x288_ambientColor = light.GetNormalIndependentLightingAtPoint(vec);
}
else
{
EPVSVisSetState visible = EPVSVisSetState::OutOfBounds;
if (area.GetAreaVisSet())
{
if (lightIt->DoesCastShadows())
{
u32 pvsIdx;
if (use2ndLayer)
pvsIdx = area.Get2ndPVSLightFeature(lightIdx);
else
pvsIdx = area.Get1stPVSLightFeature(lightIdx);
visible = sets[0].GetVisible(pvsIdx);
if (visible != EPVSVisSetState::OutOfBounds)
visible = std::max(visible, sets[1].GetVisible(pvsIdx));
if (visible != EPVSVisSetState::OutOfBounds)
visible = std::max(visible, sets[2].GetVisible(pvsIdx));
}
}
if (visible != EPVSVisSetState::EndOfTree)
{
zeus::CSphere sphere(light.GetPosition(), light.GetRadius() * 2.f);
if (aabb.intersects(sphere))
{
/* Light passes as candidate */
valList.emplace_back();
SLightValue& value = valList.back();
value.x0_areaLightIdx = lightIdx;
value.x4_color = light.GetNormalIndependentLightingAtPoint(vec);
value.x4_color.a = 0.f;
value.x10_colorMag = value.x4_color.magnitude();
value.x18_visiblity = visible;
}
}
}
++lightIt;
++lightIdx;
}
/* Sort lights most intense to least intense */
std::sort(valList.begin(), valList.end(),
[](const SLightValue& a, const SLightValue& b)
{
return a.x10_colorMag >= b.x10_colorMag;
});
if (x298_27_findShadowLight)
{
/* Accumulate magnitudes up to most intense for shadow dynamic range check */
x288_ambientColor.a = 0.f;
float mag = x288_ambientColor.magnitude();
for (auto it = valList.rbegin() ; it != valList.rend() ; ++it)
{
mag += it->x10_colorMag;
it->x14_accumulatedMag = mag;
}
}
/* Ambient color for overflow area lights */
zeus::CColor overflowAmbColor;
/* Averaged light for overflow area lights */
CLight overflowLight = CLight::BuildCustom(zeus::CVector3f::skZero, zeus::CVector3f::skZero, zeus::CColor::skBlack,
0.f, 0.f, 0.f, 0.f, 0.f, 0.f);
zeus::CColor overflowLightColor;
float overflowMag = 0.f;
/* Max significant lights */
int maxAreaLights = !x298_29_ambientChannelOverflow ? x2b8_maxAreaLights - 1 : x2b8_maxAreaLights;
x0_areaLights.clear();
/* Filter for performing final light visibility test */
CMaterialFilter filter =
CMaterialFilter::MakeIncludeExclude(CMaterialList(EMaterialTypes::Solid),
CMaterialList(EMaterialTypes::Projectile, EMaterialTypes::ProjectilePassthrough,
EMaterialTypes::SeeThrough));
u32 mostSigLightIdx = 0;
/* Narrowphase test candidates starting with most intense */
for (int i=0 ; i<valList.size() ; ++i)
{
const SLightValue& value = valList[i];
const CLight& light = gfxLightList[value.x0_areaLightIdx];
if (x0_areaLights.size() < maxAreaLights)
{
/* Significant light */
bool actorToLightContact = true;
bool castShadows = lightList[value.x0_areaLightIdx].DoesCastShadows() && x298_25_castShadows;
bool outOfBounds = area.GetAreaVisSet() && value.x18_visiblity == EPVSVisSetState::OutOfBounds;
if (castShadows)
{
/* Process shadow cast */
zeus::CVector3f delta = light.GetPosition() - vec;
float deltaMag = delta.magnitude();
bool useShadow = false;
if (x298_27_findShadowLight && x29c_shadowLightArrIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
deltaMag > 2.f && !aabb.pointInside(light.GetPosition()))
{
/* Perform shadow dynamic range check */
if (!x0_areaLights.size() ||
(x0_areaLights.size() == 1 && value.x10_colorMag / valList[mostSigLightIdx].x10_colorMag > 0.5f))
{
useShadow = value.x10_colorMag / value.x14_accumulatedMag >
x2d0_shadowDynamicRangeThreshold / (1.f + x2d0_shadowDynamicRangeThreshold);
}
}
if (useShadow)
{
/* Note shadow light */
x29c_shadowLightArrIdx = x0_areaLights.size();
x2a0_shadowLightIdx = value.x0_areaLightIdx;
}
else if (!outOfBounds)
{
/* Note brightest light contact */
delta = delta * 1.f / deltaMag;
actorToLightContact = CGameCollision::RayStaticIntersectionArea(area, vec, delta, deltaMag, filter);
if (i == 0)
{
x299_24_inBrightLight = actorToLightContact;
if (x2d8_brightLightIdx != value.x0_areaLightIdx)
{
x2dc_brightLightLag = actorToLightContact ? 0 : 15;
x2d8_brightLightIdx = value.x0_areaLightIdx;
}
x299_25_useBrightLightLag = false;
actorToLightContact = true;
}
}
}
if (actorToLightContact)
{
/* Add to final list */
if (x0_areaLights.size() == 0)
mostSigLightIdx = i;
x0_areaLights.push_back(light);
}
}
else
{
/* Overflow light */
if (!x298_29_ambientChannelOverflow && value.x10_colorMag > 0.001f)
{
/* Average parameters into final light */
MergeOverflowLight(overflowLight, overflowLightColor, light, value.x10_colorMag);
overflowMag += value.x10_colorMag;
}
else
{
/* Average color into ambient channel */
overflowAmbColor += value.x4_color;
}
}
}
/* Finalize overflow lights */
if (!x298_29_ambientChannelOverflow)
AddOverflowToLights(overflowLight, overflowLightColor, overflowMag);
else
MoveAmbienceToLights(overflowAmbColor);
/* Clamp ambient color */
if (x288_ambientColor.r > 1.f)
x288_ambientColor.r = 1.f;
if (x288_ambientColor.g > 1.f)
x288_ambientColor.g = 1.f;
if (x288_ambientColor.b > 1.f)
x288_ambientColor.b = 1.f;
x288_ambientColor.a = 1.f;
/* Multiply down lighting with world fader level */
if (worldLightingLevel < 1.f)
MultiplyLightingLevels(worldLightingLevel);
return true;
}
void CActorLights::BuildDynamicLightList(const CStateManager& mgr, const zeus::CAABox& aabb)
{
UpdateBrightLight();
x299_26_ambientOnly = false;
x144_dynamicLights.clear();
if (!x29a_findNearestDynamicLights)
{
for (const CLight& light : mgr.GetDynamicLightList())
{
zeus::CSphere sphere(light.GetPosition(), light.GetRadius());
if (aabb.intersects(sphere))
x144_dynamicLights.push_back(light);
if (x144_dynamicLights.size() >= x2bc_maxDynamicLights)
break;
}
}
else
{
const CLight* addedLights[8] = {};
for (int i=0 ; i<x2bc_maxDynamicLights && i<8 ; ++i)
{
float minRad = FLT_MAX;
for (const CLight& light : mgr.GetDynamicLightList())
{
zeus::CSphere sphere(light.GetPosition(), light.GetRadius());
float intRadius = aabb.intersectionRadius(sphere);
if (intRadius >= 0.f && intRadius < minRad)
{
bool alreadyIn = false;
for (int j=0 ; j<i ; ++j)
{
if (&light == addedLights[j])
{
alreadyIn = true;
break;
}
}
if (alreadyIn)
continue;
addedLights[i] = &light;
minRad = intRadius;
}
}
if (addedLights[i])
x144_dynamicLights.push_back(*addedLights[i]);
if (x144_dynamicLights.size() >= x2bc_maxDynamicLights)
break;
}
}
}
std::vector<CLight> CActorLights::BuildLightVector() const
{
std::vector<CLight> lights;
zeus::CColor ambColor = x288_ambientColor;
ambColor.a = 1.f;
lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, ambColor));
if (x0_areaLights.size())
{
if (x2dc_brightLightLag && x299_25_useBrightLightLag)
{
CLight overrideLight = x0_areaLights[0];
overrideLight.SetColor(overrideLight.GetColor() * (1.f - x2dc_brightLightLag / 15.f));
lights.push_back(overrideLight);
}
else
lights.push_back(x0_areaLights[0]);
for (auto it = x0_areaLights.begin() + 1 ; it != x0_areaLights.end() ; ++it)
{
lights.push_back(*it);
}
if (x29c_shadowLightArrIdx > 0)
{
/* Ensure shadow light comes first for shader extension */
std::swap(lights[0], lights[x29c_shadowLightArrIdx]);
}
}
for (const CLight& light : x144_dynamicLights)
lights.push_back(light);
return lights;
}
void CActorLights::ActivateLights(CBooModel& model) const
{
std::vector<CLight> lights;
if (x298_28_inArea)
{
if (!x298_26_hasAreaLights || x299_26_ambientOnly)
{
//g_Renderer->SetAmbientColor(zeus::CColor::skWhite);
lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, zeus::CColor::skWhite));
model.ActivateLights(lights);
return;
}
}
lights = BuildLightVector();
model.ActivateLights(lights);
if (x298_31_disableWorldLights)
{
zeus::CColor color(x2d4_worldLightingLevel);
g_Renderer->SetWorldLightMultiplyColor(color);
}
}
void CActorLights::DisableAreaLights()
{
x2b8_maxAreaLights = 0;
x298_26_hasAreaLights = false;
x298_28_inArea = false;
}
const CLight& CActorLights::GetLight(u32 idx) const
{
if (x298_28_inArea)
{
if (idx < x0_areaLights.size())
return x0_areaLights[idx];
return x144_dynamicLights[idx - x0_areaLights.size()];
}
return x144_dynamicLights[idx];
}
u32 CActorLights::GetActiveLightCount() const
{
if (x298_28_inArea)
return x0_areaLights.size() + x144_dynamicLights.size();
return x144_dynamicLights.size();
}
}