mirror of https://github.com/AxioDL/metaforce.git
569 lines
21 KiB
C++
569 lines
21 KiB
C++
#include "CActorLights.hpp"
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#include "Graphics/CModel.hpp"
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#include "World/CGameArea.hpp"
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#include "CStateManager.hpp"
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#include "Collision/CGameCollision.hpp"
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#include "Camera/CFirstPersonCamera.hpp"
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#include "World/CGameLight.hpp"
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#include "TCastTo.hpp"
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#include "GameGlobalObjects.hpp"
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#include "World/CExplosion.hpp"
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#include "Graphics/CBooRenderer.hpp"
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namespace urde
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{
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s32 CActorLights::sFrameSchedulerCount = 0;
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CActorLights::CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& actorPosBias,
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int maxDynamicLights, int maxAreaLights, bool ambientChannelOverflow,
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bool layer2, bool disableWorldLights, float positionUpdateThreshold)
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: x2a8_areaUpdateFramePeriod(areaUpdateFramePeriod), x2ac_actorPosBias(actorPosBias),
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x2b8_maxAreaLights(maxAreaLights), x2bc_maxDynamicLights(maxDynamicLights),
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x2cc_actorPositionDeltaUpdateThreshold(positionUpdateThreshold * positionUpdateThreshold)
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{
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x298_24_dirty = true;
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x298_25_castShadows = true;
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x298_28_inArea = (!disableWorldLights && maxAreaLights > 0) ? true : false;
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x298_29_ambientChannelOverflow = ambientChannelOverflow;
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x298_30_layer2 = layer2;
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x298_31_disableWorldLights = disableWorldLights;
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x299_24_inBrightLight = true;
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sFrameSchedulerCount++;
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sFrameSchedulerCount &= 7;
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}
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void CActorLights::BuildConstantAmbientLighting()
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{
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x299_26_ = true;
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x298_24_dirty = true;
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x29c_shadowLightValIdx = -1;
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x2a0_shadowLightIdx = -1;
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}
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void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
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{
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x299_26_ = false;
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x288_ambientColor = color;
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x294_aid = kInvalidAreaId;
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x298_24_dirty = true;
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x298_26_hasAreaLights = true;
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x29c_shadowLightValIdx = -1;
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x2a0_shadowLightIdx = -1;
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}
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void CActorLights::BuildFakeLightList(const std::vector<CLight>& lights, const zeus::CColor& color)
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{
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BuildConstantAmbientLighting(color);
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x0_areaLights.clear();
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x144_dynamicLights = lights;
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}
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void CActorLights::BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb)
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{
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zeus::CTransform fpTransform = mgr.GetCameraManager()->GetFirstPersonCamera()->GetTransform();
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x288_ambientColor = zeus::CColor::skBlack;
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x144_dynamicLights.clear();
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zeus::CColor accumColor = zeus::CColor::skBlack;
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for (CEntity* light : mgr.GetLightObjectList())
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{
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if (!light || !light->GetActive())
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continue;
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CGameLight* castLight = static_cast<CGameLight*>(light);
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if (TCastToConstPtr<CExplosion> explosion = mgr.GetObjectById(castLight->GetParentId()))
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{
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CLight originalLight = castLight->GetLight();
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CLight explosionLight = originalLight;
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explosionLight.SetAttenuation(explosionLight.GetAttenuationConstant() * g_tweakGui->GetExplosionLightFalloffMultConstant(),
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explosionLight.GetAttenuationLinear() * g_tweakGui->GetExplosionLightFalloffMultLinear(),
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explosionLight.GetAttenuationQuadratic() * g_tweakGui->GetExplosionLightFalloffMultQuadratic());
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zeus::CVector3f camToExplo = explosion->GetTranslation() - fpTransform.origin;
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if (fpTransform.transposeRotate(camToExplo).dot(zeus::CVector3f::skForward) >= 0.f)
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{
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camToExplo.y = -camToExplo.y + ITweakGui::FaceReflectionDistanceDebugValueToActualValue(
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g_tweakGui->GetFaceReflectionDistance());
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camToExplo.z = -camToExplo.z + ITweakGui::FaceReflectionHeightDebugValueToActualValue(
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g_tweakGui->GetFaceReflectionHeight());
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explosionLight.SetPosition(fpTransform * camToExplo);
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zeus::CSphere sphere(originalLight.GetPosition(), originalLight.GetRadius());
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if (aabb.intersects(sphere))
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{
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accumColor += explosionLight.GetNormalIndependentLightingAtPoint(fpTransform.origin);
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if (originalLight.GetIntensity() > FLT_EPSILON && originalLight.GetRadius() > FLT_EPSILON)
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x144_dynamicLights.push_back(explosionLight);
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}
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}
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}
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}
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float greyscale = accumColor.rgbDot(zeus::CColor(0.3f, 0.6f, 0.1f));
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if (greyscale < 0.012f)
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x144_dynamicLights.clear();
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if (greyscale > 0.03f)
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{
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float attMul = 1.f / (0.03f / greyscale);
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for (CLight& light : x144_dynamicLights)
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light.SetAttenuation(light.GetAttenuationConstant() * attMul,
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light.GetAttenuationLinear() * attMul,
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light.GetAttenuationQuadratic() * attMul);
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}
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}
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struct SLightValue
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{
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u32 x0_areaLightIdx;
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zeus::CColor x4_color;
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float x10_colorMag;
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float x14_accumulatedMag = 0.f;
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EPVSVisSetState x18_visiblity;
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};
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void CActorLights::MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag)
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{
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color += in.GetColor() * colorMag;
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out.SetAngleAttenuation(in.GetAngleAttenuationConstant() * colorMag + out.GetAngleAttenuationConstant(),
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in.GetAngleAttenuationLinear() * colorMag + out.GetAngleAttenuationLinear(),
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in.GetAngleAttenuationQuadratic() * colorMag + out.GetAngleAttenuationQuadratic());
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out.SetAttenuation(in.GetAttenuationConstant() * colorMag + out.GetAttenuationConstant(),
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in.GetAttenuationLinear() * colorMag + out.GetAttenuationLinear(),
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in.GetAttenuationQuadratic() * colorMag + out.GetAttenuationQuadratic());
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out.SetPosition(in.GetPosition() * colorMag + out.GetPosition());
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out.SetDirection(in.GetDirection() * colorMag + out.GetDirection());
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}
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void CActorLights::AddOverflowToLights(const CLight& light, const zeus::CColor& color, float mag)
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{
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if (mag < 0.001f || x2b8_maxAreaLights < 1)
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return;
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mag = 1.f / mag;
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zeus::CColor useColor = color * mag;
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useColor.a = 1.f;
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x0_areaLights.push_back(CLight::BuildCustom(light.GetPosition() * mag, light.GetDirection() * mag, useColor,
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light.GetAttenuationConstant() * mag,
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light.GetAttenuationLinear() * mag,
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light.GetAttenuationQuadratic() * mag,
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light.GetAngleAttenuationConstant() * mag,
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light.GetAngleAttenuationLinear() * mag,
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light.GetAngleAttenuationQuadratic() * mag));
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}
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void CActorLights::MoveAmbienceToLights(const zeus::CColor& color)
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{
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if (x298_29_ambientChannelOverflow)
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{
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x288_ambientColor += color * 0.333333f;
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x288_ambientColor.a = 1.f;
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return;
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}
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zeus::CColor useColor = x0_areaLights[0].GetColor() + color;
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float maxComponent = std::max(useColor.r, std::max(useColor.g, useColor.b));
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if (maxComponent > FLT_EPSILON)
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useColor *= (1.f / maxComponent);
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useColor.a = 1.f;
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x0_areaLights[0].SetColor(useColor);
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}
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void CActorLights::MultiplyLightingLevels(float level)
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{
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x288_ambientColor *= level;
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for (CLight& light : x0_areaLights)
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{
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zeus::CColor color = light.GetColor();
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color *= level;
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color.a = 1.f;
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light.SetColor(color);
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}
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}
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void CActorLights::UpdateBrightLight()
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{
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if (x2dc_brightLightLag > 0 && x299_24_inBrightLight)
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--x2dc_brightLightLag;
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else if (x2dc_brightLightLag < 15 && !x299_24_inBrightLight)
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++x2dc_brightLightLag;
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x299_25_useBrightLightLag = true;
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}
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bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb)
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{
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const std::vector<CWorldLight>& lightList = x298_30_layer2 ? area.GetPostConstructed()->x80_lightsB :
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area.GetPostConstructed()->x60_lightsA;
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const std::vector<CLight>& gfxLightList = x298_30_layer2 ? area.GetPostConstructed()->x90_gfxLightsB :
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area.GetPostConstructed()->x70_gfxLightsA;
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float worldLightingLevel = area.GetPostConstructed()->x1128_worldLightingLevel;
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x298_26_hasAreaLights = lightList.size() != 0;
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if (!x298_26_hasAreaLights || !x298_28_inArea)
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{
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/* World lights disabled */
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if (x298_31_disableWorldLights)
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x2d4_worldLightingLevel = worldLightingLevel;
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x29c_shadowLightValIdx = -1;
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return true;
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}
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zeus::CVector3f vec;
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if (!x298_24_dirty && x294_aid == area.GetAreaId())
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{
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/* Early return if not ready for update */
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if (mgr.GetInputFrameIdx() - x2a4_lastUpdateFrame < x2a8_areaUpdateFramePeriod)
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return false;
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vec = aabb.center() + x2ac_actorPosBias;
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if (x2d4_worldLightingLevel == worldLightingLevel)
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if ((x2c0_lastActorPos - vec).magSquared() < x2cc_actorPositionDeltaUpdateThreshold)
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return false;
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x2c0_lastActorPos = vec;
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}
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else
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{
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if (x294_aid != area.GetAreaId())
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x2d8_brightLightIdx = -1;
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x2a4_lastUpdateFrame = sFrameSchedulerCount + mgr.GetInputFrameIdx();
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vec = aabb.center() + x2ac_actorPosBias;
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x2c0_lastActorPos = vec;
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}
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/* Reset lighting state */
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x2d4_worldLightingLevel = worldLightingLevel;
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x298_24_dirty = false;
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x294_aid = area.GetAreaId();
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x29c_shadowLightValIdx = -1;
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x288_ambientColor = zeus::CColor::skClear;
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/* Find candidate lights via PVS */
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bool use2ndLayer;
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if (x298_30_layer2)
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{
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if (const CPVSAreaSet* pvs = area.GetAreaVisSet())
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use2ndLayer = pvs->Has2ndLayerLights();
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else
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use2ndLayer = true;
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}
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else
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{
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use2ndLayer = false;
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}
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CPVSVisSet sets[3];
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sets[0].Reset(EPVSVisSetState::OutOfBounds);
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sets[1].Reset(EPVSVisSetState::OutOfBounds);
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sets[2].Reset(EPVSVisSetState::OutOfBounds);
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if (const CPVSAreaSet* pvs = area.GetAreaVisSet())
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{
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zeus::CVector3f localVec = area.GetInverseTransform() * vec;
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sets[0].SetTestPoint(pvs->GetVisOctree(), localVec);
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localVec = area.GetInverseTransform() * aabb.max;
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sets[1].SetTestPoint(pvs->GetVisOctree(), localVec);
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localVec = area.GetInverseTransform() * aabb.min;
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sets[2].SetTestPoint(pvs->GetVisOctree(), localVec);
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}
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std::vector<SLightValue> valList;
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valList.reserve(lightList.size());
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auto lightIt = lightList.begin();
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int lightIdx = 0;
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for (const CLight& light : gfxLightList)
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{
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if (light.GetType() == ELightType::LocalAmbient)
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{
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/* Take ambient here */
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x288_ambientColor = light.GetNormalIndependentLightingAtPoint(vec);
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}
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else
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{
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EPVSVisSetState visible = EPVSVisSetState::OutOfBounds;
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if (area.GetAreaVisSet())
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{
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if (lightIt->DoesCastShadows())
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{
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u32 pvsIdx;
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if (use2ndLayer)
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pvsIdx = area.Get2ndPVSLightFeature(lightIdx);
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else
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pvsIdx = area.Get1stPVSLightFeature(lightIdx);
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visible = sets[0].GetVisible(pvsIdx);
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if (visible != EPVSVisSetState::OutOfBounds)
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visible = std::max(visible, sets[1].GetVisible(pvsIdx));
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if (visible != EPVSVisSetState::OutOfBounds)
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visible = std::max(visible, sets[2].GetVisible(pvsIdx));
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}
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}
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if (visible != EPVSVisSetState::EndOfTree)
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{
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zeus::CSphere sphere(light.GetPosition(), light.GetRadius() * 2.f);
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if (aabb.intersects(sphere))
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{
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/* Light passes as candidate */
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valList.emplace_back();
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SLightValue& value = valList.back();
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value.x0_areaLightIdx = lightIdx;
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value.x4_color = light.GetNormalIndependentLightingAtPoint(vec);
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value.x4_color.a = 0.f;
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value.x10_colorMag = value.x4_color.magnitude();
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value.x18_visiblity = visible;
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}
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}
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}
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++lightIt;
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++lightIdx;
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}
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/* Sort lights most intense to least intense */
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std::sort(valList.begin(), valList.end(),
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[](const SLightValue& a, const SLightValue& b)
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{
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return a.x10_colorMag >= b.x10_colorMag;
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});
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if (x298_27_findShadowLight)
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{
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/* Accumulate magnitudes up to most intense for shadow dynamic range check */
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x288_ambientColor.a = 0.f;
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float mag = x288_ambientColor.magnitude();
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for (auto it = valList.rbegin() ; it != valList.rend() ; ++it)
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{
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mag += it->x10_colorMag;
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it->x14_accumulatedMag = mag;
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}
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}
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/* Ambient color for overflow area lights */
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zeus::CColor overflowAmbColor;
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/* Averaged light for overflow area lights */
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CLight overflowLight = CLight::BuildCustom(zeus::CVector3f::skZero, zeus::CVector3f::skZero, zeus::CColor::skBlack,
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0.f, 0.f, 0.f, 0.f, 0.f, 0.f);
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zeus::CColor overflowLightColor;
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float overflowMag = 0.f;
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/* Max significant lights */
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int maxAreaLights = !x298_29_ambientChannelOverflow ? x2b8_maxAreaLights - 1 : x2b8_maxAreaLights;
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x0_areaLights.clear();
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/* Filter for performing final light visibility test */
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CMaterialFilter filter =
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CMaterialFilter::MakeIncludeExclude(CMaterialList(EMaterialTypes::Solid),
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CMaterialList(EMaterialTypes::Projectile, EMaterialTypes::ProjectilePassthrough,
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EMaterialTypes::SeeThrough));
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u32 mostSigLightIdx = 0;
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/* Narrowphase test candidates starting with most intense */
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for (int i=0 ; i<valList.size() ; ++i)
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{
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const SLightValue& value = valList[i];
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const CLight& light = gfxLightList[value.x0_areaLightIdx];
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if (x0_areaLights.size() < maxAreaLights)
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{
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/* Significant light */
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bool actorToLightContact = true;
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bool castShadows = lightList[value.x0_areaLightIdx].DoesCastShadows() && x298_25_castShadows;
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bool outOfBounds = area.GetAreaVisSet() && value.x18_visiblity == EPVSVisSetState::OutOfBounds;
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if (castShadows)
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{
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/* Process shadow cast */
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zeus::CVector3f delta = light.GetPosition() - vec;
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float deltaMag = delta.magnitude();
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bool useShadow = false;
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if (x298_27_findShadowLight && x29c_shadowLightValIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
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deltaMag > 2.f && !aabb.pointInside(light.GetPosition()))
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{
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/* Perform shadow dynamic range check */
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if (!x0_areaLights.size() ||
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(x0_areaLights.size() == 1 && value.x10_colorMag / valList[mostSigLightIdx].x10_colorMag > 0.5f))
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{
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useShadow = value.x10_colorMag / value.x14_accumulatedMag >
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x2d0_shadowDynamicRangeThreshold / (1.f + x2d0_shadowDynamicRangeThreshold);
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}
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}
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if (useShadow)
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{
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/* Note shadow light */
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x29c_shadowLightValIdx = x0_areaLights.size();
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x2a0_shadowLightIdx = value.x0_areaLightIdx;
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}
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else if (!outOfBounds)
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{
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/* Note brightest light contact */
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delta = delta * 1.f / deltaMag;
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actorToLightContact = CGameCollision::RayStaticIntersectionArea(area, vec, delta, deltaMag, filter);
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if (i == 0)
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{
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x299_24_inBrightLight = actorToLightContact;
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if (x2d8_brightLightIdx != value.x0_areaLightIdx)
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{
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x2dc_brightLightLag = actorToLightContact ? 0 : 15;
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x2d8_brightLightIdx = value.x0_areaLightIdx;
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}
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x299_25_useBrightLightLag = false;
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actorToLightContact = true;
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}
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}
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}
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if (actorToLightContact)
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{
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/* Add to final list */
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if (x0_areaLights.size() == 0)
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mostSigLightIdx = i;
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x0_areaLights.push_back(light);
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}
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}
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else
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{
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/* Overflow light */
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if (!x298_29_ambientChannelOverflow && value.x10_colorMag > 0.001f)
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{
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/* Average parameters into final light */
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MergeOverflowLight(overflowLight, overflowLightColor, light, value.x10_colorMag);
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overflowMag += value.x10_colorMag;
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}
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else
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{
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/* Average color into ambient channel */
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overflowAmbColor += value.x4_color;
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}
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}
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}
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/* Finalize overflow lights */
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if (!x298_29_ambientChannelOverflow)
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AddOverflowToLights(overflowLight, overflowLightColor, overflowMag);
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else
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MoveAmbienceToLights(overflowAmbColor);
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/* Clamp ambient color */
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if (x288_ambientColor.r > 1.f)
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x288_ambientColor.r = 1.f;
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if (x288_ambientColor.g > 1.f)
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x288_ambientColor.g = 1.f;
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if (x288_ambientColor.b > 1.f)
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x288_ambientColor.b = 1.f;
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x288_ambientColor.a = 1.f;
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/* Multiply down lighting with world fader level */
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if (worldLightingLevel < 1.f)
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MultiplyLightingLevels(worldLightingLevel);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CActorLights::BuildDynamicLightList(const CStateManager& mgr, const zeus::CAABox& aabb)
|
|
{
|
|
UpdateBrightLight();
|
|
x299_26_ = false;
|
|
x144_dynamicLights.clear();
|
|
|
|
if (!x29a_)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CActorLights::ActivateLights(CBooModel& model) const
|
|
{
|
|
std::vector<CLight> lights;
|
|
if (x298_28_inArea)
|
|
{
|
|
if (!x298_26_hasAreaLights || !x299_26_)
|
|
{
|
|
g_Renderer->SetAmbientColor(zeus::CColor::skWhite);
|
|
model.ActivateLights(lights);
|
|
return;
|
|
}
|
|
}
|
|
|
|
lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x288_ambientColor));
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
for (const CLight& light : x144_dynamicLights)
|
|
lights.push_back(light);
|
|
|
|
model.ActivateLights(lights);
|
|
|
|
if (x298_31_disableWorldLights)
|
|
{
|
|
zeus::CColor color(x2d4_worldLightingLevel);
|
|
g_Renderer->SetWorldLightMultiplyColor(color);
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
}
|