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