2020-01-08 20:57:33 +01:00
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#include "Renderer11.h"
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2020-01-18 20:52:57 +01:00
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#include "../Game/draw.h"
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#include "../Game/camera.h"
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2020-01-08 20:57:33 +01:00
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void Renderer11::collectRooms()
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{
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short baseRoomIndex = Camera.pos.roomNumber;
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for (int i = 0; i < NumberRooms; i++)
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{
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m_rooms[i].Visited = false;
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2020-01-12 10:50:45 +01:00
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m_rooms[i].LightsToDraw.clear();
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2020-01-08 20:57:33 +01:00
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}
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Vector4 vp = Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
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getVisibleRooms(-1, baseRoomIndex, &vp, false, 0);
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}
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void Renderer11::collectItems(short roomNumber)
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{
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if (m_rooms.size() <= roomNumber) {
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return;
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}
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RendererRoom& const room = m_rooms[roomNumber];
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ROOM_INFO* r = room.Room;
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short itemNum = NO_ITEM;
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for (itemNum = r->itemNumber; itemNum != NO_ITEM; itemNum = Items[itemNum].nextItem)
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{
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//printf("ItemNum: %d, NextItem: %d\n", itemNum, Items[itemNum].nextItem);
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ITEM_INFO* item = &Items[itemNum];
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if (item->objectNumber == ID_LARA && itemNum == Items[itemNum].nextItem)
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break;
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if (item->objectNumber == ID_LARA)
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continue;
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if (item->status == ITEM_INVISIBLE)
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continue;
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if (m_moveableObjects[item->objectNumber] == NULL)
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continue;
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RendererItem * newItem = &m_items[itemNum];
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newItem->Item = item;
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newItem->Id = itemNum;
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newItem->NumMeshes = Objects[item->objectNumber].nmeshes;
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newItem->Translation = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos);
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newItem->Rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(item->pos.yRot),
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TR_ANGLE_TO_RAD(item->pos.xRot),
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TR_ANGLE_TO_RAD(item->pos.zRot));
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newItem->Scale = Matrix::CreateScale(1.0f);
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newItem->World = newItem->Rotation * newItem->Translation;
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collectLightsForItem(item->roomNumber, newItem);
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m_itemsToDraw.push_back(newItem);
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}
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}
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void Renderer11::collectStatics(short roomNumber)
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{
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if (m_rooms.size() <= roomNumber) {
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return;
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}
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RendererRoom& const room = m_rooms[roomNumber];
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ROOM_INFO* r = room.Room;
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if (r->numMeshes <= 0)
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return;
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MESH_INFO * mesh = r->mesh;
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2020-01-14 00:26:44 -03:00
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int numStatics = r->numMeshes;
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2020-01-08 20:57:33 +01:00
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for (int i = 0; i < numStatics; i++)
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{
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RendererStatic* newStatic = &room.Statics[i];
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newStatic->Mesh = mesh;
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newStatic->RoomIndex = roomNumber;
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newStatic->World = Matrix::CreateRotationY(TR_ANGLE_TO_RAD(mesh->yRot)) * Matrix::CreateTranslation(mesh->x, mesh->y, mesh->z);
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m_staticsToDraw.push_back(newStatic);
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mesh++;
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}
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}
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void Renderer11::collectLightsForEffect(short roomNumber, RendererEffect * effect)
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{
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2020-01-12 10:50:45 +01:00
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effect->Lights.clear();
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2020-01-08 20:57:33 +01:00
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if (m_rooms.size() <= roomNumber) {
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return;
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}
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RendererRoom& const room = m_rooms[roomNumber];
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ROOM_INFO* r = room.Room;
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if (r->numLights <= 0)
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return;
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m_tempItemLights.clear();
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Vector3 itemPosition = Vector3(effect->Effect->pos.xPos, effect->Effect->pos.yPos, effect->Effect->pos.zPos);
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// Dynamic lights have the priority
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for (int i = 0; i < m_dynamicLights.size(); i++)
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{
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RendererLight* light = m_dynamicLights[i];
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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if (distance > light->Out)
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continue;
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m_tempItemLights.push_back(light);
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}
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int numLights = room.Lights.size();
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m_shadowLight = NULL;
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RendererLight* brightestLight = NULL;
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float brightest = 0.0f;
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for (int j = 0; j < numLights; j++)
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{
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RendererLight* light = &room.Lights[j];
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// Check only lights different from sun
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if (light->Type == LIGHT_TYPE_SUN)
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{
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// Sun is added without checks
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}
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else if (light->Type == LIGHT_TYPE_POINT || light->Type == LIGHT_TYPE_SHADOW)
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{
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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// Collect only lights nearer than 20 sectors
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if (distance >= 20 * WALL_SIZE)
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continue;
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// Check the out radius
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if (distance > light->Out)
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continue;
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// If Lara, try to collect shadow casting light
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if (effect->Effect->objectNumber == ID_LARA)
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{
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float attenuation = 1.0f - distance / light->Out;
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float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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if (intensity >= brightest)
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{
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brightest = intensity;
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brightestLight = light;
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}
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}
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}
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else if (light->Type == LIGHT_TYPE_SPOT)
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{
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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// Collect only lights nearer than 20 sectors
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if (distance >= 20 * WALL_SIZE)
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continue;
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// Check the range
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if (distance > light->Range)
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continue;
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}
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else
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{
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// Invalid light type
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continue;
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}
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m_tempItemLights.push_back(light);
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}
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for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++)
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{
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2020-01-12 10:50:45 +01:00
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effect->Lights.push_back(m_tempItemLights[i]);
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2020-01-08 20:57:33 +01:00
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}
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}
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void Renderer11::collectLightsForItem(short roomNumber, RendererItem * item)
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{
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2020-01-12 10:50:45 +01:00
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item->Lights.clear();
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2020-01-08 20:57:33 +01:00
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if (m_rooms.size() <= roomNumber) {
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return;
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}
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RendererRoom& const room = m_rooms[roomNumber];
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ROOM_INFO* r = room.Room;
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if (r->numLights <= 0)
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return;
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m_tempItemLights.clear();
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Vector3 itemPosition = Vector3(item->Item->pos.xPos, item->Item->pos.yPos, item->Item->pos.zPos);
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// Dynamic lights have the priority
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for (int i = 0; i < m_dynamicLights.size(); i++)
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{
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RendererLight* light = m_dynamicLights[i];
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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if (distance > light->Out)
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continue;
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m_tempItemLights.push_back(light);
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}
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int numLights = room.Lights.size();
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m_shadowLight = NULL;
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RendererLight* brightestLight = NULL;
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float brightest = 0.0f;
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for (int j = 0; j < numLights; j++)
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{
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RendererLight* light = &room.Lights[j];
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// Check only lights different from sun
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if (light->Type == LIGHT_TYPE_SUN)
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{
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// Sun is added without checks
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}
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else if (light->Type == LIGHT_TYPE_POINT || light->Type == LIGHT_TYPE_SHADOW)
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{
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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// Collect only lights nearer than 20 sectors
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if (distance >= 20 * WALL_SIZE)
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continue;
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// Check the out radius
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if (distance > light->Out)
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continue;
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// If Lara, try to collect shadow casting light
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if (item->Item->objectNumber == ID_LARA)
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{
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float attenuation = 1.0f - distance / light->Out;
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float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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if (intensity >= brightest)
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{
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brightest = intensity;
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brightestLight = light;
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}
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}
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}
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else if (light->Type == LIGHT_TYPE_SPOT)
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{
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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// Collect only lights nearer than 20 sectors
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if (distance >= 20 * WALL_SIZE)
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continue;
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// Check the range
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if (distance > light->Range)
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continue;
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// If Lara, try to collect shadow casting light
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if (item->Item->objectNumber == ID_LARA)
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{
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float attenuation = 1.0f - distance / light->Range;
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float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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if (intensity >= brightest)
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{
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brightest = intensity;
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brightestLight = light;
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}
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}
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}
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else
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{
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// Invalid light type
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continue;
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}
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m_tempItemLights.push_back(light);
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}
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for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++)
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{
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2020-01-12 10:50:45 +01:00
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item->Lights.push_back(m_tempItemLights[i]);
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2020-01-08 20:57:33 +01:00
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}
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if (item->Item->objectNumber == ID_LARA)
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{
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m_shadowLight = brightestLight;
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}
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}
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void Renderer11::collectLightsForRoom(short roomNumber)
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{
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if (m_rooms.size() <= roomNumber) {
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return;
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}
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RendererRoom& const room = m_rooms[roomNumber];
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ROOM_INFO* r = room.Room;
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if (r->numLights <= 0)
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return;
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int numLights = room.Lights.size();
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// Collect dynamic lights for rooms
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for (int i = 0; i < m_dynamicLights.size(); i++)
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{
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RendererLight* light = m_dynamicLights[i];
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float left = r->x + WALL_SIZE;
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float bottom = r->z + WALL_SIZE;
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float right = r->x + (r->xSize - 1) * WALL_SIZE;
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float top = r->z + (r->ySize - 1) * WALL_SIZE;
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float closestX = light->Position.x;
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if (closestX < left)
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closestX = left;
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else if (closestX > right)
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closestX = right;
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float closestZ = light->Position.z;
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if (closestZ < bottom)
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closestZ = bottom;
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else if (closestZ > top)
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closestZ = top;
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// Calculate the distance between the circle's center and this closest point
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float distanceX = light->Position.x - closestX;
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float distanceY = light->Position.z - closestZ;
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// If the distance is less than the circle's radius, an intersection occurs
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float distanceSquared = (distanceX * distanceX) + (distanceY * distanceY);
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if (distanceSquared < SQUARE(light->Out))
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2020-01-12 10:50:45 +01:00
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room.LightsToDraw.push_back(light);
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2020-01-08 20:57:33 +01:00
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}
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}
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void Renderer11::prepareLights()
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{
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// Add dynamic lights
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for (int i = 0; i < m_dynamicLights.size(); i++)
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m_lightsToDraw.push_back(m_dynamicLights[i]);
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// Now I have a list full of draw. Let's sort them.
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//std::sort(m_lightsToDraw.begin(), m_lightsToDraw.end(), SortLightsFunction);
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//m_lightsToDraw.Sort(SortLightsFunction);
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// Let's draw first 32 lights
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//if (m_lightsToDraw.size() > 32)
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// m_lightsToDraw.resize(32);
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// Now try to search for a shadow caster, using Lara as reference
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RendererRoom & const room = m_rooms[LaraItem->roomNumber];
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// Search for the brightest light. We do a simple version of the classic calculation done in pixel shader.
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RendererLight * brightestLight = NULL;
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float brightest = 0.0f;
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// Try room lights
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if (room.Lights.size() != 0)
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{
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for (int j = 0; j < room.Lights.size(); j++)
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{
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RendererLight* light = &room.Lights[j];
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Vector4 itemPos = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f);
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Vector4 lightVector = itemPos - light->Position;
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float distance = lightVector.Length();
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lightVector.Normalize();
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float intensity;
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float attenuation;
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float angle;
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float d;
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float attenuationRange;
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float attenuationAngle;
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switch ((int)light->Type)
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{
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case LIGHT_TYPES::LIGHT_TYPE_POINT:
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if (distance > light->Out || light->Out < 2048.0f)
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|
continue;
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attenuation = 1.0f - distance / light->Out;
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intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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if (intensity >= brightest)
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{
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brightest = intensity;
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|
brightestLight = light;
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}
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|
|
break;
|
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|
case LIGHT_TYPES::LIGHT_TYPE_SPOT:
|
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|
|
if (distance > light->Range)
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|
continue;
|
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|
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|
|
attenuation = 1.0f - distance / light->Range;
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|
|
intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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|
|
if (intensity >= brightest)
|
|
|
|
{
|
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|
|
brightest = intensity;
|
|
|
|
brightestLight = light;
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the brightest light is found, then fill the data structure. We ignore for now dynamic lights for shadows.
|
|
|
|
m_shadowLight = brightestLight;
|
|
|
|
}
|
|
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|
|
|
|
|
void Renderer11::collectEffects(short roomNumber)
|
|
|
|
{
|
|
|
|
if (m_rooms.size() <= roomNumber) return;
|
|
|
|
RendererRoom & const room = m_rooms[roomNumber];
|
|
|
|
|
|
|
|
ROOM_INFO * r = room.Room;
|
|
|
|
|
|
|
|
short fxNum = NO_ITEM;
|
|
|
|
for (fxNum = r->fxNumber; fxNum != NO_ITEM; fxNum = Effects[fxNum].nextFx)
|
|
|
|
{
|
|
|
|
FX_INFO* fx = &Effects[fxNum];
|
|
|
|
|
|
|
|
if (fx->objectNumber < 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
OBJECT_INFO* obj = &Objects[fx->objectNumber];
|
|
|
|
|
|
|
|
RendererEffect* newEffect = &m_effects[fxNum];
|
|
|
|
|
|
|
|
newEffect->Effect = fx;
|
|
|
|
newEffect->Id = fxNum;
|
|
|
|
newEffect->World = Matrix::CreateTranslation(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
|
|
|
|
newEffect->Mesh = m_meshPointersToMesh[reinterpret_cast<unsigned int>(Meshes[0 (obj->nmeshes ? obj->meshIndex : fx->frameNumber * 2)])];
|
|
|
|
|
|
|
|
collectLightsForEffect(fx->roomNumber, newEffect);
|
|
|
|
|
|
|
|
m_effectsToDraw.push_back(newEffect);
|
|
|
|
|
|
|
|
short* mp = Meshes[(obj->nmeshes ? obj->meshIndex : fx->frameNumber)];
|
|
|
|
short hhh = 0;
|
|
|
|
}
|
|
|
|
}
|