Merge branch 'MontyTRC89:develop' into develop

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davidmarr 2024-12-11 15:48:14 +01:00 committed by GitHub
commit 6516a8b87b
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GPG key ID: B5690EEEBB952194
29 changed files with 278 additions and 218 deletions

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@ -31,6 +31,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fixed Lara's Home entry not working.
* Fixed exploding TR3 bosses.
* Fixed original issue with deactivation of Dart Emitter.
* Fixed original issue with weapon hotkeys available in binoculars or lasersight mode.
* Fixed Lens Flare object not functioning properly.
* Fixed lens flares not being occluded by static meshes and moveables.
* Fixed spotlight shadows.
@ -38,7 +39,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
### New Features
* Added fast savegame reloading.
* Added dynamic shadow casting on objects and static meshes.
* Added ricochet sounds and make the effect more prominent.
* Allow camera shake during flybys.
* Allow to run the engine without title level.
* Allow more than 1024 objects in a level.
* Allow more than 1000 static mesh slots in a level.
@ -56,6 +59,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Use load camera instead of load screen by playing fixed camera from OnEnd() event and removing loadScreenFile field from level's gameflow entry.
* Fixed DisplayString class not supporting some Unicode characters and empty lines in multiline strings.
* Fixed DisplayString not being deallocated after showing.
* Fixed GameVars not transferring between levels in hub mode.
* Fixed incorrect behaviour of Moveable:GetJointRotation() function.
* Fixed incorrect behaviour of Logic.EnableEvent() and Logic.DisableEvent() functions.
* Fixed Util.HasLineOfSight() not taking static meshes into consideration.

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@ -202,7 +202,7 @@ Timer = {
str:SetColor(pausedColor)
end
TEN.Strings.ShowString(str, 1)
TEN.Strings.ShowString(str, 1, false)
end
end

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@ -342,6 +342,10 @@ void HandlePlayerQuickActions(ItemInfo& item)
g_Gui.UseItem(item, GAME_OBJECT_ID::ID_BIGMEDI_ITEM);
}
// Don't process weapon hotkeys in optics mode.
if (player.Control.Look.IsUsingBinoculars)
return;
// Handle weapon scroll request.
if (IsClicked(In::PreviousWeapon) || IsClicked(In::NextWeapon))
{
@ -888,7 +892,9 @@ void HandlePlayerFlyCheat(ItemInfo& item)
{
if (player.Context.Vehicle == NO_VALUE)
{
GivePlayerItemsCheat(item);
if (KeyMap[OIS::KeyCode::KC_LSHIFT] || KeyMap[OIS::KeyCode::KC_RSHIFT])
GivePlayerItemsCheat(item);
GivePlayerWeaponsCheat(item);
if (player.Control.WaterStatus != WaterStatus::FlyCheat)

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@ -215,6 +215,38 @@ inline void RumbleFromBounce()
Rumble(std::clamp((float)abs(Camera.bounce) / 70.0f, 0.0f, 0.8f), 0.2f);
}
void CalculateBounce(bool binocularMode)
{
if (Camera.bounce == 0)
return;
if (Camera.bounce <= 0)
{
if (binocularMode)
{
Camera.target.x += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce / 2));
Camera.target.y += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce / 2));
Camera.target.z += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce / 2));
}
else
{
int bounce = -Camera.bounce;
int bounce2 = bounce / 2;
Camera.target.x += GetRandomControl() % bounce - bounce2;
Camera.target.y += GetRandomControl() % bounce - bounce2;
Camera.target.z += GetRandomControl() % bounce - bounce2;
}
Camera.bounce += 5;
RumbleFromBounce();
}
else
{
Camera.pos.y += Camera.bounce;
Camera.target.y += Camera.bounce;
Camera.bounce = 0;
}
}
void InitializeCamera()
{
@ -313,25 +345,7 @@ void MoveCamera(GameVector* ideal, int speed)
Camera.pos.z += (ideal->z - Camera.pos.z) / speed;
Camera.pos.RoomNumber = ideal->RoomNumber;
if (Camera.bounce)
{
if (Camera.bounce <= 0)
{
int bounce = -Camera.bounce;
int bounce2 = bounce / 2;
Camera.target.x += GetRandomControl() % bounce - bounce2;
Camera.target.y += GetRandomControl() % bounce - bounce2;
Camera.target.z += GetRandomControl() % bounce - bounce2;
Camera.bounce += 5;
RumbleFromBounce();
}
else
{
Camera.pos.y += Camera.bounce;
Camera.target.y += Camera.bounce;
Camera.bounce = 0;
}
}
CalculateBounce(false);
int y = Camera.pos.y;
if (TestEnvironment(ENV_FLAG_SWAMP, Camera.pos.RoomNumber))
@ -1000,23 +1014,8 @@ void BinocularCamera(ItemInfo* item)
Camera.target.RoomNumber = item->RoomNumber;
}
if (Camera.bounce &&
Camera.type == Camera.oldType)
{
if (Camera.bounce <= 0)
{
Camera.target.x += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce / 2));
Camera.target.y += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce / 2));
Camera.target.z += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce / 2));
Camera.bounce += 5;
RumbleFromBounce();
}
else
{
Camera.bounce = 0;
Camera.target.y += Camera.bounce;
}
}
if (Camera.type == Camera.oldType)
CalculateBounce(true);
Camera.target.RoomNumber = GetPointCollision(Camera.pos.ToVector3i(), Camera.target.RoomNumber).GetRoomNumber();
LookAt(&Camera, 0);

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@ -99,6 +99,7 @@ void BounceCamera(ItemInfo* item, short bounce, short maxDistance);
void BinocularCamera(ItemInfo* item);
void ConfirmCameraTargetPos();
void CalculateCamera(const CollisionInfo& coll);
void CalculateBounce(bool binocularMode);
void RumbleScreen();
bool TestBoundsCollideCamera(const GameBoundingBox& bounds, const Pose& pose, short radius);
void ItemPushCamera(GameBoundingBox* bounds, Pose* pos, short radius);

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@ -157,7 +157,7 @@ GameStatus GamePhase(bool insideMenu)
// Pre-loop script and event handling.
g_GameScript->OnLoop(DELTA_TIME, false); // TODO: Don't use DELTA_TIME constant with high framerate.
HandleAllGlobalEvents(EventType::Loop, (Activator)LaraItem->Index);
HandleAllGlobalEvents(EventType::Loop, (Activator)short(LaraItem->Index));
// Queued input actions are read again after OnLoop, so that remaining control loop can immediately register
// emulated keypresses from the script.
@ -244,7 +244,7 @@ GameStatus GamePhase(bool insideMenu)
// Call post-loop callbacks last time and end level.
g_GameScript->OnLoop(DELTA_TIME, true);
g_GameScript->OnEnd(gameStatus);
HandleAllGlobalEvents(EventType::End, (Activator)LaraItem->Index);
HandleAllGlobalEvents(EventType::End, (Activator)short(LaraItem->Index));
}
else
{
@ -299,7 +299,7 @@ GameStatus FreezePhase()
// Poll controls and call scripting events.
HandleControls(false);
g_GameScript->OnFreeze();
HandleAllGlobalEvents(EventType::Freeze, (Activator)LaraItem->Index);
HandleAllGlobalEvents(EventType::Freeze, (Activator)short(LaraItem->Index));
// Partially update scene if not using full freeze mode.
if (g_GameFlow->LastFreezeMode != FreezeMode::Full)
@ -376,7 +376,6 @@ unsigned CALLBACK GameMain(void *)
GameStatus DoLevel(int levelIndex, bool loadGame)
{
bool isTitle = !levelIndex;
auto loadType = loadGame ? LevelLoadType::Load : (SaveGame::IsOnHub(levelIndex) ? LevelLoadType::Hub : LevelLoadType::New);
TENLog(isTitle ? "DoTitle" : "DoLevel", LogLevel::Info);
@ -392,7 +391,7 @@ GameStatus DoLevel(int levelIndex, bool loadGame)
InitializeItemBoxData();
// Initialize scripting.
InitializeScripting(levelIndex, loadType);
InitializeScripting(levelIndex, loadGame);
InitializeNodeScripts();
// Initialize menu and inventory state.
@ -540,12 +539,12 @@ void CleanUp()
ClearObjCamera();
}
void InitializeScripting(int levelIndex, LevelLoadType type)
void InitializeScripting(int levelIndex, bool loadGame)
{
TENLog("Loading level script...", LogLevel::Info);
g_GameStringsHandler->ClearDisplayStrings();
g_GameScript->ResetScripts(!levelIndex || type != LevelLoadType::New);
g_GameScript->ResetScripts(!levelIndex || loadGame);
const auto& level = *g_GameFlow->GetLevel(levelIndex);
@ -575,7 +574,7 @@ void InitializeScripting(int levelIndex, LevelLoadType type)
}
// Play default background music.
if (type != LevelLoadType::Load)
if (!loadGame)
PlaySoundTrack(level.GetAmbientTrack(), SoundTrackType::BGM, 0, SOUND_XFADETIME_LEVELJUMP);
}
@ -594,13 +593,19 @@ void InitializeOrLoadGame(bool loadGame)
g_Gui.SetEnterInventory(NO_VALUE);
// Restore game?
if (loadGame && SaveGame::Load(g_GameFlow->SelectedSaveGame))
if (loadGame)
{
if (!SaveGame::Load(g_GameFlow->SelectedSaveGame))
{
NextLevel = g_GameFlow->GetNumLevels();
return;
}
InitializeGame = false;
g_GameFlow->SelectedSaveGame = 0;
g_GameScript->OnLoad();
HandleAllGlobalEvents(EventType::Load, (Activator)LaraItem->Index);
HandleAllGlobalEvents(EventType::Load, (Activator)short(LaraItem->Index));
}
else
{
@ -624,7 +629,7 @@ void InitializeOrLoadGame(bool loadGame)
}
g_GameScript->OnStart();
HandleAllGlobalEvents(EventType::Start, (Activator)LaraItem->Index);
HandleAllGlobalEvents(EventType::Start, (Activator)short(LaraItem->Index));
}
}

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@ -34,13 +34,6 @@ enum class FreezeMode
Player
};
enum class LevelLoadType
{
New,
Hub,
Load
};
enum CardinalDirection
{
NORTH,
@ -106,8 +99,8 @@ void UpdateShatters();
void CleanUp();
void InitializeOrLoadGame(bool loadGame);
void InitializeScripting(int levelIndex, LevelLoadType type);
void DeInitializeScripting(int levelIndex);
void InitializeScripting(int levelIndex, bool loadGame);
void DeInitializeScripting(int levelIndex, GameStatus reason);
void SetupInterpolation();

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@ -841,7 +841,7 @@ void TestTriggers(ItemInfo* item, bool isHeavy, int heavyFlags)
short roomNumber = item->RoomNumber;
auto floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
TestTriggers(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, floor, item->Index, isHeavy, heavyFlags);
TestTriggers(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, floor, (Activator)short(item->Index), isHeavy, heavyFlags);
}
void TestTriggers(int x, int y, int z, short roomNumber, bool heavy, int heavyFlags)

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@ -2040,7 +2040,7 @@ namespace TEN::Gui
// Use item event handling.
g_GameScript->OnUseItem((GAME_OBJECT_ID)InventoryItemChosen);
HandleAllGlobalEvents(EventType::UseItem, (Activator)item.Index);
HandleAllGlobalEvents(EventType::UseItem, (Activator)short(item.Index));
// Quickly discard further processing if chosen item was reset in script.
if (InventoryItemChosen == NO_VALUE)

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@ -206,6 +206,19 @@ bool SaveGame::DoesSaveGameExist(int slot, bool silent)
return true;
}
bool SaveGame::IsSaveGameValid(int slot)
{
SaveGameHeader header;
if (!LoadHeader(slot, &header))
return false;
// Hash mismatch between savegame and level file means that level version has changed.
if (header.LevelHash != LastLevelHash)
return false;
return true;
}
bool SaveGame::IsLoadGamePossible()
{
for (int i = 0; i < SAVEGAME_MAX; i++)
@ -1574,7 +1587,7 @@ bool SaveGame::Save(int slot)
return false;
g_GameScript->OnSave();
HandleAllGlobalEvents(EventType::Save, (Activator)LaraItem->Index);
HandleAllGlobalEvents(EventType::Save, (Activator)short(LaraItem->Index));
// Savegame infos need to be reloaded so that last savegame counter properly increases.
LoadHeaders();
@ -1614,15 +1627,9 @@ bool SaveGame::Save(int slot)
bool SaveGame::Load(int slot)
{
if (!IsSaveGameSlotValid(slot))
if (!IsSaveGameValid(slot))
{
TENLog("Savegame slot " + std::to_string(slot) + " is invalid, load is impossible.", LogLevel::Error);
return false;
}
if (!DoesSaveGameExist(slot))
{
TENLog("Savegame in slot " + std::to_string(slot) + " does not exist.", LogLevel::Error);
TENLog("Loading from savegame in slot " + std::to_string(slot) + " is impossible, data is missing or level has changed.", LogLevel::Error);
return false;
}
@ -1704,7 +1711,7 @@ static void ParseStatistics(const Save::SaveGame* s, bool isHub)
SaveGame::Statistics.Game.Timer = s->game()->timer();
}
static void ParseLua(const Save::SaveGame* s)
static void ParseLua(const Save::SaveGame* s, bool hubMode)
{
// Event sets
@ -1808,7 +1815,7 @@ static void ParseLua(const Save::SaveGame* s)
}
}
g_GameScript->SetVariables(loadedVars);
g_GameScript->SetVariables(loadedVars, hubMode);
auto populateCallbackVecs = [&s](auto callbackFunc)
{
@ -2672,7 +2679,7 @@ void SaveGame::Parse(const std::vector<byte>& buffer, bool hubMode)
const Save::SaveGame* s = Save::GetSaveGame(buffer.data());
ParseLevel(s, hubMode);
ParseLua(s);
ParseLua(s, hubMode);
ParseStatistics(s, hubMode);
// Effects and player data is ignored when loading hub.

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@ -66,6 +66,7 @@ public:
static bool DoesSaveGameExist(int slot, bool silent = false);
static bool IsLoadGamePossible();
static bool IsSaveGameValid(int slot);
static void SaveHub(int index);
static void LoadHub(int index);

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@ -494,6 +494,7 @@ void CalculateSpotCameras()
Camera.target.x = ctx;
Camera.target.y = cty;
Camera.target.z = ctz;
CalculateBounce(false);
}
int outsideRoom = IsRoomOutside(cpx, cpy, cpz);

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@ -201,43 +201,62 @@ namespace TEN::Renderer
_context->PSSetSamplers((UINT)registerType, 1, &samplerState);
}
void Renderer::BindLight(RendererLight& light, ShaderLight* lights, int index)
int Renderer::BindLight(RendererLight& light, ShaderLight* lights, int index)
{
memcpy(&lights[index], &light, sizeof(ShaderLight));
if (light.Hash == 0)
return;
// Precalculate ranges so that it's not recalculated in shader for every pixel.
if (light.Type == LightType::Spot)
{
lights[index].InRange = cos(light.InRange * (PI / 180.0f));
lights[index].OutRange = cos(light.OutRange * (PI / 180.0f));
}
lights[index].Position = Vector3::Lerp(light.PrevPosition, light.Position, GetInterpolationFactor());
lights[index].Direction = Vector3::Lerp(light.PrevDirection, light.Direction, GetInterpolationFactor());
// If light has hash, interpolate its position with previous position.
if (light.Hash != 0)
{
lights[index].Position = Vector3::Lerp(light.PrevPosition, light.Position, GetInterpolationFactor());
lights[index].Direction = Vector3::Lerp(light.PrevDirection, light.Direction, GetInterpolationFactor());
}
// Bitmask light type to filter it in the shader later.
return (1 << (31 - (int)light.Type));
}
void Renderer::BindRoomLights(std::vector<RendererLight*>& lights)
{
for (int i = 0; i < lights.size(); i++)
BindLight(*lights[i], _stRoom.RoomLights, i);
int lightTypeMask = 0;
_stRoom.NumRoomLights = (int)lights.size();
for (int i = 0; i < lights.size(); i++)
lightTypeMask = lightTypeMask | BindLight(*lights[i], _stRoom.RoomLights, i);
_stRoom.NumRoomLights = (int)lights.size() | lightTypeMask;
}
void Renderer::BindStaticLights(std::vector<RendererLight*>& lights)
{
for (int i = 0; i < lights.size(); i++)
BindLight(*lights[i], _stStatic.Lights, i);
int lightTypeMask = 0;
_stStatic.NumLights = (int)lights.size();
for (int i = 0; i < lights.size(); i++)
lightTypeMask = lightTypeMask | BindLight(*lights[i], _stStatic.Lights, i);
_stStatic.NumLights = (int)lights.size() | lightTypeMask;
}
void Renderer::BindInstancedStaticLights(std::vector<RendererLight*>& lights, int instanceID)
{
for (int i = 0; i < lights.size(); i++)
BindLight(*lights[i], _stInstancedStaticMeshBuffer.StaticMeshes[instanceID].Lights, i);
int lightTypeMask = 0;
_stInstancedStaticMeshBuffer.StaticMeshes[instanceID].NumLights = (int)lights.size();
for (int i = 0; i < lights.size(); i++)
lightTypeMask = lightTypeMask | BindLight(*lights[i], _stInstancedStaticMeshBuffer.StaticMeshes[instanceID].Lights, i);
_stInstancedStaticMeshBuffer.StaticMeshes[instanceID].NumLights = (int)lights.size() | lightTypeMask;
}
void Renderer::BindMoveableLights(std::vector<RendererLight*>& lights, int roomNumber, int prevRoomNumber, float fade)
{
int lightTypeMask = 0;
int numLights = 0;
for (int i = 0; i < lights.size(); i++)
{
@ -257,12 +276,12 @@ namespace TEN::Renderer
if (fadedCoeff == 0.0f)
continue;
BindLight(*lights[i], _stItem.Lights, numLights);
lightTypeMask = lightTypeMask | BindLight(*lights[i], _stItem.Lights, numLights);
_stItem.Lights[numLights].Intensity *= fadedCoeff;
numLights++;
}
_stItem.NumLights = numLights;
_stItem.NumLights = numLights | lightTypeMask;
}
void Renderer::BindConstantBufferVS(ConstantBufferRegister constantBufferType, ID3D11Buffer** buffer)

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@ -418,7 +418,7 @@ namespace TEN::Renderer
void ApplySMAA(RenderTarget2D* renderTarget, RenderView& view);
void ApplyFXAA(RenderTarget2D* renderTarget, RenderView& view);
void BindTexture(TextureRegister registerType, TextureBase* texture, SamplerStateRegister samplerType);
void BindLight(RendererLight& light, ShaderLight* lights, int index);
int BindLight(RendererLight& light, ShaderLight* lights, int index);
void BindRoomLights(std::vector<RendererLight*>& lights);
void BindStaticLights(std::vector<RendererLight*>& lights);
void BindInstancedStaticLights(std::vector<RendererLight*>& lights, int instanceID);

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@ -2653,7 +2653,7 @@ namespace TEN::Renderer
// Set shadow map data and bind shadow map texture.
if (_shadowLight != nullptr)
{
memcpy(&_stShadowMap.Light, _shadowLight, sizeof(ShaderLight));
BindLight(*_shadowLight, &_stShadowMap.Light, 0);
_stShadowMap.ShadowMapSize = g_Configuration.ShadowMapSize;
_stShadowMap.CastShadows = true;

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@ -655,7 +655,7 @@ namespace TEN::Renderer
std::vector<RendererLight*> lightsToDraw;
CollectLights(Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z), CAMERA_LIGHT_COLLECTION_RADIUS, Camera.pos.RoomNumber, NO_VALUE, true, false, nullptr, &lightsToDraw);
if (!lightsToDraw.empty() && lightsToDraw.front()->CastShadows)
if (g_Configuration.ShadowType != ShadowMode::None && !lightsToDraw.empty() && lightsToDraw.front()->CastShadows)
{
_shadowLight = lightsToDraw.front();
}

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@ -69,7 +69,7 @@ public:
virtual void ExecuteFunction(const std::string& luaFuncName, short idOne, short idTwo = 0) = 0;
virtual void GetVariables(std::vector<SavedVar>& vars) = 0;
virtual void SetVariables(const std::vector<SavedVar>& vars) = 0;
virtual void SetVariables(const std::vector<SavedVar>& vars, bool onlyLevelVars) = 0;
virtual void GetCallbackStrings(
std::vector<std::string>& preStart,

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@ -323,7 +323,7 @@ Possible event type values:
*/
void LogicHandler::HandleEvent(const std::string& name, EventType type, sol::optional<Moveable&> activator)
{
TEN::Control::Volumes::HandleEvent(name, type, activator.has_value() ? (Activator)activator.value().GetIndex() : (Activator)LaraItem->Index);
TEN::Control::Volumes::HandleEvent(name, type, activator.has_value() ? (Activator)activator.value().GetIndex() : (Activator)short(LaraItem->Index));
}
/*** Attempt to find an event set and enable specified event in it.
@ -485,9 +485,11 @@ void LogicHandler::FreeLevelScripts()
}
// Used when loading.
void LogicHandler::SetVariables(const std::vector<SavedVar>& vars)
void LogicHandler::SetVariables(const std::vector<SavedVar>& vars, bool onlyLevelVars)
{
ResetGameTables();
if (!onlyLevelVars)
ResetGameTables();
ResetLevelTables();
std::unordered_map<unsigned int, sol::table> solTables;
@ -565,6 +567,9 @@ void LogicHandler::SetVariables(const std::vector<SavedVar>& vars)
for (auto& [first, second] : levelVars)
(*m_handler.GetState())[ScriptReserved_LevelVars][first] = second;
if (onlyLevelVars)
return;
sol::table gameVars = rootTable[ScriptReserved_GameVars];
for (auto& [first, second] : gameVars)
(*m_handler.GetState())[ScriptReserved_GameVars][first] = second;

View file

@ -145,7 +145,7 @@ public:
void ExecuteFunction(const std::string& name, short idOne, short idTwo) override;
void GetVariables(std::vector<SavedVar>& vars) override;
void SetVariables(const std::vector<SavedVar>& vars) override;
void SetVariables(const std::vector<SavedVar>& vars, bool onlyLevelVars) override;
void ResetVariables();
void SetCallbackStrings(const std::vector<std::string>& preStart,

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@ -7,7 +7,7 @@
#define ALPHATEST_GREATER_THAN 1
#define ALPHATEST_LESS_THAN 2
#define BLENDMODE_OPAQUE 0,
#define BLENDMODE_OPAQUE 0
#define BLENDMODE_ALPHATEST 1
#define BLENDMODE_ADDITIVE 2
#define BLENDMODE_NOZTEST 4

View file

@ -4,6 +4,7 @@
#include "./VertexEffects.hlsli"
#include "./VertexInput.hlsli"
#include "./Blending.hlsli"
#include "./Shadows.hlsli"
#define INSTANCED_STATIC_MESH_BUCKET_SIZE 100
@ -124,6 +125,8 @@ PixelShaderOutput PS(PixelShaderInput input)
input.FogBulbs.w) :
StaticLight(input.Color.xyz, tex.xyz, input.FogBulbs.w);
color = DoShadow(input.WorldPosition, normal, color, -0.5f);
output.Color = float4(color * occlusion, tex.w);
output.Color = DoFogBulbsForPixel(output.Color, float4(input.FogBulbs.xyz, 1.0f));
output.Color = DoDistanceFogForPixel(output.Color, FogColor, input.DistanceFog);

View file

@ -5,7 +5,7 @@
#include "./VertexInput.hlsli"
#include "./Blending.hlsli"
#include "./AnimatedTextures.hlsli"
//#include "./Shadows.hlsli"
#include "./Shadows.hlsli"
#define MAX_BONES 32
@ -155,6 +155,8 @@ PixelShaderOutput PS(PixelShaderInput input)
input.FogBulbs.w) :
StaticLight(input.Color.xyz, tex.xyz, input.FogBulbs.w);
color = DoShadow(input.WorldPosition, normal, color, -0.5f);
output.Color = saturate(float4(color * occlusion, tex.w));
output.Color = DoFogBulbsForPixel(output.Color, float4(input.FogBulbs.xyz, 1.0f));
output.Color = DoDistanceFogForPixel(output.Color, FogColor, input.DistanceFog);

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@ -3,12 +3,19 @@
#define PI 3.1415926535897932384626433832795028841971693993751058209749445923
#define PI2 6.2831853071795864769252867665590057683943387987502116419498891846
#define EPSILON 1e-38
#define OCTAVES 6
#define LT_SUN 0
#define LT_POINT 1
#define LT_SPOT 2
#define LT_SHADOW 3
#define LT_SUN 0
#define LT_POINT 1
#define LT_SPOT 2
#define LT_SHADOW 3
#define LT_MASK 0xFFFF
#define LT_MASK_SUN (1 << (31 - LT_SUN))
#define LT_MASK_POINT (1 << (31 - LT_POINT))
#define LT_MASK_SPOT (1 << (31 - LT_SPOT))
#define LT_MASK_SHADOW (1 << (31 - LT_SHADOW))
#define MAX_LIGHTS_PER_ROOM 48
#define MAX_LIGHTS_PER_ITEM 8

View file

@ -7,6 +7,8 @@
#include "./Shadows.hlsli"
#include "./ShaderLight.hlsli"
#define ROOM_LIGHT_COEFF 0.7f
cbuffer RoomBuffer : register(b5)
{
int Water;
@ -141,28 +143,31 @@ PixelShaderOutput PS(PixelShaderInput input)
occlusion = pow(SSAOTexture.Sample(SSAOSampler, samplePosition).x, AmbientOcclusionExponent);
}
if (CastShadows)
lighting = DoShadow(input.WorldPosition, normal, lighting, -2.5f);
lighting = DoBlobShadows(input.WorldPosition, lighting);
bool onlyPointLights = (NumRoomLights & ~LT_MASK) == LT_MASK_POINT;
int numLights = NumRoomLights & LT_MASK;
for (int i = 0; i < numLights; i++)
{
float isPointLight = step(0.5f, Light.Type == LT_POINT); // 1.0 if LT_POINT, 0.0 otherwise
float isSpotLight = step(0.5f, Light.Type == LT_SPOT); // 1.0 if LT_SPOT, 0.0 otherwise
float isOtherLight = 1.0 - (isPointLight + isSpotLight); // 1.0 if neither LT_POINT nor LT_SPOT
if (onlyPointLights)
{
lighting += DoPointLight(input.WorldPosition, normal, RoomLights[i]) * ROOM_LIGHT_COEFF;
}
else
{
// Room dynamic lights can only be spot or point, so we use simplified function for that.
float3 pointLightShadow = DoPointLightShadow(input.WorldPosition, lighting);
float3 spotLightShadow = DoSpotLightShadow(input.WorldPosition, normal, lighting);
float isPoint = step(0.5f, RoomLights[i].Type == LT_POINT);
float isSpot = step(0.5f, RoomLights[i].Type == LT_SPOT);
// Blend the shadows based on the light type
lighting = pointLightShadow * isPointLight + spotLightShadow * isSpotLight + lighting * isOtherLight;
}
float3 pointLight = float3(0.0f, 0.0f, 0.0f);
float3 spotLight = float3(0.0f, 0.0f, 0.0f);
DoPointAndSpotLight(input.WorldPosition, normal, RoomLights[i], pointLight, spotLight);
lighting = DoBlobShadows(input.WorldPosition, lighting);
for (int i = 0; i < NumRoomLights; i++)
{
float isPointLightRoom = step(0.5f, RoomLights[i].Type == LT_POINT);
float isSpotLightRoom = step(0.5f, RoomLights[i].Type == LT_SPOT);
lighting += DoPointLight(input.WorldPosition, normal, RoomLights[i]) * isPointLightRoom;
lighting += DoSpotLight(input.WorldPosition, normal, RoomLights[i]) * isSpotLightRoom;
lighting += pointLight * isPoint * ROOM_LIGHT_COEFF + spotLight * isSpot * ROOM_LIGHT_COEFF;
}
}
if (Caustics)

View file

@ -129,21 +129,30 @@ float3 DoSpotLight(float3 pos, float3 normal, ShaderLight light)
float3 lightVec = pos - light.Position.xyz;
float distance = length(lightVec);
float3 lightDir = normalize(lightVec);
float cosine = dot(lightDir, light.Direction.xyz);
// Angle attenuation
float coneInCos = cos(light.InRange * (PI / 180.0f));
float coneOutCos = cos(light.OutRange * (PI / 180.0f));
float angleAttenuation = saturate((cosine - coneOutCos) / (coneInCos - coneOutCos));
// Distance attenuation
float cosine = dot(lightDir, light.Direction.xyz);
float angleAttenuation = saturate((cosine - light.OutRange) / (light.InRange - light.OutRange));
float distanceAttenuation = saturate((light.Out - distance) / (light.Out - light.In));
// Surface lighting
float d = saturate(dot(normal, -lightDir));
return saturate(light.Color.xyz * light.Intensity * angleAttenuation * distanceAttenuation * d);
}
void DoPointAndSpotLight(float3 pos, float3 normal, ShaderLight light, out float3 pointOutput, out float3 spotOutput)
{
float3 lightVec = light.Position.xyz - pos;
float distance = length(lightVec);
float3 lightDir = normalize(lightVec);
float cosine = dot(-lightDir, light.Direction.xyz);
float distanceAttenuation = saturate((light.Out - distance) / (light.Out - light.In));
float angleAttenuation = saturate((cosine - light.OutRange) / (light.InRange - light.OutRange));
float d = saturate(dot(normal, lightDir));
pointOutput = saturate(light.Color.xyz * light.Intensity * distanceAttenuation * d);
spotOutput = saturate(light.Color.xyz * light.Intensity * angleAttenuation * distanceAttenuation * d);
}
float3 DoDirectionalLight(float3 pos, float3 normal, ShaderLight light)
{
float d = saturate(dot(-light.Direction.xyz, normal));
@ -310,12 +319,13 @@ float DoFogBulbForSky(float3 pos, ShaderFogBulb bulb)
float DoDistanceFogForVertex(float3 pos)
{
float d = length(CamPositionWS.xyz - pos);
float fogRange = FogMaxDistance * 1024 - FogMinDistance * 1024;
float fog = 0.0f;
float fogEnabled = step(0.0f, FogMaxDistance);
float fogFactor = (d - FogMinDistance * 1024) / fogRange;
float fog = saturate(fogFactor) * fogEnabled;
if (FogMaxDistance > 0.0f)
{
float d = length(CamPositionWS.xyz - pos);
fog = clamp((d - FogMinDistance * 1024) / (FogMaxDistance * 1024 - FogMinDistance * 1024), 0, 1);
}
return fog;
}
@ -363,23 +373,37 @@ float3 CombineLights(float3 ambient, float3 vertex, float3 tex, float3 pos, floa
float3 shadow = 0;
float3 spec = 0;
int lightTypeMask = (numLights & ~LT_MASK);
numLights = numLights & LT_MASK;
for (int i = 0; i < numLights; i++)
{
float isPoint = step(0.5f, float(lights[i].Type == LT_POINT));
float isSpot = step(0.5f, float(lights[i].Type == LT_SPOT));
float isSun = step(0.5f, float(lights[i].Type == LT_SUN));
float isShadow = step(0.5f, float(lights[i].Type == LT_SHADOW));
if (lightTypeMask & LT_MASK_SUN)
{
float isSun = step(0.5f, float(lights[i].Type == LT_SUN));
diffuse += isSun * DoDirectionalLight(pos, normal, lights[i]);
spec += isSun * DoSpecularSun(normal, lights[i], sheen);
}
diffuse += isPoint * DoPointLight(pos, normal, lights[i]);
spec += isPoint * DoSpecularPoint(pos, normal, lights[i], sheen);
if (lightTypeMask & LT_MASK_POINT)
{
float isPoint = step(0.5f, float(lights[i].Type == LT_POINT));
diffuse += isPoint * DoPointLight(pos, normal, lights[i]);
spec += isPoint * DoSpecularPoint(pos, normal, lights[i], sheen);
}
diffuse += isSpot * DoSpotLight(pos, normal, lights[i]);
spec += isSpot * DoSpecularSpot(pos, normal, lights[i], sheen);
if (lightTypeMask & LT_MASK_SPOT)
{
float isSpot = step(0.5f, float(lights[i].Type == LT_SPOT));
diffuse += isSpot * DoSpotLight(pos, normal, lights[i]);
spec += isSpot * DoSpecularSpot(pos, normal, lights[i], sheen);
}
diffuse += isSun * DoDirectionalLight(pos, normal, lights[i]);
spec += isSun * DoSpecularSun(normal, lights[i], sheen);
shadow += isShadow * DoShadowLight(pos, normal, lights[i]);
if (lightTypeMask & LT_MASK_SHADOW)
{
float isShadow = step(0.5f, float(lights[i].Type == LT_SHADOW));
shadow += isShadow * DoShadowLight(pos, normal, lights[i]);
}
}
shadow = saturate(shadow);

View file

@ -1,3 +1,5 @@
#include "./Blending.hlsli"
#include "./Math.hlsli"
#include "./ShaderLight.hlsli"
#define SHADOW_INTENSITY (0.55f)
@ -86,20 +88,32 @@ float3 DoBlobShadows(float3 worldPos, float3 lighting)
return lighting * saturate(shadowFactor + SHADOW_INTENSITY);
}
float3 DoPointLightShadow(float3 worldPos, float3 lighting)
float3 DoShadow(float3 worldPos, float3 normal, float3 lighting, float bias)
{
if (!CastShadows)
return lighting;
if (BlendMode != BLENDMODE_OPAQUE && BlendMode != BLENDMODE_ALPHATEST && BlendMode != BLENDMODE_ALPHABLEND)
return lighting;
float shadowFactor = 1.0f;
float3 dir = normalize(Light.Position - worldPos);
float ndot = dot(normal, dir);
float facingFactor = saturate((ndot - bias) / (1.0f - bias + EPSILON));
[unroll]
for (int i = 0; i < 6; i++)
{
float3 dir = normalize(worldPos - Light.Position);
float4 lightClipSpace = mul(float4(worldPos, 1.0f), LightViewProjections[i]);
lightClipSpace.xyz /= lightClipSpace.w;
if (lightClipSpace.x >= -1.0f && lightClipSpace.x <= 1.0f &&
lightClipSpace.y >= -1.0f && lightClipSpace.y <= 1.0f &&
lightClipSpace.z >= 0.0f && lightClipSpace.z <= 1.0f)
float insideLightBounds =
step(-1.0f, lightClipSpace.x) * step(lightClipSpace.x, 1.0f) *
step(-1.0f, lightClipSpace.y) * step(lightClipSpace.y, 1.0f) *
step( 0.0f, lightClipSpace.z) * step(lightClipSpace.z, 1.0f);
if (insideLightBounds > 0.0f)
{
lightClipSpace.x = lightClipSpace.x / 2 + 0.5;
lightClipSpace.y = lightClipSpace.y / -2 + 0.5;
@ -108,63 +122,29 @@ float3 DoPointLightShadow(float3 worldPos, float3 lighting)
float x, y;
// Perform PCF filtering on a 4 x 4 texel neighborhood.
[unroll]
[unroll]
for (y = -1.5; y <= 1.5; y += 1.0)
{
[unroll]
[unroll]
for (x = -1.5; x <= 1.5; x += 1.0)
{
sum += ShadowMap.SampleCmpLevelZero(ShadowMapSampler, float3(lightClipSpace.xy + TexOffset(x, y), i), lightClipSpace.z);
}
}
shadowFactor = sum / 16.0;
shadowFactor = lerp(shadowFactor, sum / 16.0, facingFactor * insideLightBounds);
}
}
// Compute attenuation and combine lighting contribution with shadow factor
float distanceFactor = saturate(((distance(worldPos, Light.Position)) / (Light.Out)));
return lighting * saturate((shadowFactor + SHADOW_INTENSITY) + (pow(distanceFactor, 4) * INV_SHADOW_INTENSITY));
}
float3 DoSpotLightShadow(float3 worldPos, float3 normal, float3 lighting)
{
float influence = 1.0f - Luma(DoSpotLight(worldPos, normal, Light));
float shadowFactor = 1.0f;
[unroll]
for (int i = 0; i < 6; i++)
{
float3 dir = normalize(worldPos - Light.Position);
float4 lightClipSpace = mul(float4(worldPos, 1.0f), LightViewProjections[i]);
lightClipSpace.xyz /= lightClipSpace.w;
if (lightClipSpace.x >= -1.0f && lightClipSpace.x <= 1.0f &&
lightClipSpace.y >= -1.0f && lightClipSpace.y <= 1.0f &&
lightClipSpace.z >= 0.0f && lightClipSpace.z <= 1.0f)
{
lightClipSpace.x = lightClipSpace.x / 2 + 0.5;
lightClipSpace.y = lightClipSpace.y / -2 + 0.5;
float sum = 0;
float x, y;
// Perform PCF filtering on a 4 x 4 texel neighborhood.
[unroll]
for (y = -1.5; y <= 1.5; y += 1.0)
{
[unroll]
for (x = -1.5; x <= 1.5; x += 1.0)
{
sum += ShadowMap.SampleCmpLevelZero(ShadowMapSampler, float3(lightClipSpace.xy + TexOffset(x, y), i), lightClipSpace.z);
}
}
shadowFactor = sum / 16.0;
}
}
// Compute attenuation and combine lighting contribution with shadow factor
return lighting * saturate((shadowFactor + SHADOW_INTENSITY) + (pow(influence, 4) * INV_SHADOW_INTENSITY));
float isPoint = step(0.5f, Light.Type == LT_POINT); // 1.0 if LT_POINT, 0.0 otherwise
float isSpot = step(0.5f, Light.Type == LT_SPOT); // 1.0 if LT_SPOT, 0.0 otherwise
float isOther = 1.0 - (isPoint + isSpot); // 1.0 if neither LT_POINT nor LT_SPOT
float pointFactor = 1.0f - Luma(DoPointLight(worldPos, normal, Light));
float spotFactor = 1.0f - Luma(DoSpotLight(worldPos, normal, Light));
float3 pointShadow = lighting * saturate((shadowFactor + SHADOW_INTENSITY) + (pow(pointFactor, 4) * INV_SHADOW_INTENSITY));
float3 spotShadow = lighting * saturate((shadowFactor + SHADOW_INTENSITY) + (pow(spotFactor, 4) * INV_SHADOW_INTENSITY));
return pointShadow * isPoint + spotShadow * isSpot + lighting * isOther;
}

View file

@ -5,6 +5,7 @@
#include "./VertexInput.hlsli"
#include "./Blending.hlsli"
#include "./CBStatic.hlsli"
#include "./Shadows.hlsli"
struct PixelShaderInput
{
@ -92,6 +93,8 @@ PixelShaderOutput PS(PixelShaderInput input)
input.FogBulbs.w) :
StaticLight(input.Color.xyz, tex.xyz, input.FogBulbs.w);
color = DoShadow(input.WorldPosition, normal, color, -0.5f);
output.Color = float4(color, tex.w);
output.Color = DoFogBulbsForPixel(output.Color, float4(input.FogBulbs.xyz, 1.0f));
output.Color = DoDistanceFogForPixel(output.Color, FogColor, input.DistanceFog);

View file

@ -4,34 +4,26 @@
float Wibble(float3 effect, int hash)
{
if (effect.x > 0.0f || effect.y > 0.0f)
return sin((((Frame + hash) % 256) / WIBBLE_FRAME_PERIOD) * (PI2));
else
return 0.0f; // Don't calculate if not necessary
float shouldWibble = step(0.0f, effect.x + effect.y);
float wibble = sin((((Frame + hash) % 256) / WIBBLE_FRAME_PERIOD) * PI2);
return wibble * shouldWibble;
}
float3 Glow(float3 color, float3 effect, float wibble)
{
float3 col = color;
float shouldGlow = step(0.0f, effect.x);
float intensity = effect.x * lerp(-0.5f, 1.0f, wibble * 0.5f + 0.5f);
float3 glowEffect = float3(intensity, intensity, intensity) * shouldGlow;
if (effect.x > 0.0f)
{
float intensity = effect.x * lerp(-0.5f, 1.0f, wibble * 0.5f + 0.5f);
col = color + float3(intensity, intensity, intensity);
}
return col;
return color + glowEffect;
}
float3 Move(float3 position, float3 effect, float wibble)
{
float3 pos = position;
float weight = effect.z;
float weight = effect.z;
float shouldMove = step(0.0f, effect.y) * step(0.0f, weight);
float offset = wibble * effect.y * weight * 128.0f * shouldMove;
if (effect.y > 0.0f && weight > 0.0f)
{
pos.y += wibble * effect.y * weight * 128.0f; // 128 units offset to top and bottom (256 total)
}
return pos;
return position + float3(0.0f, offset, 0.0f);
}

View file

@ -1379,7 +1379,10 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</DeploymentContent>
<FileType>Text</FileType>
</None>
<None Include="Shaders\Blending.hlsli" />
<None Include="Shaders\Blending.hlsli">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</DeploymentContent>
<FileType>Document</FileType>
</None>
<None Include="Shaders\CBPostProcess.hlsli">
<DeploymentContent>true</DeploymentContent>
</None>