265 lines
7.7 KiB
C++
265 lines
7.7 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/ww3d2/lightenvironment.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 3/01/02 3:43p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "lightenvironment.h"
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#include "matrix3d.h"
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#include "camera.h"
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#include "light.h"
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/*
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** Constants
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*/
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const float DIFFUSE_TO_AMBIENT_FRACTION = 1.0f;
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/*
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** Static variables
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*/
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static _LightingLODCutoff = 0.5f;
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static _LightingLODCutoff2 = 0.5f * 0.5f;
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/************************************************************************************************
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**
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** LightEnvironmentClass::InputLightStruct Implementation
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**
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************************************************************************************************/
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void LightEnvironmentClass::InputLightStruct::Init
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(
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const LightClass & light,
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const Vector3 & object_center
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)
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{
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switch(light.Get_Type())
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{
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case LightClass::POINT:
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case LightClass::SPOT:
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Init_From_Point_Or_Spot_Light(light,object_center);
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break;
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case LightClass::DIRECTIONAL:
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Init_From_Directional_Light(light,object_center);
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break;
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};
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}
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void LightEnvironmentClass::InputLightStruct::Init_From_Point_Or_Spot_Light
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(
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const LightClass & light,
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const Vector3 & object_center
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)
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{
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/*
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** Compute the direction vector and the distance to the light
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*/
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Direction = light.Get_Position() - object_center;
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float dist = Direction.Length();
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if (dist > 0.0f) {
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Direction /= dist;
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}
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/*
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** Compute the attenuation factor
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*/
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double atten_start,atten_end;
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light.Get_Far_Attenuation_Range(atten_start,atten_end);
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float atten = 1.0f - (dist - atten_start) / (atten_end - atten_start);
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atten = WWMath::Clamp(atten,0.0f,1.0f);
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if (light.Get_Type() == LightClass::SPOT) {
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Vector3 spot_dir;
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light.Get_Spot_Direction(spot_dir);
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Matrix3D::Rotate_Vector(light.Get_Transform(),spot_dir,&spot_dir);
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float spot_angle_cos = light.Get_Spot_Angle_Cos();
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atten *= (Vector3::Dot_Product(-spot_dir,Direction) - spot_angle_cos) / (1.0f - spot_angle_cos);
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atten = WWMath::Clamp(atten,0.0f,1.0f);
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}
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/*
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** Compute the ambient and diffuse values. Rejecting the diffuse
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** component and folding it into the ambient component if it is below
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** the LOD cutoff
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*/
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light.Get_Ambient(&Ambient);
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light.Get_Diffuse(&Diffuse);
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if (Diffuse.Length2() > _LightingLODCutoff2) {
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DiffuseRejected = false;
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Ambient *= atten;
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Diffuse *= atten;
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} else {
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DiffuseRejected = true;
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Ambient *= atten;
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Ambient += atten * DIFFUSE_TO_AMBIENT_FRACTION * Diffuse;
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Diffuse.Set(0,0,0);
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}
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}
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void LightEnvironmentClass::InputLightStruct::Init_From_Directional_Light
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(
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const LightClass & light,
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const Vector3 & object_center
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)
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{
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Direction = -light.Get_Transform().Get_Z_Vector();
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DiffuseRejected = false;
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light.Get_Ambient(&Ambient);
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light.Get_Diffuse(&Diffuse);
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}
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float LightEnvironmentClass::InputLightStruct::Contribution(void)
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{
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return Diffuse.Length2();
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}
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/************************************************************************************************
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**
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** LightEnvironmentClass::OutputLightStruct Implementation
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**
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************************************************************************************************/
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void LightEnvironmentClass::OutputLightStruct::Init
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(
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const InputLightStruct & input,
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const Matrix3D & camera_tm
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)
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{
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Diffuse = input.Diffuse;
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Matrix3D::Inverse_Rotate_Vector(camera_tm,input.Direction,&Direction);
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}
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/************************************************************************************************
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**
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** LightEnvironmentClass Implementation
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**
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************************************************************************************************/
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LightEnvironmentClass::LightEnvironmentClass(void) :
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LightCount(0),
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ObjectCenter(0,0,0),
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OutputAmbient(0,0,0)
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{
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}
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LightEnvironmentClass::~LightEnvironmentClass(void)
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{
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}
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void LightEnvironmentClass::Reset(const Vector3 & object_center,const Vector3 & ambient)
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{
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LightCount = 0;
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ObjectCenter = object_center;
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OutputAmbient = ambient;
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}
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void LightEnvironmentClass::Add_Light(const LightClass & light)
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{
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/*
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** Compute the equivalent directional + ambient light
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*/
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InputLightStruct new_light;
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new_light.Init(light,ObjectCenter);
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/*
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** Add in the ambient component
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*/
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OutputAmbient += new_light.Ambient;
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/*
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** If not rejected, add the directional component to the active lights
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*/
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if (new_light.DiffuseRejected == false) {
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if (LightCount < MAX_LIGHTS) {
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InputLights[LightCount] = new_light;
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LightCount++;
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} else {
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for (int light_index=0; light_index<LightCount; light_index++) {
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if (new_light.Contribution() > InputLights[light_index].Contribution()) {
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InputLights[light_index] = new_light;
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light_index = MAX_LIGHTS;
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}
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}
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}
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}
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}
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void LightEnvironmentClass::Pre_Render_Update(const Matrix3D & camera_tm)
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{
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/*
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** Transform each light into camera space
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** and add up the ambient effect of each light
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*/
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for (int light_index=0; light_index<LightCount; light_index++) {
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OutputLights[light_index].Init(InputLights[light_index],camera_tm);
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}
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OutputAmbient.X = WWMath::Clamp(OutputAmbient.X);
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OutputAmbient.Y = WWMath::Clamp(OutputAmbient.Y);
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OutputAmbient.Z = WWMath::Clamp(OutputAmbient.Z);
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}
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void LightEnvironmentClass::Set_Lighting_LOD_Cutoff(float inten)
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{
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_LightingLODCutoff = inten;
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_LightingLODCutoff2 = _LightingLODCutoff * _LightingLODCutoff;
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}
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float LightEnvironmentClass::Get_Lighting_LOD_Cutoff(void)
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{
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return _LightingLODCutoff;
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}
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