Peter Kohaut 027dc4c38c BLADERUNNER: fixed lighting cache
actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
2017-04-02 18:19:26 +02:00

328 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/light.h"
#include "common/util.h"
namespace BladeRunner {
Light::Light() {
_animationData = nullptr;
}
Light::~Light() {
if (_animationData != nullptr) {
delete[] _animationData;
}
}
void Light::read(Common::ReadStream *stream, int framesCount, int frame, int animated) {
_framesCount = framesCount;
_animated = animated;
int size = stream->readUint32LE();
size = size - 32;
stream->read(_name, 20);
_animatedParameters = stream->readUint32LE();
if (_animationData != nullptr) {
delete[] _animationData;
}
int floatsCount = size / 4;
_animationData = new float[floatsCount];
for (int i = 0; i < floatsCount; i++) {
_animationData[i] = stream->readFloatLE();
}
_m11ptr = _animationData;
_m12ptr = _m11ptr + (_animatedParameters & 0x1 ? framesCount : 1);
_m13ptr = _m12ptr + (_animatedParameters & 0x2 ? framesCount : 1);
_m14ptr = _m13ptr + (_animatedParameters & 0x4 ? framesCount : 1);
_m21ptr = _m14ptr + (_animatedParameters & 0x8 ? framesCount : 1);
_m22ptr = _m21ptr + (_animatedParameters & 0x10 ? framesCount : 1);
_m23ptr = _m22ptr + (_animatedParameters & 0x20 ? framesCount : 1);
_m24ptr = _m23ptr + (_animatedParameters & 0x40 ? framesCount : 1);
_m31ptr = _m24ptr + (_animatedParameters & 0x80 ? framesCount : 1);
_m32ptr = _m31ptr + (_animatedParameters & 0x100 ? framesCount : 1);
_m33ptr = _m32ptr + (_animatedParameters & 0x200 ? framesCount : 1);
_m34ptr = _m33ptr + (_animatedParameters & 0x400 ? framesCount : 1);
_colorRPtr = _m34ptr + (_animatedParameters & 0x800 ? framesCount : 1);
_colorGPtr = _colorRPtr + (_animatedParameters & 0x1000 ? framesCount : 1);
_colorBPtr = _colorGPtr + (_animatedParameters & 0x2000 ? framesCount : 1);
_falloffStartPtr = _colorBPtr + (_animatedParameters & 0x4000 ? framesCount : 1);
_falloffEndPtr = _falloffStartPtr + (_animatedParameters & 0x8000 ? framesCount : 1);
_angleStartPtr = _falloffEndPtr + (_animatedParameters & 0x10000 ? framesCount : 1);
_angleEndPtr = _angleStartPtr + (_animatedParameters & 0x20000 ? framesCount : 1);
setupFrame(frame);
}
void Light::readVqa(Common::ReadStream *stream, int framesCount, int frame, int animated) {
_framesCount = framesCount;
_animated = animated;
_animatedParameters = stream->readUint32LE();
int size = stream->readUint32LE();
if(_animationData != nullptr) {
delete[] _animationData;
}
int floatsCount = size / 4;
_animationData = new float[floatsCount];
for (int i = 0; i < floatsCount; i++) {
_animationData[i] = stream->readFloatLE();
}
_m11ptr = _animationData;
_m12ptr = _m11ptr + (_animatedParameters & 0x1 ? framesCount : 1);
_m13ptr = _m12ptr + (_animatedParameters & 0x2 ? framesCount : 1);
_m14ptr = _m13ptr + (_animatedParameters & 0x4 ? framesCount : 1);
_m21ptr = _m14ptr + (_animatedParameters & 0x8 ? framesCount : 1);
_m22ptr = _m21ptr + (_animatedParameters & 0x10 ? framesCount : 1);
_m23ptr = _m22ptr + (_animatedParameters & 0x20 ? framesCount : 1);
_m24ptr = _m23ptr + (_animatedParameters & 0x40 ? framesCount : 1);
_m31ptr = _m24ptr + (_animatedParameters & 0x80 ? framesCount : 1);
_m32ptr = _m31ptr + (_animatedParameters & 0x100 ? framesCount : 1);
_m33ptr = _m32ptr + (_animatedParameters & 0x200 ? framesCount : 1);
_m34ptr = _m33ptr + (_animatedParameters & 0x400 ? framesCount : 1);
_colorRPtr = _m34ptr + (_animatedParameters & 0x800 ? framesCount : 1);
_colorGPtr = _colorRPtr + (_animatedParameters & 0x1000 ? framesCount : 1);
_colorBPtr = _colorGPtr + (_animatedParameters & 0x2000 ? framesCount : 1);
_falloffStartPtr = _colorBPtr + (_animatedParameters & 0x4000 ? framesCount : 1);
_falloffEndPtr = _falloffStartPtr + (_animatedParameters & 0x8000 ? framesCount : 1);
_angleStartPtr = _falloffEndPtr + (_animatedParameters & 0x10000 ? framesCount : 1);
_angleEndPtr = _angleStartPtr + (_animatedParameters & 0x20000 ? framesCount : 1);
setupFrame(frame);
}
void Light::setupFrame(int frame) {
int offset = frame % _framesCount;
_matrix._m[0][0] = (_animatedParameters & 0x1 ? _m11ptr[offset] : *_m11ptr);
_matrix._m[0][1] = (_animatedParameters & 0x2 ? _m12ptr[offset] : *_m12ptr);
_matrix._m[0][2] = (_animatedParameters & 0x4 ? _m13ptr[offset] : *_m13ptr);
_matrix._m[0][3] = (_animatedParameters & 0x8 ? _m14ptr[offset] : *_m14ptr);
_matrix._m[1][0] = (_animatedParameters & 0x10 ? _m21ptr[offset] : *_m21ptr);
_matrix._m[1][1] = (_animatedParameters & 0x20 ? _m22ptr[offset] : *_m22ptr);
_matrix._m[1][2] = (_animatedParameters & 0x40 ? _m23ptr[offset] : *_m23ptr);
_matrix._m[1][3] = (_animatedParameters & 0x80 ? _m24ptr[offset] : *_m24ptr);
_matrix._m[2][0] = (_animatedParameters & 0x100 ? _m31ptr[offset] : *_m31ptr);
_matrix._m[2][1] = (_animatedParameters & 0x200 ? _m32ptr[offset] : *_m32ptr);
_matrix._m[2][2] = (_animatedParameters & 0x400 ? _m33ptr[offset] : *_m33ptr);
_matrix._m[2][3] = (_animatedParameters & 0x800 ? _m34ptr[offset] : *_m34ptr);
_color.r = (_animatedParameters & 0x1000 ? _colorRPtr[offset] : *_colorRPtr);
_color.g = (_animatedParameters & 0x2000 ? _colorGPtr[offset] : *_colorGPtr);
_color.b = (_animatedParameters & 0x4000 ? _colorBPtr[offset] : *_colorBPtr);
_falloffStart = (_animatedParameters & 0x8000 ? _falloffStartPtr[offset] : *_falloffStartPtr);
_falloffEnd = (_animatedParameters & 0x10000 ? _falloffEndPtr[offset] : *_falloffEndPtr);
_angleStart = (_animatedParameters & 0x20000 ? _angleStartPtr[offset] : *_angleStartPtr);
_angleEnd = (_animatedParameters & 0x40000 ? _angleEndPtr[offset] : *_angleEndPtr);
}
float Light::calculate(Vector3 start, Vector3 end) {
return calculateFalloutCoefficient(_matrix * start, _matrix * end, _falloffStart, _falloffEnd);
}
void Light::calculateColor(Color *outColor, Vector3 position) {
Vector3 positionT = _matrix * position;
float att = attenuation(_falloffStart, _falloffEnd, positionT.length());
outColor->r = _color.r * att;
outColor->g = _color.g * att;
outColor->b = _color.b * att;
}
float Light::calculateFalloutCoefficient(Vector3 start, Vector3 end, float falloffStart, float falloffEnd) {
if (falloffEnd == 0.0f) {
return 1.0e30f;
}
if (falloffStart * falloffStart >= start.length() && falloffStart * falloffStart >= end.length()) {
return 1.0e30f;
}
float diff = (end - start).length();
float v31 = 0.0f;
if (diff != 0.0f) {
Vector3 v27 = Vector3::cross(start, (end - start));
v31 = v27.length() / diff;
}
if (v31 < falloffEnd) {
return 1.0f / (1.0f - (v31 / falloffEnd));
}
return 1.0e30f;
}
float Light::attenuation(float min, float max, float distance) {
if (max == 0.0f) {
return 1.0f;
}
if (min < max) {
distance = CLIP(distance, min, max);
float x = (max - distance) / (max - min);
return x * x * (3.0f - 2.0f * x);
}
if (distance < min) {
return 1.0f;
}
return 0.0f;
}
float Light1::calculate(Vector3 start, Vector3 end) {
start = _matrix * start;
end = _matrix * end;
float v40 = 0.0f;
if (_falloffEnd != 0.0f) {
v40 = calculateFalloutCoefficient(start, end, _falloffStart, _falloffEnd);
}
float v41 = atan2(sqrt(start.x * start.x + start.y * start.y), -start.z);
float v42 = atan2(sqrt(end.x * end.x + end.y * end.y), -end.z);
float v43;
if ((_angleStart >= v41 && _angleStart >= v42) || (_angleEnd <= v41 && _angleEnd <= v42)) {
v43 = 1.0e30f;
} else {
v43 = 2.0;
}
if (v43 < v40) {
return v40;
} else {
return v43;
}
}
void Light1::calculateColor(Color *outColor, Vector3 position) {
Vector3 positionT = _matrix * position;
outColor->r = 0.0f;
outColor->g = 0.0f;
outColor->b = 0.0f;
if (positionT.z < 0.0f) {
float v12 = attenuation(_angleStart, _angleEnd, atan2(sqrt(positionT.x * positionT.x + positionT.y * positionT.y), -positionT.z));
float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length());
outColor->r = v12 * v13 * _color.r;
outColor->g = v12 * v13 * _color.g;
outColor->b = v12 * v13 * _color.b;
}
}
float Light2::calculate(Vector3 start, Vector3 end) {
start = _matrix * start;
end = _matrix * end;
float v54 = 0.0f;
if (_falloffEnd != 0.0f) {
v54 = calculateFalloutCoefficient(start, end, _falloffStart, _falloffEnd);
}
float v55 = atan2(fabs(start.x), -start.z);
float v58 = atan2(fabs(start.y), -start.z);
float v57 = atan2(fabs(end.x), -end.z);
float v56 = atan2(fabs(end.y), -end.z);
float v59;
if ((_angleStart >= v55 && _angleStart >= v57 && _angleStart >= v58 && _angleStart >= v56) || (_angleEnd <= v55 && _angleEnd <= v57 && _angleEnd <= v58 && _angleEnd <= v56)) {
v59 = 1.0e30f;
} else {
v59 = 2.0f;
}
if (v59 < v54) {
return v54;
} else {
return v59;
}
}
void Light2::calculateColor(Color *outColor, Vector3 position) {
Vector3 positionT = _matrix * position;
outColor->r = 0.0f;
outColor->g = 0.0f;
outColor->b = 0.0f;
if (positionT.z < 0.0f) {
float v11 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.y), -positionT.z));
float v12 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.x), -positionT.z));
float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length());
outColor->r = v11 * v12 * v13 * _color.r;
outColor->g = v11 * v12 * v13 * _color.g;
outColor->b = v11 * v12 * v13 * _color.b;
}
}
void Light3::calculateColor(Color *outColor, Vector3 position) {
Vector3 positionT = _matrix * position;
outColor->r = 0.0f;
outColor->g = 0.0f;
outColor->b = 0.0f;
if (positionT.z < 0.0f) {
float v12 = attenuation(_angleStart, _angleEnd, sqrt(positionT.x * positionT.x + positionT.y * positionT.y));
float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length());
outColor->r = v12 * v13 * _color.r;
outColor->g = v12 * v13 * _color.g;
outColor->b = v12 * v13 * _color.b;
}
}
void Light4::calculateColor(Color *outColor, Vector3 position) {
Vector3 positionT = _matrix * position;
outColor->r = 0.0f;
outColor->g = 0.0f;
outColor->b = 0.0f;
if (positionT.z < 0.0f) {
float v11 = attenuation(_angleStart, _angleEnd, fabs(positionT.y));
float v12 = attenuation(_angleStart, _angleEnd, fabs(positionT.x));
float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length());
outColor->r = v11 * v12 * v13 * _color.r;
outColor->g = v11 * v12 * v13 * _color.g;
outColor->b = v11 * v12 * v13 * _color.b;
}
}
float LightAmbient::calculate(Vector3 start, Vector3 end) {
return 1.0e30f;
}
void LightAmbient::calculateColor(Color *outColor, Vector3 position) {
outColor->r = _color.r;
outColor->g = _color.g;
outColor->b = _color.b;
}
} // End of namespace BladeRunner