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676 lines
20 KiB
C++
676 lines
20 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/icb/common/px_common.h"
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#include "p4.h"
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#include "p4_generic.h"
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#include "global_objects_psx.h"
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#include "sys/types.h"
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#include "engines/icb/gfx/psx_pcdefines.h"
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#include "engines/icb/common/px_capri_maths.h"
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#include "drawpoly_pc.h"
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#include "light_pc.h"
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#include "shade_pc.h"
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namespace ICB {
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#if _PSX_ON_PC == 1
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// Globals telling you "extra" parameters about the lights
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extern uint32 useLampWidth;
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extern uint32 useLampBounce;
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extern int32 lampWidth[3];
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extern int32 lampBounce[3];
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#else // #if _PSX_ON_PC == 1
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// Globals telling you "extra" parameters about the lights
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uint32 useLampWidth;
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uint32 useLampBounce;
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int32 lampWidth[3];
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int32 lampBounce[3];
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#endif // #if _PSX_ON_PC == 1
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//------------------------------------------------------------------------
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// Set the GTE constant light variables
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// Sets the direciton lights colour matrix
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// Sets the ambient colour
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// Fills in the lightDirects matrix
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// Selects the 3 brightest lamps from the lamplist
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// at the actors position and puts them into the
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// GTE light matrix and the lightDirects matrix
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//
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int prepareLightsPC(VECTOR *pos, PSXrgb *ambient, PSXLampList *lamplist, PSXShadeList *shadelist, MATRIXPC *lDirects, LampInfo *linfo) {
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// Disable the slow features as default
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useLampBounce = 0;
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useLampWidth = 0;
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// Zero out the "extra" parameters
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lampWidth[0] = 0;
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lampWidth[1] = 0;
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lampWidth[2] = 0;
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lampBounce[0] = 0;
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lampBounce[1] = 0;
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lampBounce[2] = 0;
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if (lamplist == NULL) {
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return prepareLightsGlobalPC(lDirects);
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}
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LampInfo lampInfo[MAX_NUMBER_LIGHTS + 1];
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// Turn them off
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linfo[0].intens = 0;
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linfo[1].intens = 0;
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linfo[2].intens = 0;
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uint32 brightest = MAX_NUMBER_LIGHTS;
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uint32 middle = MAX_NUMBER_LIGHTS;
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uint32 darkest = MAX_NUMBER_LIGHTS;
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lampInfo[brightest].intens = 0;
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lampInfo[brightest].index = MAX_NUMBER_LIGHTS;
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MATRIXPC lColours;
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// Zero out the matrix first off
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lDirects->m[0][0] = 0;
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lDirects->m[0][1] = 0;
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lDirects->m[0][2] = 0;
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lDirects->m[1][0] = 0;
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lDirects->m[1][1] = 0;
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lDirects->m[1][2] = 0;
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lDirects->m[2][0] = 0;
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lDirects->m[2][1] = 0;
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lDirects->m[2][2] = 0;
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lColours.m[0][0] = 0;
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lColours.m[0][1] = 0;
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lColours.m[0][2] = 0;
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lColours.m[1][0] = 0;
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lColours.m[1][1] = 0;
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lColours.m[1][2] = 0;
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lColours.m[2][0] = 0;
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lColours.m[2][1] = 0;
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lColours.m[2][2] = 0;
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uint32 num = lamplist->n;
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PSXLamp *plamp = NULL;
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PSXLampState *plampstate;
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uint32 state;
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uint32 sstate;
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VECTOR dir;
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VECTOR normdir;
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uint32 i, s;
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uint32 *pstate = lamplist->states;
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PSXLamp **pplamp = lamplist->lamps;
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uint32 ns = shadelist->n;
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PSXShade *pshade;
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ShadeQuad *pshadestate;
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uint32 *psstate;
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PSXShade **ppshade;
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uint32 inten, m;
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for (i = 0; i < num; pplamp++, pstate++, i++) {
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// Make the direction vector
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plamp = *pplamp;
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state = *pstate;
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plampstate = plamp->states + state;
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// Ignore the lamp if it is switched off
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m = plampstate->m;
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// For animating lights which are turned off - turn them off
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// after the 3 brightest lights have been selected !
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if (plamp->nStates > 1)
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m = 128;
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if (m == 0)
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continue;
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// Squared distance to the lamp
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dir.vx = pos->vx - plampstate->pos.vx;
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dir.vy = pos->vy - plampstate->pos.vy;
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dir.vz = pos->vz - plampstate->pos.vz;
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// VectorNoraml returns the sum of the squares
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// i.e. the squared distance
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// Normalize the lamp_actor vector to 1.0
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uint32 rr = VectorNormal(&dir, &normdir);
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#define DEBUG_PREPARE_LIGHTS 0
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#if DEBUG_PREPARE_LIGHTS
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printf("Lamp %d rr %d actor %d %d %d lamp %d %d %d\nafs2 %d afe2 %d ans2 %d ane2 %d", i, rr, pos->vx, pos->vy, pos->vz, plampstate->pos.vx, plampstate->pos.vy,
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plampstate->pos.vz, plampstate->ans2, plampstate->ane2, plampstate->afs2, plampstate->afe2);
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#endif // #if DEBUG_PREPARE_LIGHTS
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// Get the light direction
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// non-directional lamps e.g. bulbs, OMNI's
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// then the direction is vector from lamp to actor i.e. dir
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// For directional lamps, the -ve 3rd column of the matrix
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// is what we want because MAX definition is the lamp direction
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// is 0,0,-1 in the light frame
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// The attenuation law is
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//
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// Intensity
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// multiplier
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// |
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// v near_end far_start
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// | |
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// 1.0 | *********************
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// | * *
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// | * *
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// | * *
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// | * *
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// | * *
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// | * *
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// | * *
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// 0.0 ***** *************
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// | |
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// near_start far_end
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//
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// increasing distance --->
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// Ignore the lamp if rr > atten_far_end^2
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// In pre-process of lights if atten_far_use = 0
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// then it sets atten_far_end to a very big number
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// RLP schema >= 4 squared distances are stored in the light file
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uint32 afe2 = plampstate->afe2;
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// if ( ( afe2 < ATTEN_MAX_DISTANCE*ATTEN_MAX_DISTANCE ) && ( rr > afe2 ) ) continue;
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if (rr > afe2)
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continue;
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// RLP schema >= 4 squared distances are stored in the light file
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uint32 ans2 = plampstate->ans2;
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// Ignore the lamp if rr < atten_near_start^2
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// if ( ( ans2 < ATTEN_MAX_DISTANCE*ATTEN_MAX_DISTANCE ) && ( rr < ans2 ) ) continue;
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if (rr < ans2)
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continue;
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// RLP schema >= 4 squared distances are stored in the light file
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uint32 ane2 = plampstate->ane2;
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uint32 afs2 = plampstate->afs2;
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// Are we in the increasing portion ?
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if (rr < ane2) {
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m = ((rr - ans2) * m) / (ane2 - ans2);
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}
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// else are we in the decreasing portion ?
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else if ((afs2 < ATTEN_MAX_DISTANCE * ATTEN_MAX_DISTANCE) && (rr > afs2)) {
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m = ((afe2 - rr) * m) / (afe2 - afs2);
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}
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// else we are in the constant portion : i.e. do nothing
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#if DEBUG_PREPARE_LIGHTS
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printf("Lamp %d rr %d m %d afe2-rr %d afe2-afs2 %d", i, rr, m, (afe2 - rr), (afe2 - afs2));
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#endif // #if DEBUG_PREPARE_LIGHTS
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// Ignore black lamps caused by the attenuation laws
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if (m == 0)
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continue;
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// For conical beams i.e. spot lights
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//
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// If the light has a beam then take into account the effect on m due
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// to angle between the light->actor vector and the light's direction
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//
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// The attenuation law is
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//
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// At angles less than beam_angle/2 then multiplier = 1.0
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// At angles beyond beam_softness/2 then multiplier = 0.0
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// Between these angles have straight line law
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//
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// Intensity
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// multiplier
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// |
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// v beam_angle/2
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// |
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// 1.0 |************
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// | *
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// | *
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// | *
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// | *
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// | *
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// | *
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// 0.0 | *************
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// |
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// beam_softness/2
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//
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// -----------------> angle between actor and the light direction
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//
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if (plamp->type == SPOT_LIGHT) {
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// ba stored in the file is cos(beam_angle/2), so it can be
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// compared directly against the cos term we compute from the
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// dot product of light direction & light-actor direction
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int32 ba = plamp->ba;
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int32 bs = plamp->bs;
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// Get cos of the angle between light direciton & light-actor direction
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// These are both normalised to 4096, so end result has 1.0 = 4096*4096
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// Light direction is -ve z column of matrix (but normdir = -(light to actor vector))
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int32 cosa = normdir.vx * plampstate->vx + normdir.vy * plampstate->vy + normdir.vz * plampstate->vz;
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#if DEBUG_PREPARE_LIGHTS
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printf("actor %d %d %d lamp %d %d %d dir %d %d %d cosa %d bs %d ba %d", pos->vx, pos->vy, pos->vz, plampstate->pos.vx, plampstate->pos.vy,
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plampstate->pos.vz, plampstate->vx, plampstate->vy, plampstate->vz, (cosa >> 12), bs, ba);
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#endif // #if DEBUG_PREPARE_LIGHTS
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// is the man more than 90 deg away from the beam direction
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if (cosa <= 0)
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continue;
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// reduce its range so that 1.0=4096
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cosa = cosa >> 12;
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// is the man outside the beam ?
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if (cosa < bs)
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continue;
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// is the man inside the decreasing portion
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if (cosa < ba) {
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m = ((cosa - bs) * m) / (ba - bs);
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}
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// else the man is inside the constant portion
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// and no need to change m
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#if DEBUG_PREPARE_LIGHTS
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printf("m %d", m);
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#endif // #if DEBUG_PREPARE_LIGHTS
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}
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// For cylindrical beams i.e. direct lights
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//
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// If the light has a beam then take into account the effect on m due
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// to the perpendicular distance between the light->actor vector and the light's direction vector
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//
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// The attenuation law is
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//
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// At distances less than beam_angle then multiplier = 1.0
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// At distance beyond beam_softness then multiplier = 0.0
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// Between these distance have straight line law
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//
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// Intensity
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// multiplier
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// |
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// v beam_angle
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// |
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// 1.0 |************
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// | *
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// | *
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// | *
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// | *
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// | *
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// | *
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// 0.0 | *************
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// |
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// beam_softness
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//
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// -----------------> perpendicular distance between actor and the light direction
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//
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// * l - light position
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// |+ -
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// | + B
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// | +
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// A | +
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// | +
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// | / +
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// | / P +
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// |/ +|
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// * - n - Light direction (normalised to unit vector)
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// r -
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// -
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//
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// Actor position
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//
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// By pythagorous
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//
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// perpendicular distance = P = SQRT( A*A - B*B )
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//
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// B = ( r - l ) . n
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// - - -
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//
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// A = ( r - l )
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// - -
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//
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// => P = SQRT( h*h - ( h . n )^2 )
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//
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// => P = SQRT( h*h - ( h . n )^2 )
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//
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// => P = SQRT( rr * ( 1 - ( normdir . n )^2 ) )
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if (plamp->type == DIRECT_LIGHT) {
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// Light direction is -ve z column of matrix (but normdir = -(light to actor vector))
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// These are both normalised to 4096, so end result has 1.0 = 4096*4096
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int32 cosa = normdir.vx * plampstate->vx + normdir.vy * plampstate->vy + normdir.vz * plampstate->vz;
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// reduce its range so that 1.0=4096
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cosa = cosa >> 12;
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if (cosa < -4096)
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cosa = -4096;
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if (cosa > 4096)
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cosa = 4096;
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// to prevent overflows but make for slower code !
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int32 r = (int32)PXsqrt((PXfloat)rr);
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int32 P = (r * (int32)PXsqrt((PXfloat)(4096 * 4096 - cosa * cosa))) >> 12;
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int32 ba = plamp->ba;
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int32 bs = plamp->bs;
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#if 0
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Message("xyz %d %d %d normdir %d %d %d",
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pos->vx, pos->vy, pos->vz, normdir.vx, normdir.vy, normdir.vz) ;
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Message("r %d P %d cosa %d m = %d", r, P, cosa, m);
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#endif
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// is the man outside the beam ?
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if (P > bs) {
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continue;
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}
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// is the man inside the decreasing portion
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if (P > ba) {
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m = ((bs - P) * m) / (bs - ba);
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} else {
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}
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// else the man is inside the constant portion
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// and no need to change m
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// The light direction is fixed
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normdir.vx = plampstate->vx;
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normdir.vy = plampstate->vy;
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normdir.vz = plampstate->vz;
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}
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// Account for decay
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int decaym = 4096;
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if (plamp->decay == DECAY_INV_SQR) {
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decaym = ((4096 * RLP_DECAY_CONSTANT * RLP_DECAY_CONSTANT) / rr);
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} else if (plamp->decay == DECAY_INV) {
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int32 r = (int32)PXsqrt((PXfloat)rr);
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decaym = ((4096 * RLP_DECAY_CONSTANT) / r);
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}
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if (plamp->decay != DECAY_NONE) {
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if (decaym > 4096)
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decaym = 4096;
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m = (m * decaym) >> 12;
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}
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// Ignore black lamps caused by the attenuation laws
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if (m == 0)
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continue;
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// Change the multiplier to account for any shades
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psstate = shadelist->states;
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ppshade = shadelist->shades;
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for (s = 0; s < ns; ppshade++, psstate++, s++) {
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pshade = *ppshade;
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sstate = *psstate;
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// Only do static shades in this loop - so we don't
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// get sudden light selection change due to animating shades
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// turning on/off
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if (pshade->nStates > 1)
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continue;
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pshadestate = pshade->states + sstate;
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m = computeShadeMultiplierPC(pshadestate, pos, &plampstate->pos, m);
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}
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// make the intensity = the multiplier * "value" (as in HSV)
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// of the lights colour
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// RLP schema >= 4 v is stored in the lamps colour
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inten = m * plampstate->c.v;
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#if DEBUG_PREPARE_LIGHTS
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printf("%HLamp %d m %d rr %d v %d inten %d ans %d ane %d afs %d afe %d", i, m, rr, plampstate->c.v, inten, ans2, ane2, afs2, afe2);
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#endif // #if DEBUG_PREPARE_LIGHTS
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// Ignore lamps which are too dim
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if (inten < lampInfo[darkest].intens)
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continue;
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lampInfo[i].direct.vx = normdir.vx;
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lampInfo[i].direct.vy = normdir.vy;
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lampInfo[i].direct.vz = normdir.vz;
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lampInfo[i].index = i;
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lampInfo[i].intens = inten;
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lampInfo[i].mult = m;
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lampInfo[i].bounce = plamp->b;
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lampInfo[i].width = plamp->w;
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lampInfo[i].rr = rr;
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// compare against the 3 existing intensities
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// convention is that 0 = brightest, 1 = middle, 2 = dimmest
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if (inten > lampInfo[brightest].intens) {
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// Shift the lamps down in intensity
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darkest = middle;
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middle = brightest;
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brightest = i;
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} else if (inten > lampInfo[middle].intens) {
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// Shift the lamps down in intensity
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darkest = middle;
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middle = i;
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} else { // inten must be > lampInfo[darkest].intens
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darkest = i;
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}
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}
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pstate = lamplist->states;
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// Do just the brightest lamp
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// for ( i = 0; i < 1; pintens++, pindex++, i++ )
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// Put the 3 (at most) brightest lamps
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uint32 lamp_index[3];
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uint32 *pindex = lamp_index;
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lamp_index[0] = lampInfo[brightest].index;
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lamp_index[1] = lampInfo[middle].index;
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lamp_index[2] = lampInfo[darkest].index;
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// The brightness of the light at the actor
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// Ambient is 0-255, other lights are 0-4095
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int br = (ambient->r + ambient->g + ambient->g) << 4;
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|
|
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int nlights = 0;
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// If we have an ambient
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if (br != 0)
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nlights = 1;
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#if 0
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Message("Lamps %d %d %d", lamp_index[0], lamp_index[1], lamp_index[2]);
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#endif
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for (i = 0; i < 3; pindex++, i++) {
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uint32 index = *pindex;
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// Ignore unset lamps
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if (index >= MAX_NUMBER_LIGHTS)
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continue;
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|
|
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// Another lamp
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nlights++;
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|
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// Fill in the lighting direction matrix
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// | Lx1 Ly1 Lz1 |
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|
// | Lx2 Ly2 Lz2 |
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// | Lx3 Ly3 Lz3 |
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// Lxn, Lyn, Lzn is the x/y/z component of directional light n
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LampInfo *pLampInfo = &(lampInfo[index]);
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linfo[i] = *pLampInfo;
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VECTOR *padirs = &(pLampInfo->direct);
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lDirects->m[i][0] = (short)padirs->vx;
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lDirects->m[i][1] = (short)padirs->vy;
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lDirects->m[i][2] = (short)padirs->vz;
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|
|
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// Fill in the lighting colour matrix
|
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// | Lr1 Lr2 Lr3 |
|
|
// | Lg1 Lg2 Lg3 |
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// | Lb1 Lb2 Lb3 |
|
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// Lrn, Lgn, Lbn is the red/green/blue of directional light n
|
|
// Should do this with GTE vector interpolation
|
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state = pstate[index];
|
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plamp = (lamplist->lamps[index]);
|
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PSXLampState *plampstat = plamp->states + state;
|
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m = pLampInfo->mult;
|
|
|
|
// For animating lights which are turned off - turn them off
|
|
// after the 3 brightest lights have been selected !
|
|
if (plamp->nStates > 1) {
|
|
m = (m * plampstat->m) >> 7;
|
|
}
|
|
|
|
// Change the multiplier to account for any shades
|
|
psstate = shadelist->states;
|
|
ppshade = shadelist->shades;
|
|
for (s = 0; s < ns; ppshade++, psstate++, s++) {
|
|
pshade = *ppshade;
|
|
sstate = *psstate;
|
|
|
|
// Static shades have been done in the previous loop
|
|
// so only do animating static shades in this loop
|
|
if (pshade->nStates == 1)
|
|
continue;
|
|
|
|
pshadestate = pshade->states + sstate;
|
|
m = computeShadeMultiplierPC(pshadestate, pos, &plampstat->pos, m);
|
|
}
|
|
|
|
lColours.m[0][i] = (short)(((uint32)(plampstat->c.r) * m) >> 7);
|
|
lColours.m[1][i] = (short)(((uint32)(plampstat->c.g) * m) >> 7);
|
|
lColours.m[2][i] = (short)(((uint32)(plampstat->c.b) * m) >> 7);
|
|
|
|
linfo[i].colour.vx = (short)lColours.m[0][i];
|
|
linfo[i].colour.vy = (short)lColours.m[1][i];
|
|
linfo[i].colour.vz = (short)lColours.m[2][i];
|
|
|
|
br = br + (lColours.m[0][i] + lColours.m[1][i] + lColours.m[2][i]);
|
|
|
|
#if 0
|
|
Message("Lamp %d %d RGB:%d %d %d dir:%d %d %d",
|
|
i, index,
|
|
lColours.m[0][i], lColours.m[1][i], lColours.m[2][i],
|
|
lDirects->m[i][0], lDirects->m[i][1], lDirects->m[i][2]);
|
|
#endif
|
|
|
|
// Only do the square root when we have to
|
|
if (pLampInfo->width > 0)
|
|
lampWidth[i] = (ONE * pLampInfo->width) / (pLampInfo->width + (int32)PXsqrt((PXfloat)pLampInfo->rr));
|
|
else
|
|
lampWidth[i] = 0;
|
|
|
|
lampBounce[i] = pLampInfo->bounce;
|
|
#if DEBUG_PREPARE_LIGHTS
|
|
printf("%HActor %d %d %d Lamp %d %d m %d dir %d %d %d colour %d %d %d", pos->vx, pos->vy, pos->vz, i, index, m, lDirects->m[i][0], lDirects->m[i][1],
|
|
lDirects->m[i][2], lColours.m[0][i], lColours.m[1][i], lColours.m[2][i]);
|
|
#endif // #if DEBUG_PREPARE_LIGHTS
|
|
}
|
|
// Non-zero if any non-zero width's
|
|
useLampWidth = lampWidth[0] | lampWidth[1] | lampWidth[2];
|
|
// Non-zero if any non-zero bounces's
|
|
useLampBounce = lampBounce[0] | lampBounce[1] | lampBounce[2];
|
|
|
|
// Set the GTE lighting colour matrix
|
|
gte_SetColorMatrix_pc(&lColours);
|
|
|
|
// Set the ambient colour
|
|
gte_SetBackColor_pc(ambient->r, ambient->g, ambient->b);
|
|
|
|
// Average out the brightness over the number of lamps
|
|
if (nlights > 0) {
|
|
br = br / nlights;
|
|
}
|
|
return br;
|
|
#undef DEBUG_PREPARE_LIGHTS
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
// Set the GTE constant light variables
|
|
// Sets the direciton lights colour matrix
|
|
// Sets the ambient colour
|
|
// Fills in the lightDirects matrix
|
|
int prepareLightsGlobalPC(MATRIXPC *lightDirects) {
|
|
// Compute the lighting matrix which is :
|
|
// | Lx1 Ly1 Lz1 |
|
|
// | Lx2 Ly2 Lz2 | * local2world_matrix
|
|
// | Lx3 Ly3 Lz3 |
|
|
// Where : Lxn, Lyn, Lzn is the x/y/z component of directional light n
|
|
lightDirects->m[0][0] = (short)Lights[0].vx;
|
|
lightDirects->m[0][1] = (short)Lights[0].vy;
|
|
lightDirects->m[0][2] = (short)Lights[0].vz;
|
|
lightDirects->m[1][0] = (short)Lights[1].vx;
|
|
lightDirects->m[1][1] = (short)Lights[1].vy;
|
|
lightDirects->m[1][2] = (short)Lights[1].vz;
|
|
lightDirects->m[2][0] = (short)Lights[2].vx;
|
|
lightDirects->m[2][1] = (short)Lights[2].vy;
|
|
lightDirects->m[2][2] = (short)Lights[2].vz;
|
|
|
|
MATRIXPC lightColours;
|
|
// Fill in the lighting colour matrix
|
|
// | Lr1 Lr2 Lr3 |
|
|
// | Lg1 Lg2 Lg3 |
|
|
// | Lb1 Lb2 Lb3 |
|
|
lightColours.m[0][0] = (short)Lights[0].r;
|
|
lightColours.m[1][0] = (short)Lights[0].g;
|
|
lightColours.m[2][0] = (short)Lights[0].b;
|
|
lightColours.m[0][1] = (short)Lights[1].r;
|
|
lightColours.m[1][1] = (short)Lights[1].g;
|
|
lightColours.m[2][1] = (short)Lights[1].b;
|
|
lightColours.m[0][2] = (short)Lights[2].r;
|
|
lightColours.m[1][2] = (short)Lights[2].g;
|
|
lightColours.m[2][2] = (short)Lights[2].b;
|
|
|
|
// Set the GTE lighting colour matrix
|
|
gte_SetColorMatrix_pc(&lightColours);
|
|
|
|
// Set the ambient colour
|
|
gte_SetBackColor_pc(Lights[3].r, Lights[3].g, Lights[3].b);
|
|
|
|
int br;
|
|
|
|
br = (Lights[3].r + Lights[3].g + Lights[3].b) << 4;
|
|
br = br + Lights[0].r + Lights[0].g + Lights[0].b;
|
|
br = br + Lights[1].r + Lights[1].g + Lights[1].b;
|
|
br = br + Lights[2].r + Lights[2].g + Lights[2].b;
|
|
|
|
return br;
|
|
}
|
|
|
|
} // End of namespace ICB
|