mirror of
https://github.com/halpz/re3.git
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794 lines
25 KiB
C
794 lines
25 KiB
C
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/* If this file is used outside of the core RW SDK,
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* the following things need to be defined
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*/
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#if (!defined(RWASSERT))
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#define RWASSERT(_assertval) /* No op */
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#endif
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#if (!defined(RWFUNCTION))
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#define RWFUNCTION(_rwfunctionstring) /* No op */
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#endif
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#if (!defined(RWRETURN))
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#define RWRETURN(_rwreturnval) return(_rwreturnval)
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#endif
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#if (!defined(RWRETURNVOID))
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#define RWRETURNVOID() return
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#endif
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/* These are used by specular lighting,
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* sorry I have to leave them in here... IDBS
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* I'll make it neater when I have time.
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*/
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#if (!defined(FALLOFFAMBIENT))
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#define FALLOFFAMBIENT() /* No op */
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#endif
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#if (!defined(FALLOFFDIRECTIONAL))
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#define FALLOFFDIRECTIONAL() /* No op */
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#endif
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#if (!defined(FALLOFFPOINT))
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#define FALLOFFPOINT() /* No op */
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#endif
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#if (!defined(FALLOFFSPOT))
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#define FALLOFFSPOT() /* No op */
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#endif
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#if (!defined(FALLOFFSOFTSPOT))
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#define FALLOFFSOFTSPOT() /* No op */
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#endif
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/***************************************************************************
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_rwApplyAmbientLight
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On entry : Instanced data
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: Light
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: Optional inverse object matrix
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: (to transform light to object space)
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: Inverse scale of object
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: Surface properties of the light
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On exit :
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*/
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static void
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_rwApplyAmbientLight(VERTSARG,
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const void *voidLight,
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const RwMatrix * __RWUNUSED__ inverseMat,
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RwReal __RWUNUSED__ invScale,
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const RwSurfaceProperties * surfaceProps)
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{
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CAMVERTDECL;
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NUMVERTDECL;
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const RpLight *light = (const RpLight *) voidLight;
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RwReal scale;
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RwV3d vertToLight;
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RWFUNCTION(RWSTRING("_rwApplyAmbientLight"));
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RWASSERT(light);
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RWASSERT(surfaceProps);
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CAMVERTINIT();
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NUMVERTINIT();
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/* No directional component:
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* (this is used in CAMVERTADDRGBA in a specular lighting node) */
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vertToLight.x = 0;
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vertToLight.y = 0;
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vertToLight.z = 0;
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/* rpLIGHTAMBIENT - Constant illumination on all vertices
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*/
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if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA))
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{
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scale = 255.0f * light->color.red * surfaceProps->ambient;
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/* Ambient light affects all vertices the same */
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while (numVert--)
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{
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RwReal lum = scale;
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#undef FALLOFFCALC
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#define FALLOFFCALC FALLOFFAMBIENT
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CAMVERTADDRGBA(1, 1, 1, 0);
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CAMVERTINC();
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}
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}
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else
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/* perform for coloured lights */
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{
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scale = 255.0f * surfaceProps->ambient;
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/* Ambient light affects all vertices the same */
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while (numVert--)
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{
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RwReal lum = scale;
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#undef FALLOFFCALC
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#define FALLOFFCALC FALLOFFAMBIENT
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CAMVERTADDRGBA(light->color.red, light->color.green,
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light->color.blue, 0);
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CAMVERTINC();
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}
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}
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RWRETURNVOID();
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}
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/***************************************************************************
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_rwApplyDirectionalLight
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On entry : Instanced data
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: Light
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: Optional inverse object matrix
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: (to transform light to object space)
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: Inverse scale of object
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: Surface properties of the light
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On exit :
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*/
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static void
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_rwApplyDirectionalLight(VERTSARG,
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const void *voidLight,
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const RwMatrix * inverseMat,
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RwReal __RWUNUSED__ invScale,
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const RwSurfaceProperties * surfaceProps)
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{
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OBJCAMVERTDECL;
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NUMVERTDECL;
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const RpLight *light = (const RpLight *) voidLight;
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RwV3d vertToLight;
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RwReal scale;
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RwReal dot;
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RwFrame *lightFrame;
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RWFUNCTION(RWSTRING("_rwApplyDirectionalLight"));
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RWASSERT(light);
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RWASSERT(surfaceProps);
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OBJCAMVERTINIT();
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NUMVERTINIT();
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/* rpLIGHTDIRECTIONAL - Lighting scaled by dot product
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* of vertex normal and light lookAt vector.
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*/
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/* This may not have a frame - we need to check */
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lightFrame = RpLightGetFrame(light);
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if (lightFrame)
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{
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vertToLight = RwFrameGetLTM(lightFrame)->at;
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/* Transform the light into object space if necessary */
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if (inverseMat)
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{
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RwV3dTransformVectors(&vertToLight, &vertToLight, 1, inverseMat);
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_rwV3dNormalize(&vertToLight, &vertToLight);
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}
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/* Vert TO light */
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RwV3dScale(&vertToLight, &vertToLight, -1);
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/* Optimise for grey lights? */
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if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA))
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{
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/* Use one of the light colour intensities as general intensity */
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/* light vector tests are to be identical to others */
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scale = 255.0f * light->color.red * surfaceProps->diffuse;
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/* Loop through each of the vertices */
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while (numVert--)
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{
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RwV3d objNormal;
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OBJVERTGETNORMAL(&objNormal);
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/* Calculate angle between vertex normal and light vector */
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dot = RwV3dDotProduct(&vertToLight, &objNormal);
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/* Ensure vector is facing light,
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* don't light areas not facing */
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if (dot > 0.0f)
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{
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RwReal lum = dot * scale;
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#undef FALLOFFCALC
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#define FALLOFFCALC FALLOFFDIRECTIONAL
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CAMVERTADDRGBA(1, 1, 1, 0);
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}
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/* Next vertex */
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OBJCAMVERTINC();
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}
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}
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else
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/* perform for coloured lights */
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{
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scale = 255.0f * surfaceProps->diffuse;
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/* Loop through each of the vertices */
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while (numVert--)
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{
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RwV3d objNormal;
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OBJVERTGETNORMAL(&objNormal);
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/* Calculate angle between vertex normal and light vector */
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dot = RwV3dDotProduct(&vertToLight, &objNormal);
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/* Ensure vector is facing light,
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* don't light areas not facing */
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if (dot > 0.0f)
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{
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RwReal lum = dot * scale;
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#define FALLOFFCALC FALLOFFDIRECTIONAL
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CAMVERTADDRGBA(light->color.red, light->color.green,
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light->color.blue, 0);
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}
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/* Next vertex */
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OBJCAMVERTINC();
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}
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}
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}
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RWRETURNVOID();
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}
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/***************************************************************************
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_rwApplyPointLight
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On entry : Instanced data
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: Light
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: Optional inverse object matrix
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: (to transform light to object space)
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: Inverse scale of object
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: Surface properties of the light
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On exit :
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*/
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static void
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_rwApplyPointLight(VERTSARG, const void *voidLight,
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const RwMatrix * inverseMat,
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RwReal invScale, const RwSurfaceProperties * surfaceProps)
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{
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OBJCAMVERTDECL;
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NUMVERTDECL;
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const RpLight *light = (const RpLight *) voidLight;
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RwReal scale, recipRad;
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RwV3d lightPos, vertToLight;
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RwReal radSquared;
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RWFUNCTION(RWSTRING("_rwApplyPointLight"));
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RWASSERT(light);
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RWASSERT(surfaceProps);
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OBJCAMVERTINIT();
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NUMVERTINIT();
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/* rpLIGHTPOINT - Linear falloff with distance, scaled by
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* dot product of vertex normal and light to vertex vector.
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*/
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lightPos = RwFrameGetLTM(RpLightGetFrame(light))->pos;
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if (inverseMat)
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{
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RwReal scaledRad;
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scaledRad = ((light->radius) * (invScale));
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radSquared = ((scaledRad) * (scaledRad));
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recipRad = (((RwReal) (1)) / (scaledRad));
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/* Transform light into object space */
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RwV3dTransformPoints(&lightPos, &lightPos, 1, inverseMat);
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}
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else
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{
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radSquared = ((light->radius) * (light->radius));
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recipRad = (((RwReal) (1)) / (light->radius));
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}
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if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA))
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{
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/* The scale encapsulates the common elements to do
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* with light intensity and surface lighting properties
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*/
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scale =
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((((RwReal) (255)) * (light->color.red))) *
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(surfaceProps->diffuse);
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while (numVert--)
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{
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RwV3d objVertex, objNormal;
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RwReal dot, dist2;
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OBJVERTGETPOS(&objVertex);
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OBJVERTGETNORMAL(&objNormal);
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/* Discover the vector between vertex and light and it's length */
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RwV3dSub(&vertToLight, &lightPos, &objVertex);
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/* Ensure that this vertex is facing the light source */
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dot = RwV3dDotProduct(&vertToLight, &objNormal);
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if (dot > 0.0f)
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{
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/* Ensure vertex lies within the light's radius */
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dist2 = RwV3dDotProduct(&vertToLight, &vertToLight);
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if (dist2 < radSquared)
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{
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RwReal lum;
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RwReal recipDist;
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RwReal dist;
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rwSqrt(&dist, dist2);
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recipDist =
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(dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f;
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/*
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* The following simplifies down to:
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*
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* -scale *
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* (dot/dist) *
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* (1 - dist/lightRadius)
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*
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* Where
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* scale
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* takes care of the light intensity and
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* diffuse lighting coefficient
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* (dot/dist)
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* is a normalised dot product of
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* light->vertex vector and vertex normal
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* (1 - dist/lightRadius)
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* is a linear falloff factor
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*/
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lum = scale * dot * (recipDist - recipRad);
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/* Calculate the luminance at vertex */
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#undef FALLOFFCALC
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#define FALLOFFCALC FALLOFFPOINT
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CAMVERTADDRGBA(1, 1, 1, 0);
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}
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}
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OBJCAMVERTINC();
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}
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}
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else
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{
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scale = (((RwReal) (255)) * (surfaceProps->diffuse));
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while (numVert--)
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{
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RwV3d objVertex, objNormal;
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RwReal dot, dist2;
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OBJVERTGETPOS(&objVertex);
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OBJVERTGETNORMAL(&objNormal);
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/* Discover the vector between vertex and light and it's length */
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RwV3dSub(&vertToLight, &lightPos, &objVertex);
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/* Ensure that this vertex is facing the light source */
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dot = RwV3dDotProduct(&vertToLight, &objNormal);
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if (dot > 0.0f)
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{
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dist2 = RwV3dDotProduct(&vertToLight, &vertToLight);
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/* Ensure vertex lies within the light's radius */
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if (dist2 < radSquared)
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{
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RwReal lum;
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RwReal recipDist;
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RwReal dist;
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/* Only now calculate the actual length of vector */
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rwSqrt(&dist, dist2);
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recipDist =
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(dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f;
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lum = scale * dot * (recipDist - recipRad);
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/* Alter the luminance according to light colour */
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#define FALLOFFCALC FALLOFFPOINT
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CAMVERTADDRGBA(light->color.red, light->color.green,
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light->color.blue, 0);
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}
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}
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/* Next point */
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OBJCAMVERTINC();
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}
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}
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RWRETURNVOID();
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}
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/***************************************************************************
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_rwApplySpotLight
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On entry : Instanced data
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: Light
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: Optional inverse object matrix
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: (to transform light to object space)
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: Inverse scale of object
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: Surface properties of the light
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On exit :
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*/
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static void
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_rwApplySpotLight(VERTSARG,
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const void *voidLight,
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const RwMatrix * inverseMat,
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RwReal invScale, const RwSurfaceProperties * surfaceProps)
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{
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OBJCAMVERTDECL;
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NUMVERTDECL;
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const RpLight *light = (const RpLight *) voidLight;
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RwReal recipRad;
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RwReal radSquared;
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RwV3d lightPos, at;
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RWFUNCTION(RWSTRING("_rwApplySpotLight"));
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RWASSERT(light);
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RWASSERT(surfaceProps);
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OBJCAMVERTINIT();
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NUMVERTINIT();
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/* rpLIGHTSPOT - Linear falloff with distance, cone to restrict
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* angle that light has effect, constant intensity across cone,
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* scaled by dot product of vertex normal and light to vertex vector.
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*/
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lightPos = RwFrameGetLTM(RpLightGetFrame(light))->pos;
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at = RwFrameGetLTM(RpLightGetFrame(light))->at;
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if (inverseMat)
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{
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RwReal scaledRad;
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scaledRad = ((light->radius) * (invScale));
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recipRad = (((RwReal) (1)) / (scaledRad));
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radSquared = ((scaledRad) * (scaledRad));
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/* Transform light into object space */
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/* The at is required to ensure within cone */
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RwV3dTransformPoints(&lightPos, &lightPos, 1, inverseMat);
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RwV3dTransformVectors(&at, &at, 1, inverseMat);
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_rwV3dNormalize(&at, &at);
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}
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else
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{
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recipRad = (((RwReal) (1)) / (light->radius));
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radSquared = ((light->radius) * (light->radius));
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}
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if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA))
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{
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RwReal scale =
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((RwReal) 255) * (light->color.red) * (surfaceProps->diffuse);
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while (numVert--)
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{
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RwV3d vertToLight, objVertex, objNormal;
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RwReal dot;
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OBJVERTGETPOS(&objVertex);
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OBJVERTGETNORMAL(&objNormal);
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/* Find the squared distance from light point to vertex */
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RwV3dSub(&vertToLight, &lightPos, &objVertex);
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/* Ensure that this vertex is facing the light source */
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dot = RwV3dDotProduct(&vertToLight, &objNormal);
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if (dot > 0.0f)
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{
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RwReal dist2;
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/* Ensure vertex lies within the light's radius */
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dist2 = RwV3dDotProduct(&vertToLight, &vertToLight);
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if (dist2 < radSquared)
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{
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RwReal dist;
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RwReal compare;
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RwReal proj;
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rwSqrt(&dist, dist2);
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compare = dist * light->minusCosAngle;
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proj = RwV3dDotProduct(&vertToLight, &at);
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if (proj < compare)
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{
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RwReal lum;
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RwReal recipDist;
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/* Get the real distance from the light
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* to the vertex (not squared) */
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recipDist =
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(dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f;
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/* This model is the same as the point source
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* inside the cone, zero outside the cone */
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lum = scale * dot * (recipDist - recipRad);
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#undef FALLOFFCALC
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#define FALLOFFCALC FALLOFFSPOT
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CAMVERTADDRGBA(1, 1, 1, 0);
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}
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}
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/* Next vertex */
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OBJCAMVERTINC();
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}
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}
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}
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else
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{
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RwReal scale =
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(((RwReal) (255)) * (surfaceProps->diffuse));
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while (numVert--)
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{
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RwV3d vertToLight, objVertex, objNormal;
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RwReal dot;
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OBJVERTGETPOS(&objVertex);
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OBJVERTGETNORMAL(&objNormal);
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/* Find the squared distance from light point to vertex */
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RwV3dSub(&vertToLight, &lightPos, &objVertex);
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/* Ensure that this vertex is facing the light source */
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dot = RwV3dDotProduct(&vertToLight, &objNormal);
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if (dot > 0.0f)
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{
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RwReal dist2;
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/* Ensure vertex lies within the light's radius */
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dist2 = RwV3dDotProduct(&vertToLight, &vertToLight);
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if (dist2 < radSquared)
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{
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RwReal dist;
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RwReal compare;
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RwReal proj;
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rwSqrt(&dist, dist2);
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compare = dist * light->minusCosAngle;
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proj = RwV3dDotProduct(&vertToLight, &at);
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if (proj < compare)
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{
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RwReal lum;
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RwReal recipDist;
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recipDist =
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(dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f;
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/* This model is the same as the point source
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* inside the cone, zero outside the cone */
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lum = scale * dot * (recipDist - recipRad);
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/* Introduce the light colours as a
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* scaling factor for luminance */
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#define FALLOFFCALC FALLOFFSPOT
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CAMVERTADDRGBA(light->color.red,
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light->color.green, light->color.blue,
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0);
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}
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}
|
|
}
|
|
|
|
/* Next */
|
|
OBJCAMVERTINC();
|
|
}
|
|
}
|
|
|
|
RWRETURNVOID();
|
|
}
|
|
|
|
/***************************************************************************
|
|
_rwApplySpotSoftLight
|
|
|
|
On entry : Instanced data
|
|
: Light
|
|
: Optional inverse object matrix
|
|
: (to transform light to object space)
|
|
: Inverse scale of object
|
|
: Surface properties of the light
|
|
On exit :
|
|
*/
|
|
|
|
static void
|
|
_rwApplySpotSoftLight(VERTSARG, const void *voidLight,
|
|
const RwMatrix * inverseMat, RwReal invScale,
|
|
const RwSurfaceProperties * surfaceProps)
|
|
{
|
|
OBJCAMVERTDECL;
|
|
NUMVERTDECL;
|
|
const RpLight *light = (const RpLight *) voidLight;
|
|
RwReal recipRad;
|
|
RwReal radSquared;
|
|
RwV3d lightPos, at;
|
|
|
|
RWFUNCTION(RWSTRING("_rwApplySpotSoftLight"));
|
|
RWASSERT(light);
|
|
RWASSERT(surfaceProps);
|
|
|
|
OBJCAMVERTINIT();
|
|
NUMVERTINIT();
|
|
|
|
/* rpLIGHTSPOTSOFT - Linear falloff with distance, cone to restrict
|
|
* angle that light has effect, falloff to edge of cone, scaled by
|
|
* dot product of vertex normal and light to vertex vector.
|
|
*/
|
|
|
|
lightPos = RwFrameGetLTM(RpLightGetFrame(light))->pos;
|
|
at = RwFrameGetLTM(RpLightGetFrame(light))->at;
|
|
|
|
if (inverseMat)
|
|
{
|
|
RwReal scaledRad;
|
|
|
|
scaledRad = ((light->radius) * (invScale));
|
|
recipRad = (((RwReal) (1)) / (scaledRad));
|
|
radSquared = ((scaledRad) * (scaledRad));
|
|
|
|
/* Transform light into object space */
|
|
/* The at is required to ensure within cone */
|
|
RwV3dTransformPoints(&lightPos, &lightPos, 1, inverseMat);
|
|
RwV3dTransformVectors(&at, &at, 1, inverseMat);
|
|
_rwV3dNormalize(&at, &at);
|
|
}
|
|
else
|
|
{
|
|
recipRad = 1.0f / light->radius;
|
|
radSquared = light->radius * light->radius;
|
|
}
|
|
|
|
if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA))
|
|
{
|
|
RwReal scale =
|
|
|
|
((RwReal) 255) * (light->color.red) * (surfaceProps->diffuse);
|
|
|
|
while (numVert--)
|
|
{
|
|
RwV3d vertToLight, objVertex, objNormal;
|
|
RwReal dot;
|
|
|
|
OBJVERTGETPOS(&objVertex);
|
|
OBJVERTGETNORMAL(&objNormal);
|
|
|
|
/* Find the squared distance from light point to vertex */
|
|
RwV3dSub(&vertToLight, &lightPos, &objVertex);
|
|
|
|
/* Ensure that this vertex is facing the light source */
|
|
dot = RwV3dDotProduct(&vertToLight, &objNormal);
|
|
if (dot > 0.0f)
|
|
{
|
|
RwReal dist2;
|
|
|
|
/* Ensure vertex lies within the light's radius */
|
|
dist2 = RwV3dDotProduct(&vertToLight, &vertToLight);
|
|
if (dist2 < radSquared)
|
|
{
|
|
RwReal dist;
|
|
RwReal compare;
|
|
RwReal proj;
|
|
|
|
rwSqrt(&dist, dist2);
|
|
compare = dist * light->minusCosAngle;
|
|
proj = RwV3dDotProduct(&vertToLight, &at);
|
|
|
|
if (proj < compare)
|
|
{
|
|
RwReal lum;
|
|
RwReal recipDist;
|
|
RwReal normalise;
|
|
|
|
recipDist =
|
|
(dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f;
|
|
|
|
/* This model is the same as the point source
|
|
* inside the cone, zero outside the cone */
|
|
lum = scale * dot * (recipDist - recipRad);
|
|
|
|
/* It has an extra term for quadratic falloff
|
|
* across the cone though */
|
|
normalise = (dist + compare);
|
|
RWASSERT(normalise >= 0.0f);
|
|
if (normalise > 0.0f)
|
|
{
|
|
normalise = (dist + proj) / normalise;
|
|
|
|
normalise *= normalise;
|
|
lum *= (((RwReal) 1) - normalise);
|
|
}
|
|
|
|
#undef FALLOFFCALC
|
|
#define FALLOFFCALC FALLOFFSOFTSPOT
|
|
CAMVERTADDRGBA(1, 1, 1, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Next */
|
|
OBJCAMVERTINC();
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
RwReal scale = 255.0f * surfaceProps->diffuse;
|
|
|
|
while (numVert--)
|
|
{
|
|
RwV3d vertToLight, objVertex, objNormal;
|
|
RwReal dot;
|
|
|
|
OBJVERTGETPOS(&objVertex);
|
|
OBJVERTGETNORMAL(&objNormal);
|
|
|
|
/* Find the squared distance from light point to vertex */
|
|
RwV3dSub(&vertToLight, &lightPos, &objVertex);
|
|
|
|
/* Ensure that this vertex is facing the light source */
|
|
dot = RwV3dDotProduct(&vertToLight, &objNormal);
|
|
if (dot > 0.0f)
|
|
{
|
|
RwReal dist2;
|
|
|
|
/* Ensure vertex lies within the light's radius */
|
|
dist2 = RwV3dDotProduct(&vertToLight, &vertToLight);
|
|
if (dist2 < radSquared)
|
|
{
|
|
RwReal dist;
|
|
RwReal compare;
|
|
RwReal proj;
|
|
|
|
rwSqrt(&dist, dist2);
|
|
compare = dist * light->minusCosAngle;
|
|
proj = RwV3dDotProduct(&vertToLight, &at);
|
|
|
|
if (proj < compare)
|
|
{
|
|
|
|
RwReal lum;
|
|
RwReal normalise;
|
|
RwReal recipDist;
|
|
|
|
/* Get the real distance from the light
|
|
* to the vertex (not squared) */
|
|
recipDist =
|
|
(dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f;
|
|
|
|
/* This model is the same as the point source
|
|
* inside the cone, zero outside the cone */
|
|
lum = scale * dot * (recipDist - recipRad);
|
|
|
|
/* It has an extra term for quadratic falloff
|
|
* across the cone though */
|
|
/* It has an extra term for quadratic falloff
|
|
* across the cone though */
|
|
normalise = (dist + compare);
|
|
RWASSERT(normalise >= 0.0f);
|
|
if (normalise > 0.0f)
|
|
{
|
|
normalise = (dist + proj) / normalise;
|
|
|
|
normalise *= normalise;
|
|
lum *= (((RwReal) 1) - normalise);
|
|
|
|
}
|
|
/* Introduce the light colours as a
|
|
* scaling factor for luminance */
|
|
#undef FALLOFFCALC
|
|
#define FALLOFFCALC FALLOFFSOFTSPOT
|
|
CAMVERTADDRGBA(light->color.red,
|
|
light->color.green,
|
|
light->color.blue, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Next */
|
|
OBJCAMVERTINC();
|
|
}
|
|
}
|
|
|
|
RWRETURNVOID();
|
|
}
|