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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 09:39:16 +01:00
pointlight fixes
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5dc7ff98f2
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@ -86,12 +86,11 @@ CPointLights::GenerateLightsAffectingObject(Const CVector *objCoors)
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ret *= distNorm;
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ret *= distNorm;
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}else{
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}else{
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float intensity;
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float intensity;
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// distance fade
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if(distNorm < 0.5f)
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if(distNorm < 0.5f)
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// near enough
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intensity = 1.0f;
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intensity = 1.0f;
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else
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else
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// attenuate
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intensity = 1.0f - (distNorm - 0.5f)/(1.0f - 0.5f);
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intensity = 1.0f - (distNorm - 0.5f)*2.0f;
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if(distance != 0.0f){
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if(distance != 0.0f){
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CVector dir = dist / distance;
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CVector dir = dist / distance;
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@ -153,7 +152,7 @@ CPointLights::RenderFogEffect(void)
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if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
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if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
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continue;
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continue;
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fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
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fogginess = aLights[i].fogType == FOG_NORMAL ? CWeather::Foggyness : 1.0f;
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if(fogginess == 0.0f)
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if(fogginess == 0.0f)
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continue;
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continue;
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@ -198,7 +197,7 @@ CPointLights::RenderFogEffect(void)
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float distsq = sq(dx) + sq(dy);
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float distsq = sq(dx) + sq(dy);
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float linedistsq = distsq - sq(dot);
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float linedistsq = distsq - sq(dot);
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if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
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if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
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CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
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CVector fogcoors(xi, yi, aLights[i].coors.z + 10.0f);
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if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
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if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
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point, entity, true, false, false, false, true, false, nil)){
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point, entity, true, false, false, false, true, false, nil)){
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// Now same check again in xyz
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// Now same check again in xyz
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@ -220,7 +219,7 @@ CPointLights::RenderFogEffect(void)
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
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float size = FogSizes[r>>1];
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float size = FogSizes[r>>1];
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * size, spriteh * size,
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spritew * size, spriteh * size,
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@ -269,7 +268,7 @@ CPointLights::RenderFogEffect(void)
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CVector fogcoors(xi, yi, point.point.z + 1.6f);
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CVector fogcoors(xi, yi, point.point.z + 1.6f);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
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float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
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float size = FogSizes[r>>1];
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float size = FogSizes[r>>1];
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * size, spriteh * size,
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spritew * size, spriteh * size,
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