re3-wiiu/sdk/rwsdk/include/d3d8/baaplylt.c
2020-08-02 19:36:50 +03:00

794 lines
25 KiB
C

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