#include "bladerunner/light.h" #include "common/util.h" #include "common/debug.h" namespace BladeRunner { Light::Light() { } Light::~Light() { } void Light::read(Common::ReadStream *stream, int framesCount, int frame, int animated) { _framesCount = framesCount; _animated = animated; int size = stream->readUint32LE(); size = size - 32; stream->read(_name, 20); _animatedParameters = stream->readUint32LE(); _animationData = new float[size / sizeof(float)]; stream->read(_animationData, size); _m11ptr = _animationData; _m12ptr = _m11ptr + (_animatedParameters & 0x1 ? framesCount : 1); _m13ptr = _m12ptr + (_animatedParameters & 0x2 ? framesCount : 1); _m14ptr = _m13ptr + (_animatedParameters & 0x4 ? framesCount : 1); _m21ptr = _m14ptr + (_animatedParameters & 0x8 ? framesCount : 1); _m22ptr = _m21ptr + (_animatedParameters & 0x10 ? framesCount : 1); _m23ptr = _m22ptr + (_animatedParameters & 0x20 ? framesCount : 1); _m24ptr = _m23ptr + (_animatedParameters & 0x40 ? framesCount : 1); _m31ptr = _m24ptr + (_animatedParameters & 0x80 ? framesCount : 1); _m32ptr = _m31ptr + (_animatedParameters & 0x100 ? framesCount : 1); _m33ptr = _m32ptr + (_animatedParameters & 0x200 ? framesCount : 1); _m34ptr = _m33ptr + (_animatedParameters & 0x400 ? framesCount : 1); _colorRPtr = _m34ptr + (_animatedParameters & 0x800 ? framesCount : 1); _colorGPtr = _colorRPtr + (_animatedParameters & 0x1000 ? framesCount : 1); _colorBPtr = _colorGPtr + (_animatedParameters & 0x2000 ? framesCount : 1); _falloffStartPtr = _colorBPtr + (_animatedParameters & 0x4000 ? framesCount : 1); _falloffEndPtr = _falloffStartPtr + (_animatedParameters & 0x8000 ? framesCount : 1); _angleStartPtr = _falloffEndPtr + (_animatedParameters & 0x10000 ? framesCount : 1); _angleEndPtr = _angleStartPtr + (_animatedParameters & 0x20000 ? framesCount : 1); setupFrame(frame); } void Light::readVqa(Common::ReadStream *stream, int framesCount, int frame, int animated) { _framesCount = framesCount; _animated = animated; _animatedParameters = stream->readUint32LE(); int size = stream->readUint32LE(); _animationData = new float[size / sizeof(float)]; stream->read(_animationData, size); _m11ptr = _animationData; _m12ptr = _m11ptr + (_animatedParameters & 0x1 ? framesCount : 1); _m13ptr = _m12ptr + (_animatedParameters & 0x2 ? framesCount : 1); _m14ptr = _m13ptr + (_animatedParameters & 0x4 ? framesCount : 1); _m21ptr = _m14ptr + (_animatedParameters & 0x8 ? framesCount : 1); _m22ptr = _m21ptr + (_animatedParameters & 0x10 ? framesCount : 1); _m23ptr = _m22ptr + (_animatedParameters & 0x20 ? framesCount : 1); _m24ptr = _m23ptr + (_animatedParameters & 0x40 ? framesCount : 1); _m31ptr = _m24ptr + (_animatedParameters & 0x80 ? framesCount : 1); _m32ptr = _m31ptr + (_animatedParameters & 0x100 ? framesCount : 1); _m33ptr = _m32ptr + (_animatedParameters & 0x200 ? framesCount : 1); _m34ptr = _m33ptr + (_animatedParameters & 0x400 ? framesCount : 1); _colorRPtr = _m34ptr + (_animatedParameters & 0x800 ? framesCount : 1); _colorGPtr = _colorRPtr + (_animatedParameters & 0x1000 ? framesCount : 1); _colorBPtr = _colorGPtr + (_animatedParameters & 0x2000 ? framesCount : 1); _falloffStartPtr = _colorBPtr + (_animatedParameters & 0x4000 ? framesCount : 1); _falloffEndPtr = _falloffStartPtr + (_animatedParameters & 0x8000 ? framesCount : 1); _angleStartPtr = _falloffEndPtr + (_animatedParameters & 0x10000 ? framesCount : 1); _angleEndPtr = _angleStartPtr + (_animatedParameters & 0x20000 ? framesCount : 1); setupFrame(frame); } void Light::setupFrame(int frame) { int offset = frame % _framesCount; _matrix._m[0][0] = (_animatedParameters & 0x1 ? _m11ptr[offset] : *_m11ptr); _matrix._m[0][1] = (_animatedParameters & 0x2 ? _m12ptr[offset] : *_m12ptr); _matrix._m[0][2] = (_animatedParameters & 0x4 ? _m13ptr[offset] : *_m13ptr); _matrix._m[0][3] = (_animatedParameters & 0x8 ? _m14ptr[offset] : *_m14ptr); _matrix._m[1][0] = (_animatedParameters & 0x10 ? _m21ptr[offset] : *_m21ptr); _matrix._m[1][1] = (_animatedParameters & 0x20 ? _m22ptr[offset] : *_m22ptr); _matrix._m[1][2] = (_animatedParameters & 0x40 ? _m23ptr[offset] : *_m23ptr); _matrix._m[1][3] = (_animatedParameters & 0x80 ? _m24ptr[offset] : *_m24ptr); _matrix._m[2][0] = (_animatedParameters & 0x100 ? _m31ptr[offset] : *_m31ptr); _matrix._m[2][1] = (_animatedParameters & 0x200 ? _m32ptr[offset] : *_m32ptr); _matrix._m[2][2] = (_animatedParameters & 0x400 ? _m33ptr[offset] : *_m33ptr); _matrix._m[2][3] = (_animatedParameters & 0x800 ? _m34ptr[offset] : *_m34ptr); _color.r = (_animatedParameters & 0x1000 ? _colorRPtr[offset] : *_colorRPtr); _color.g = (_animatedParameters & 0x2000 ? _colorGPtr[offset] : *_colorGPtr); _color.b = (_animatedParameters & 0x4000 ? _colorBPtr[offset] : *_colorBPtr); _falloffStart = (_animatedParameters & 0x8000 ? _falloffStartPtr[offset] : *_falloffStartPtr); _falloffEnd = (_animatedParameters & 0x10000 ? _falloffEndPtr[offset] : *_falloffEndPtr); _angleStart = (_animatedParameters & 0x20000 ? _angleStartPtr[offset] : *_angleStartPtr); _angleEnd = (_animatedParameters & 0x40000 ? _angleEndPtr[offset] : *_angleEndPtr); } float Light::calculate(Vector3 start, Vector3 end) { return calculateCoefficient(_matrix * start, _matrix * end, _falloffStart, _falloffEnd); } void Light::calculateColor(Color *outColor, Vector3 position) { Vector3 positionT = _matrix * position; float att = attenuation(_falloffStart, _falloffEnd, positionT.length()); outColor->r = _color.r * att; outColor->g = _color.g * att; outColor->b = _color.b * att; } float Light::calculateCoefficient(Vector3 start, Vector3 end, float falloffStart, float falloffEnd) { if (falloffEnd == 0.0f) { return 1.0e30f; } if (falloffStart >= start.length() && falloffStart >= end.length()) { return 1.0e30f; } float v40 = (end - start).length(); float v31 = 0.0f; if (v40 != 0.0f) { Vector3 v27 = Vector3::cross(start, (end - start)); v31 = v27.length() / v40; } if (v31 < falloffEnd) { return 1.0f / (1.0f - (v31 / falloffEnd)); } return 1.0e30f; } float Light::attenuation(float min, float max, float distance) { if (max == 0.0f) { return 1.0f; } if (min < max) { distance = CLIP(distance, min, max); float x = (max - distance) / (max - min); return x * x * (3.0f - 2.0f * x); } if (distance < min) { return 1.0f; } return 0.0f; } float Light1::calculate(Vector3 start, Vector3 end) { start = _matrix * start; end = _matrix * end; float v40 = 0.0f; if (_falloffEnd != 0.0f) { v40 = calculateCoefficient(start, end, _falloffStart, _falloffEnd); } float v41 = atan2(start.length(), -start.z); float v42 = atan2(end.length(), -end.z); float v43; if ((_angleStart >= v41 && _angleStart >= v42) || (_angleEnd <= v41 && _angleEnd <= v42)) { v43 = 1.0e30f; } else { v43 = 2.0; } if (v43 < v40) { return v40; } else { return v43; } } void Light1::calculateColor(Color *outColor, Vector3 position) { Vector3 positionT = _matrix * position; outColor->r = 0.0f; outColor->g = 0.0f; outColor->b = 0.0f; if (positionT.z < 0.0f) { float v12 = attenuation(_angleStart, _angleEnd, atan2(sqrt(positionT.x * positionT.x + positionT.y * positionT.y), -positionT.z)); float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); outColor->r = v12 * v13 * _color.r; outColor->g = v12 * v13 * _color.g; outColor->b = v12 * v13 * _color.b; } } float Light2::calculate(Vector3 start, Vector3 end) { start = _matrix * start; end = _matrix * end; float v54 = 0.0f; if (_falloffEnd != 0.0f) { v54 = calculateCoefficient(start, end, _falloffStart, _falloffEnd); } float v55 = atan2(fabs(start.x), -start.z); float v58 = atan2(fabs(start.y), -start.z); float v57 = atan2(fabs(end.x), -end.z); float v56 = atan2(fabs(end.y), -end.z); float v59; if ((_angleStart >= v55 && _angleStart >= v57 && _angleStart >= v58 && _angleStart >= v56) || (_angleEnd <= v55 && _angleEnd <= v57 && _angleEnd <= v58 && _angleEnd <= v56)) { v59 = 1.0e30f; } else { v59 = 2.0f; } if (v59 < v54) { return v54; } else { return v59; } } void Light2::calculateColor(Color *outColor, Vector3 position) { Vector3 positionT = _matrix * position; outColor->r = 0.0f; outColor->g = 0.0f; outColor->b = 0.0f; if (positionT.z < 0.0f) { float v11 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.y), -positionT.z)); float v12 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.x), -positionT.z)); float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); outColor->r = v11 * v12 * v13 * _color.r; outColor->g = v11 * v12 * v13 * _color.g; outColor->b = v11 * v12 * v13 * _color.b; } } void Light3::calculateColor(Color *outColor, Vector3 position) { Vector3 positionT = _matrix * position; outColor->r = 0.0f; outColor->g = 0.0f; outColor->b = 0.0f; if (positionT.z < 0.0f) { float v12 = attenuation(_angleStart, _angleEnd, sqrt(positionT.x * positionT.x + positionT.y * positionT.y)); float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); outColor->r = v12 * v13 * _color.r; outColor->g = v12 * v13 * _color.g; outColor->b = v12 * v13 * _color.b; } } void Light4::calculateColor(Color *outColor, Vector3 position) { Vector3 positionT = _matrix * position; outColor->r = 0.0f; outColor->g = 0.0f; outColor->b = 0.0f; if (positionT.z < 0.0f) { float v11 = attenuation(_angleStart, _angleEnd, fabs(positionT.y)); float v12 = attenuation(_angleStart, _angleEnd, fabs(positionT.x)); float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); outColor->r = v11 * v12 * v13 * _color.r; outColor->g = v11 * v12 * v13 * _color.g; outColor->b = v11 * v12 * v13 * _color.b; } } float LightAmbient::calculate(Vector3 start, Vector3 end) { return 1.0e30f; } void LightAmbient::calculateColor(Color *outColor, Vector3 position) { outColor->r = _color.r; outColor->g = _color.g; outColor->b = _color.b; } } // End of namespace BladeRunner