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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWPhys *
- * *
- * $Archive:: /Commando/Code/ww3d2/lightenvironment.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 2/01/01 5:40p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "lightenvironment.h"
- #include "matrix3d.h"
- #include "camera.h"
- #include "light.h"
- #include "colorspace.h"
- /*
- ** Constants
- */
- const float DIFFUSE_TO_AMBIENT_FRACTION = 1.0f;
- /*
- ** Static variables
- */
- static _LightingLODCutoff = 0.5f;
- static _LightingLODCutoff2 = 0.5f * 0.5f;
- /************************************************************************************************
- **
- ** LightEnvironmentClass::InputLightStruct Implementation
- **
- ************************************************************************************************/
- void LightEnvironmentClass::InputLightStruct::Init
- (
- const LightClass & light,
- const Vector3 & object_center
- )
- {
- m_point = false;
- switch(light.Get_Type())
- {
- case LightClass::POINT:
- case LightClass::SPOT:
- Init_From_Point_Or_Spot_Light(light,object_center);
- break;
- case LightClass::DIRECTIONAL:
- Init_From_Directional_Light(light,object_center);
- break;
- };
- }
- void LightEnvironmentClass::InputLightStruct::Init_From_Point_Or_Spot_Light
- (
- const LightClass & light,
- const Vector3 & object_center
- )
- {
- /*
- ** Compute the direction vector and the distance to the light
- */
- Direction = light.Get_Position() - object_center;
- float dist = Direction.Length();
- if (dist > 0.0f) {
- Direction /= dist;
- }
- /*
- ** Compute the attenuation factor
- */
- float atten = 1.0f;
- double atten_start,atten_end;
- light.Get_Far_Attenuation_Range(atten_start,atten_end);
- if (light.Get_Flag(LightClass::FAR_ATTENUATION)) {
-
- if (WWMath::Fabs(atten_end - atten_start) < WWMATH_EPSILON) {
- /*
- ** Start and end are equal, attenuation is a "step" function
- */
- if (dist > atten_start) {
- atten = 0.0f;
- }
-
- } else {
-
- /*
- ** Compute the attenuation
- */
- atten = 1.0f - (dist - atten_start) / (atten_end - atten_start);
- atten = WWMath::Clamp(atten,0.0f,1.0f);
- }
- }
- if (light.Get_Type() == LightClass::SPOT) {
-
- Vector3 spot_dir;
- light.Get_Spot_Direction(spot_dir);
- Matrix3D::Rotate_Vector(light.Get_Transform(),spot_dir,&spot_dir);
- float spot_angle_cos = light.Get_Spot_Angle_Cos();
- atten *= (Vector3::Dot_Product(-spot_dir,Direction) - spot_angle_cos) / (1.0f - spot_angle_cos);
- atten = WWMath::Clamp(atten,0.0f,1.0f);
- }
- /*
- ** Compute the ambient and diffuse values. Rejecting the diffuse
- ** component and folding it into the ambient component if it is below
- ** the LOD cutoff
- */
- light.Get_Ambient(&Ambient);
- light.Get_Diffuse(&Diffuse);
- Ambient *= light.Get_Intensity(); //(gth) CNC3 obey the intensity parameter
- Diffuse *= light.Get_Intensity();
- m_point = (light.Get_Type() == LightClass::POINT);
- m_center = light.Get_Position();
- m_innerRadius = atten_start;
- m_outerRadius = atten_end;
- m_ambient = Ambient;
- m_diffuse = Diffuse;
- if (Diffuse.Length2() > _LightingLODCutoff2) {
- DiffuseRejected = false;
- Ambient *= atten;
- Diffuse *= atten;
-
- } else {
- DiffuseRejected = true;
- Ambient *= atten;
- Ambient += atten * DIFFUSE_TO_AMBIENT_FRACTION * Diffuse;
- Diffuse.Set(0,0,0);
- }
- }
- void LightEnvironmentClass::InputLightStruct::Init_From_Directional_Light
- (
- const LightClass & light,
- const Vector3 & object_center
- )
- {
- Direction = -light.Get_Transform().Get_Z_Vector();
- DiffuseRejected = false;
- light.Get_Ambient(&Ambient);
- light.Get_Diffuse(&Diffuse);
- }
- float LightEnvironmentClass::InputLightStruct::Contribution(void)
- {
- return Diffuse.Length2();
- }
-
- /************************************************************************************************
- **
- ** LightEnvironmentClass::OutputLightStruct Implementation
- **
- ************************************************************************************************/
- void LightEnvironmentClass::OutputLightStruct::Init
- (
- const InputLightStruct & input,
- const Matrix3D & camera_tm
- )
- {
- Diffuse = input.Diffuse;
- Matrix3D::Inverse_Rotate_Vector(camera_tm,input.Direction,&Direction);
-
- // Guard against a direction that is invalid
- if(Direction.Length2() == 0.0f) {
- Direction.X = 1.0f;
- }
- }
- /************************************************************************************************
- **
- ** LightEnvironmentClass Implementation
- **
- ************************************************************************************************/
- LightEnvironmentClass::LightEnvironmentClass(void) :
- LightCount(0),
- ObjectCenter(0,0,0),
- OutputAmbient(0,0,0),
- FillLight(),
- FillIntensity(0.0f)
- {
- }
- LightEnvironmentClass::~LightEnvironmentClass(void)
- {
- }
- void LightEnvironmentClass::Reset(const Vector3 & object_center,const Vector3 & ambient)
- {
- LightCount = 0;
- ObjectCenter = object_center;
- OutputAmbient = ambient;
- }
- void LightEnvironmentClass::Add_Light(const LightClass & light)
- {
- // Jani: Don't accept lights that are almost black
- Vector3 diff;
- light.Get_Diffuse(&diff);
- if (diff[0]<0.05f && diff[1]<0.05f && diff[2]<0.05f) {
- return;
- }
- /*
- ** Compute the equivalent directional + ambient light
- */
- InputLightStruct new_light;
- new_light.Init(light, ObjectCenter);
- // If we have the fill light set, we also want to the diffuse light to be modified by the intensity of the light source
- if(FillIntensity) new_light.Diffuse *= light.Get_Intensity();
- /*
- ** Add in the ambient component
- */
- OutputAmbient += new_light.Ambient;
- /*
- ** If not rejected, add the directional component to the active lights
- */
- if (new_light.DiffuseRejected == false || new_light.m_point) {
- // Insert the light into the sorted list of InputLights if it's contribution is greater than the any of the current number of lights
- for (int light_index=0; light_index < LightCount; light_index++) {
- if (new_light.Contribution() > InputLights[light_index].Contribution()) {
-
- // Move back the lights in the InputLights Array to make space for the new light.
- // The last light might be discarded if it moves off the array as it is the weakest light in the list.
- for (int i = LightCount; i > light_index; --i) {
- if (i < MAX_LIGHTS) {
- InputLights[i] = InputLights[i - 1];
- }
- }
- // Add the new light into the InputLights List where it belongs
- InputLights[light_index] = new_light;
- // Increment the light count if we have not reach the maximum lights limit yet
- LightCount = min(LightCount + 1, (int)MAX_LIGHTS);
- // Since we have inserted a new light, we are done for this function
- return;
- }
- }
- // If the light was not inserted but there are still spots empty in the InputLights list, insert the lights at the end of the list
- if (LightCount < MAX_LIGHTS) {
- InputLights[LightCount] = new_light;
- ++LightCount;
- }
- }
- }
- void LightEnvironmentClass::Pre_Render_Update(const Matrix3D & camera_tm)
- {
- /*
- ** Calculate and set up the fill light for the object
- */
- Calculate_Fill_Light();
- /*
- ** Transform each light into camera space
- ** and add up the ambient effect of each light
- */
- for (int light_index=0; light_index<LightCount; light_index++) {
- OutputLights[light_index].Init(InputLights[light_index],camera_tm);
- }
- // Clamp ambient.
- OutputAmbient.X = WWMath::Clamp(OutputAmbient.X,0.0f,1.0f);
- OutputAmbient.Y = WWMath::Clamp(OutputAmbient.Y,0.0f,1.0f);
- OutputAmbient.Z = WWMath::Clamp(OutputAmbient.Z,0.0f,1.0f);
- }
- void LightEnvironmentClass::Set_Lighting_LOD_Cutoff(float inten)
- {
- _LightingLODCutoff = inten;
- _LightingLODCutoff2 = _LightingLODCutoff * _LightingLODCutoff;
- }
- float LightEnvironmentClass::Get_Lighting_LOD_Cutoff(void)
- {
- return _LightingLODCutoff;
- }
- /************************************************************************************************
- **
- ** LightEnvironmentClass::Add_Fill_Light Implementation
- ** The fill light is inserted in the InputLights list as ont of the lights, and if the
- ** list is already full, it preempts the last and weakest light in that list.
- **
- ************************************************************************************************/
- void LightEnvironmentClass::Add_Fill_Light(void)
- {
- // Don't add black (or almost black) lights!
- if (FillLight.Diffuse[0]<0.05f && FillLight.Diffuse[1]<0.05f && FillLight.Diffuse[2]<0.05f) {
- OutputAmbient += FillLight.Ambient;
- return;
- }
- // Get the 1st empty light slot or the very last slot regardless of whether the last slot is empty or not
- int slot = 0;
- if (LightCount == MAX_LIGHTS) {
- slot = MAX_LIGHTS - 1;
- } else {
- slot = LightCount;
- ++LightCount;
- }
- /*
- ** Add in the ambient component
- */
- OutputAmbient += FillLight.Ambient;
- /*
- ** Insert the fill light into the calculated slot of the InputLights
- */
- InputLights[slot] = FillLight;
- }
- /************************************************************************************************
- **
- ** LightEnvironmentClass::Calculate_Fill_Light Implementation
- ** The fill light takes up to the top 3 lights in the InputList and averages them into 1 light source.
- ** The averaged light source is then flipped in direction and location as well as in HUE of the color.
- ** This final light is used to support the top 3 lights by providing a calulated fill to augment the lights.
- **
- ************************************************************************************************/
- void LightEnvironmentClass::Calculate_Fill_Light(void)
- {
- // Early exit if we have no lights at all or if the fill light intensity is zero
- if (LightCount == 0 || FillIntensity == 0.0f) return;
- // Initialize the averaged light to the primary light source (light with the most contribution)
- float primary_contribution = InputLights[0].Contribution();
- InputLightStruct average_light = InputLights[0];
- // Loop through the remaining lights on the list (up to 2) and add their contributions to the averaged light
- int num_lights = min(LightCount, MAX_LIGHTS - 1);
- for (int i = 1; i < num_lights; ++i) {
-
- // The ratio is the percentage of the remaining light's contribution compared to the primary light source
- float ratio = InputLights[i].Contribution() / primary_contribution;
-
- average_light.Direction += (InputLights[i].Direction * ratio);
- average_light.Ambient += (InputLights[i].Ambient * ratio);
- average_light.Diffuse += (InputLights[i].Diffuse * ratio);
- }
-
- // Normalize the averaged light direction
- average_light.Direction.Normalize();
-
- // Now we have the averaged light, we should derive the fill light
- // Convert from RGB to HSV to get the reserve hue and with the value modified by the fill intensity
- Vector3 temp;
- RGB_To_HSV(temp, average_light.Diffuse);
- temp.X += 180.0f; // Get the opposite hue from the averaged light
- if(temp.X > 360.0f) {
- temp.X -= 360.0f;
- }
- temp.Z *= FillIntensity; // fraction of the intensity
- HSV_To_RGB(FillLight.Diffuse, temp);
- // Zero out the fill ambient
- FillLight.Ambient.Set(0.0f, 0.0f, 0.0f);
- // now we set the fill light direction to be opposite the average light
- FillLight.Direction = average_light.Direction * (-1.0f);
- FillLight.DiffuseRejected = false;
- // Add the fill light into the InputLights list
- Add_Fill_Light();
- }
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