Fixing lights and shadows

This commit is contained in:
Vladislav Khorev 2026-06-15 21:25:54 +03:00
parent 9f4d60036d
commit bba493ee7c
18 changed files with 308 additions and 126 deletions

View File

@ -1,82 +1,92 @@
{
"lights": [
{
"id" : "main_hall",
"positionX": -3.5951,
"positionY": 6.0,
"positionZ": 0.280929,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 4.0,
"colorG": 3.2,
"colorB": 2.4
},
{
"id" : "player_room",
"autoLight": true,
"autoLightDistance": 6.0,
"positionX": 4.92215,
"positionY": 4.0,
"positionZ": -14.62,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id" : "laundry",
"autoLight": true,
"autoLightDistance": 6.0,
"positionX": 4.65392,
"positionY": 4.0,
"positionZ": -20.0,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id" : "kitchen",
"autoLight": true,
"autoLightDistance": 6.0,
"positionX": -5.21995,
"positionY": 4.0,
"positionZ": -20,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id" : "streetlight1",
"positionX": -14.5,
"positionY": 4.0,
"positionZ": -14,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id" : "streetlight2",
"positionX": -14.5,
"positionY": 4.0,
"positionZ": 14.0,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
}
]
}
"lights": [
{
"id": "main_hall",
"positionX": -3.1,
"positionY": 6.0,
"positionZ": 0.0,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 4.0,
"colorG": 3.2,
"colorB": 2.4
},
{
"id": "player_room",
"autoLight": true,
"autoLightLimitX": 3.75,
"autoLightLimitY": 2.75,
"limitX": 3.75,
"limitY": 2.75,
"positionX": 4.95,
"positionY": 3.0,
"positionZ": -14.25,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id": "laundry",
"autoLight": true,
"autoLightLimitX": 3.75,
"autoLightLimitY": 2.75,
"limitX": 3.75,
"limitY": 2.75,
"positionX": 4.95,
"positionY": 4.0,
"positionZ": -19.95,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id": "kitchen",
"autoLight": true,
"autoLightDistance": 6.0,
"autoLightLimitX": 3.75,
"autoLightLimitY": 2.75,
"limitX": 3.75,
"limitY": 2.75,
"positionX": -4.95,
"positionY": 4.0,
"positionZ": -19.95,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id": "streetlight1",
"positionX": -14.5,
"positionY": 4.0,
"positionZ": -14,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
},
{
"id": "streetlight2",
"positionX": -14.5,
"positionY": 4.0,
"positionZ": 14.0,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
"colorR": 2.0,
"colorG": 1.6,
"colorB": 1.2
}
]
}

View File

@ -2,9 +2,9 @@
"lights": [
{
"id": "lamp_library",
"positionX": 3.76222,
"positionX": 3.750,
"positionY": 5.0,
"positionZ": 4.16035,
"positionZ": 4.000,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
@ -12,13 +12,16 @@
"colorG": 3.2,
"colorB": 2.4,
"autoLight": true,
"autoLightDistance": 6.0
"autoLightLimitX": 2.15,
"autoLightLimitY": 3.9,
"limitX": 2.15,
"limitY": 3.9
},
{
"id": "lamp_teacher_room",
"positionX": -4.15666,
"positionX": -3.750,
"positionY": 5.0,
"positionZ": 4.27091,
"positionZ": 4.000,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
@ -26,13 +29,16 @@
"colorG": 3.2,
"colorB": 2.4,
"autoLight": true,
"autoLightDistance": 6.0
"autoLightLimitX": 2.15,
"autoLightLimitY": 3.9,
"limitX": 2.15,
"limitY": 3.9
},
{
"id": "lamp_student_room",
"positionX": 3.60541,
"positionX": 3.750,
"positionY": 5.0,
"positionZ": -4.36552,
"positionZ": -4.000,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
@ -40,13 +46,16 @@
"colorG": 3.2,
"colorB": 2.4,
"autoLight": true,
"autoLightDistance": 6.0
"autoLightLimitX": 2.15,
"autoLightLimitY": 3.9,
"limitX": 2.15,
"limitY": 3.9
},
{
"id": "lamp_s1_room",
"positionX": -3.90337,
"positionX": -3.750,
"positionY": 5.0,
"positionZ": -4.00563,
"positionZ": -4.000,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
@ -54,13 +63,16 @@
"colorG": 3.2,
"colorB": 2.4,
"autoLight": true,
"autoLightDistance": 6.0
"autoLightLimitX": 2.15,
"autoLightLimitY": 3.9,
"limitX": 2.15,
"limitY": 3.9
},
{
"id": "lamp_s0_room",
"positionX": -3.90337,
"positionX": -3.750,
"positionY": 5.0,
"positionZ": -12.485,
"positionZ": -12.0,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
@ -68,13 +80,16 @@
"colorG": 3.2,
"colorB": 2.4,
"autoLight": true,
"autoLightDistance": 6.0
"autoLightLimitX": 2.15,
"autoLightLimitY": 3.9,
"limitX": 2.15,
"limitY": 3.9
},
{
"id": "lamp_hall_room",
"positionX": 0.0,
"positionY": 5.0,
"positionZ": 11.7949,
"positionZ": 12.0,
"directionX": 0.0,
"directionY": -1.0,
"directionZ": 0.0,
@ -82,7 +97,10 @@
"colorG": 3.2,
"colorB": 2.4,
"autoLight": true,
"autoLightDistance": 6.0
"autoLightLimitX": 5.8,
"autoLightLimitY": 3.9,
"limitX": 5.8,
"limitY": 3.9
}
]
}

View File

@ -419,7 +419,7 @@
"fadeInMs": 500,
"endFadeOutMs": 0,
"endFadeInMs": 500,
"onFadeInCallback": "",
"onFadeInCallback": "on_sleep_cutscene",
"imageSegments": [
{
"path": "resources/black.png",

View File

@ -6,6 +6,7 @@ varying vec2 texCoord;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec3 fragNormal;
varying vec2 fragWorldXZ;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
@ -19,4 +20,5 @@ void main()
texCoord = vTexCoord;
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragWorldXZ = vPosition.xz;
}

View File

@ -4,6 +4,8 @@ uniform int uPointLightCount;
uniform vec3 uPointLightPos[4];
uniform vec3 uPointLightDir[4];
uniform vec3 uPointLightColor[4];
uniform vec2 uPointLightWorldXZ[4];
uniform vec2 uPointLightLimitXZ[4];
uniform vec3 uAmbientColor;
uniform vec3 uFogColor;
@ -11,6 +13,7 @@ varying vec2 texCoord;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec3 fragNormal;
varying vec2 fragWorldXZ;
// cos(45 deg) = half-angle for a 90-degree full-angle spotlight
const float SPOT_COS_OUTER = 0.7071;
@ -44,7 +47,11 @@ void main()
float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
lighting += uPointLightColor[i] * diff * atten * spotAtten;
vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY;
}
color.rgb *= lighting;

View File

@ -7,6 +7,7 @@ varying vec4 fragPosLightSpace;
varying vec3 fragNormal;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec2 fragWorldXZ;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
@ -22,4 +23,5 @@ void main()
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragPosLightSpace = uLightFromCamera * eyePos;
fragWorldXZ = vPosition.xz;
}

View File

@ -6,6 +6,8 @@ uniform int uPointLightCount;
uniform vec3 uPointLightPos[4];
uniform vec3 uPointLightDir[4];
uniform vec3 uPointLightColor[4];
uniform vec2 uPointLightWorldXZ[4];
uniform vec2 uPointLightLimitXZ[4];
uniform vec3 uAmbientColor;
uniform vec3 uFogColor;
@ -14,6 +16,7 @@ varying vec4 fragPosLightSpace;
varying vec3 fragNormal;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec2 fragWorldXZ;
const float SPOT_COS_OUTER = 0.7071;
const float SPOT_COS_INNER = 0.82;
@ -83,7 +86,11 @@ void main()
float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
lighting += uPointLightColor[i] * diff * atten * spotAtten * (1.0 - shadow);
vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY * (1.0 - shadow);
}
color.rgb *= lighting;

View File

@ -8,6 +8,8 @@ uniform int uPointLightCount;
uniform vec3 uPointLightPos[4];
uniform vec3 uPointLightDir[4];
uniform vec3 uPointLightColor[4];
uniform vec2 uPointLightWorldXZ[4];
uniform vec2 uPointLightLimitXZ[4];
uniform vec3 uAmbientColor;
uniform vec3 uFogColor;
@ -16,6 +18,7 @@ varying vec4 fragPosLightSpace;
varying vec3 fragNormal;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec2 fragWorldXZ;
const float SPOT_COS_OUTER = 0.7071;
const float SPOT_COS_INNER = 0.82;
@ -85,7 +88,11 @@ void main()
float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
lighting += uPointLightColor[i] * diff * atten * spotAtten * (1.0 - shadow);
vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY * (1.0 - shadow);
}
color.rgb *= lighting;

View File

@ -10,9 +10,11 @@ varying vec2 texCoord;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec3 fragNormal;
varying vec2 fragWorldXZ;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 uViewInverse;
uniform mat4 uBoneMatrices[58];
uniform vec3 uPlayerEyePos;
@ -65,4 +67,5 @@ void main()
texCoord = vTexCoord;
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
fragWorldXZ = (uViewInverse * eyePos).xz;
}

View File

@ -11,10 +11,12 @@ varying vec4 fragPosLightSpace;
varying vec3 fragNormal;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec2 fragWorldXZ;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 uLightFromCamera;
uniform mat4 uViewInverse;
uniform mat4 uBoneMatrices[58];
uniform vec3 uPlayerEyePos;
@ -68,4 +70,5 @@ void main()
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
fragPosLightSpace = uLightFromCamera * eyePos;
fragWorldXZ = (uViewInverse * eyePos).xz;
}

View File

@ -6,6 +6,8 @@ uniform int uPointLightCount;
uniform vec3 uPointLightPos[4];
uniform vec3 uPointLightDir[4];
uniform vec3 uPointLightColor[4];
uniform vec2 uPointLightWorldXZ[4];
uniform vec2 uPointLightLimitXZ[4];
uniform vec3 uAmbientColor;
uniform vec3 uFogColor;
@ -13,6 +15,7 @@ varying vec2 texCoord;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec3 fragNormal;
varying vec2 fragWorldXZ;
// cos(45 deg) = half-angle for a 90-degree full-angle spotlight
const float SPOT_COS_OUTER = 0.7071;
@ -46,7 +49,11 @@ void main()
float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
lighting += uPointLightColor[i] * diff * atten * spotAtten;
vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY;
}
color.rgb *= lighting;

View File

@ -903,7 +903,13 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
// ==================== Night pass with point lights ====================
void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor) {
void Character::drawNight(Renderer& renderer,
const float* pointLightPosEye, const float* pointLightDirEye,
const float* pointLightColors, int pointLightCount,
const float* pointLightWorldXZ, const float* pointLightLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor)
{
if (!enabled) return;
if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
@ -915,13 +921,19 @@ void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, con
//if (!isPlayer && hp <= 0) return;
if (useGpuSkinning) {
drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
} else {
drawNightCpu(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
drawNightCpu(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
}
}
void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor) {
void Character::drawNightGpuSkinning(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState();
auto it = animations.find(drawState);
if (it == animations.end()) return;
@ -942,7 +954,10 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
}
renderer.RenderUniformMatrix4fv("uViewInverse", false, cameraViewInverse.data());
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
@ -979,6 +994,8 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
}
drawAttachedWeapon(renderer);
renderer.shaderManager.PopShader();
@ -987,7 +1004,11 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
renderer.shaderManager.PopShader();
}
void Character::drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor) {
void Character::drawNightCpu(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState();
auto it = animations.find(drawState);
if (it == animations.end()) return;
@ -1005,6 +1026,8 @@ void Character::drawNightCpu(Renderer& renderer, const float* plPosEye, const fl
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
}
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
@ -1042,7 +1065,10 @@ void Character::drawNightCpu(Renderer& renderer, const float* plPosEye, const fl
void Character::drawNightWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor)
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor)
{
if (!enabled) return;
if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
@ -1053,15 +1079,22 @@ void Character::drawNightWithShadow(Renderer& renderer,
//if (!isPlayer && hp <= 0) return;
if (useGpuSkinning) {
drawNightGpuSkinningWithShadow(renderer, plPosEye, plDirEye, plColors, plCount, lightFromCamera, shadowMapTex, ambientColor, fogColor);
drawNightGpuSkinningWithShadow(renderer, plPosEye, plDirEye, plColors, plCount,
plWorldXZ, plLimitXZ, cameraViewInverse,
lightFromCamera, shadowMapTex, ambientColor, fogColor);
} else {
drawNightCpuWithShadow(renderer, plPosEye, plDirEye, plColors, plCount, lightFromCamera, shadowMapTex, ambientColor, fogColor);
drawNightCpuWithShadow(renderer, plPosEye, plDirEye, plColors, plCount,
plWorldXZ, plLimitXZ, cameraViewInverse,
lightFromCamera, shadowMapTex, ambientColor, fogColor);
}
}
void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor)
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState();
auto it = animations.find(drawState);
@ -1088,6 +1121,9 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
}
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
renderer.RenderUniformMatrix4fv("uViewInverse", false, cameraViewInverse.data());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
@ -1133,6 +1169,8 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
}
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
drawAttachedWeapon(renderer);
renderer.shaderManager.PopShader();
@ -1142,7 +1180,10 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
void Character::drawNightCpuWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor)
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState();
auto it = animations.find(drawState);
@ -1166,6 +1207,8 @@ void Character::drawNightCpuWithShadow(Renderer& renderer,
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
}
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowMapTex);

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@ -51,10 +51,18 @@ public:
void draw(Renderer& renderer);
void drawShadowDepth(Renderer& renderer);
void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
void drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor);
void drawNight(Renderer& renderer,
const float* pointLightPosEye, const float* pointLightDirEye,
const float* pointLightColors, int pointLightCount,
const float* pointLightWorldXZ, const float* pointLightLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor);
void drawNightWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor);
// Character-to-character collision (XZ-plane). Used by Location to keep
// player/NPCs from walking through each other.
@ -217,14 +225,22 @@ private:
void drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
void drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
// Night: draw with spot-light shaders
void drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
void drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
void drawNightGpuSkinning(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor);
void drawNightCpu(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor);
// Night: draw with spot-light + shadow shaders
void drawNightGpuSkinningWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
void drawNightCpuWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
};

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@ -14,6 +14,7 @@
#include <android/log.h>
#endif
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif

View File

@ -318,6 +318,10 @@ namespace ZL
pl.id = item.value("id", "");
pl.autoLight = item.value("autoLight", false);
pl.autoLightDistance = item.value("autoLightDistance", -1.0f);
pl.limitX = item.value("limitX", 99999.f);
pl.limitY = item.value("limitY", 99999.f);
pl.autoLightLimitX = item.value("autoLightLimitX", -1.0f);
pl.autoLightLimitY = item.value("autoLightLimitY", -1.0f);
pl.position = Eigen::Vector3f(
item.value("positionX", 0.0f),
item.value("positionY", 0.0f),
@ -1005,10 +1009,18 @@ namespace ZL
for (int i = 0; i < static_cast<int>(pointLights.size()); ++i) {
const PointLight& pl = pointLights[i];
bool active = !pl.autoLight;
if (!active && i == nearestLightIdx) {
// autoLight: also check distance threshold if set
const float dist = player ? (pl.position - player->position).norm() : 0.0f;
active = (pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
if (!active && player) {
if (pl.autoLightLimitX > 0.0f && pl.autoLightLimitY > 0.0f) {
// Rectangular activation zone — independent of nearest-light heuristic
const float dx = std::abs(player->position.x() - pl.position.x());
const float dz = std::abs(player->position.z() - pl.position.z());
active = (dx <= pl.autoLightLimitX && dz <= pl.autoLightLimitY);
} else {
// Legacy: only the nearest autoLight activates, with optional distance cap
const float dist = (pl.position - player->position).norm();
active = (i == nearestLightIdx) &&
(pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
}
}
if (active) {
activeLightIndices.push_back(i);
@ -1079,6 +1091,8 @@ namespace ZL
float plPosEye[MAX_POINT_LIGHTS * 3] = {};
float plDirEye[MAX_POINT_LIGHTS * 3] = {};
float plColors[MAX_POINT_LIGHTS * 3] = {};
float plWorldXZ[MAX_POINT_LIGHTS * 2] = {};
float plLimitXZ[MAX_POINT_LIGHTS * 2] = {};
const Eigen::Matrix3f camRot = cameraViewMatrix.block<3, 3>(0, 0);
const int lightCount = static_cast<int>(activeLightIndices.size());
for (int j = 0; j < lightCount; ++j) {
@ -1095,12 +1109,19 @@ namespace ZL
plColors[j * 3 + 0] = pl.color.x();
plColors[j * 3 + 1] = pl.color.y();
plColors[j * 3 + 2] = pl.color.z();
plWorldXZ[j * 2 + 0] = pl.position.x();
plWorldXZ[j * 2 + 1] = pl.position.z();
plLimitXZ[j * 2 + 0] = pl.limitX;
plLimitXZ[j * 2 + 1] = pl.limitY;
}
// Compute camera view inverse (needed for shadow lookup and skinning world-pos recovery)
const Eigen::Matrix4f cameraViewInverse = cameraViewMatrix.inverse();
// Compute light-from-camera matrix for shadow lookup
Eigen::Matrix4f lightFromCamera = Eigen::Matrix4f::Identity();
if (hasShadows) {
lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewMatrix.inverse();
lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewInverse;
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
// Pass first active light's eye-space direction as uLightDir for shadow bias
renderer.RenderUniform3fv("uLightDir", plDirEye);
@ -1111,6 +1132,8 @@ namespace ZL
renderer.RenderUniform3fvArray("uPointLightPos[0]", lightCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", lightCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", lightCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", lightCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", lightCount, plLimitXZ);
}
renderer.RenderUniform1f("uAlpha", 1.0f);
@ -1132,11 +1155,17 @@ namespace ZL
for (auto& tz : teleportZones) tz.prepareForDraw(cameraViewMatrix);
if (hasShadows) {
if (player) player->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount, lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
for (auto& npc : npcs) npc->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount, lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
if (player) player->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount,
plWorldXZ, plLimitXZ, cameraViewInverse,
lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
for (auto& npc : npcs) npc->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount,
plWorldXZ, plLimitXZ, cameraViewInverse,
lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
} else {
if (player) player->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount, ambientColor, fogColor);
for (auto& npc : npcs) npc->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount, ambientColor, fogColor);
if (player) player->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount,
plWorldXZ, plLimitXZ, cameraViewInverse, ambientColor, fogColor);
for (auto& npc : npcs) npc->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount,
plWorldXZ, plLimitXZ, cameraViewInverse, ambientColor, fogColor);
}
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);

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@ -28,6 +28,11 @@ namespace ZL
Eigen::Vector3f color; // RGB, values > 1.0 increase intensity
bool autoLight = false; // if true, only activates when nearest light to player
float autoLightDistance = -1.0f; // max distance for autoLight activation; <=0 means unlimited
// Rectangular limits — keep light confined to a room-sized AABB centred on the light
float limitX = 99999.f; // shader fragment limit: half-width in world X
float limitY = 99999.f; // shader fragment limit: half-width in world Z
float autoLightLimitX = -1.0f; // activation rect half-width X; <0 = use legacy nearest-light logic
float autoLightLimitY = -1.0f; // activation rect half-width Z
};
struct TriggerZone

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@ -813,6 +813,26 @@ namespace ZL {
}
}
void Renderer::RenderUniform2fv(const std::string& uniformName, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniform2fv(uniform->second, 1, value);
}
}
void Renderer::RenderUniform2fvArray(const std::string& uniformName, int count, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniform2fv(uniform->second, count, value);
}
}
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
{
auto shader = shaderManager.GetCurrentShader();

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@ -134,6 +134,8 @@ namespace ZL {
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
void RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value);
void RenderUniform1i(const std::string& uniformName, const int value);
void RenderUniform2fv(const std::string& uniformName, const float* value);
void RenderUniform2fvArray(const std::string& uniformName, int count, const float* value);
void RenderUniform3fv(const std::string& uniformName, const float* value);
void RenderUniform3fvArray(const std::string& uniformName, int count, const float* value);
void RenderUniform4fv(const std::string& uniformName, const float* value);