Fixing lights and shadows
This commit is contained in:
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9f4d60036d
commit
bba493ee7c
@ -2,9 +2,9 @@
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"lights": [
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{
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"id": "main_hall",
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"positionX": -3.5951,
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"positionX": -3.1,
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"positionY": 6.0,
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"positionZ": 0.280929,
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"positionZ": 0.0,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -15,10 +15,13 @@
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{
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"id": "player_room",
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"autoLight": true,
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"autoLightDistance": 6.0,
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"positionX": 4.92215,
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"positionY": 4.0,
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"positionZ": -14.62,
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"autoLightLimitX": 3.75,
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"autoLightLimitY": 2.75,
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"limitX": 3.75,
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"limitY": 2.75,
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"positionX": 4.95,
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"positionY": 3.0,
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"positionZ": -14.25,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -29,10 +32,13 @@
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{
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"id": "laundry",
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"autoLight": true,
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"autoLightDistance": 6.0,
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"positionX": 4.65392,
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"autoLightLimitX": 3.75,
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"autoLightLimitY": 2.75,
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"limitX": 3.75,
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"limitY": 2.75,
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"positionX": 4.95,
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"positionY": 4.0,
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"positionZ": -20.0,
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"positionZ": -19.95,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -44,9 +50,13 @@
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"id": "kitchen",
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"autoLight": true,
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"autoLightDistance": 6.0,
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"positionX": -5.21995,
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"autoLightLimitX": 3.75,
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"autoLightLimitY": 2.75,
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"limitX": 3.75,
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"limitY": 2.75,
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"positionX": -4.95,
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"positionY": 4.0,
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"positionZ": -20,
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"positionZ": -19.95,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -2,9 +2,9 @@
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"lights": [
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{
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"id": "lamp_library",
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"positionX": 3.76222,
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"positionX": 3.750,
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"positionY": 5.0,
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"positionZ": 4.16035,
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"positionZ": 4.000,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -12,13 +12,16 @@
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"colorG": 3.2,
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"colorB": 2.4,
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"autoLight": true,
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"autoLightDistance": 6.0
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"autoLightLimitX": 2.15,
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"autoLightLimitY": 3.9,
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"limitX": 2.15,
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"limitY": 3.9
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},
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{
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"id": "lamp_teacher_room",
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"positionX": -4.15666,
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"positionX": -3.750,
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"positionY": 5.0,
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"positionZ": 4.27091,
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"positionZ": 4.000,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -26,13 +29,16 @@
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"colorG": 3.2,
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"colorB": 2.4,
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"autoLight": true,
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"autoLightDistance": 6.0
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"autoLightLimitX": 2.15,
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"autoLightLimitY": 3.9,
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"limitX": 2.15,
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"limitY": 3.9
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},
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{
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"id": "lamp_student_room",
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"positionX": 3.60541,
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"positionX": 3.750,
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"positionY": 5.0,
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"positionZ": -4.36552,
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"positionZ": -4.000,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -40,13 +46,16 @@
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"colorG": 3.2,
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"colorB": 2.4,
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"autoLight": true,
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"autoLightDistance": 6.0
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"autoLightLimitX": 2.15,
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"autoLightLimitY": 3.9,
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"limitX": 2.15,
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"limitY": 3.9
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},
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{
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"id": "lamp_s1_room",
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"positionX": -3.90337,
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"positionX": -3.750,
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"positionY": 5.0,
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"positionZ": -4.00563,
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"positionZ": -4.000,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -54,13 +63,16 @@
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"colorG": 3.2,
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"colorB": 2.4,
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"autoLight": true,
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"autoLightDistance": 6.0
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"autoLightLimitX": 2.15,
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"autoLightLimitY": 3.9,
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"limitX": 2.15,
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"limitY": 3.9
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},
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{
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"id": "lamp_s0_room",
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"positionX": -3.90337,
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"positionX": -3.750,
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"positionY": 5.0,
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"positionZ": -12.485,
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"positionZ": -12.0,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -68,13 +80,16 @@
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"colorG": 3.2,
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"colorB": 2.4,
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"autoLight": true,
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"autoLightDistance": 6.0
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"autoLightLimitX": 2.15,
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"autoLightLimitY": 3.9,
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"limitX": 2.15,
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"limitY": 3.9
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},
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{
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"id": "lamp_hall_room",
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"positionX": 0.0,
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"positionY": 5.0,
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"positionZ": 11.7949,
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"positionZ": 12.0,
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"directionX": 0.0,
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"directionY": -1.0,
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"directionZ": 0.0,
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@ -82,7 +97,10 @@
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"colorG": 3.2,
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"colorB": 2.4,
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"autoLight": true,
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"autoLightDistance": 6.0
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"autoLightLimitX": 5.8,
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"autoLightLimitY": 3.9,
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"limitX": 5.8,
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"limitY": 3.9
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}
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]
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}
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@ -419,7 +419,7 @@
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"fadeInMs": 500,
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"endFadeOutMs": 0,
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"endFadeInMs": 500,
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"onFadeInCallback": "",
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"onFadeInCallback": "on_sleep_cutscene",
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"imageSegments": [
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{
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"path": "resources/black.png",
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@ -6,6 +6,7 @@ varying vec2 texCoord;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec3 fragNormal;
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varying vec2 fragWorldXZ;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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@ -19,4 +20,5 @@ void main()
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texCoord = vTexCoord;
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fragViewPos = eyePos.xyz;
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fragNormal = mat3(ModelViewMatrix) * vNormal;
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fragWorldXZ = vPosition.xz;
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}
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@ -4,6 +4,8 @@ uniform int uPointLightCount;
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uniform vec3 uPointLightPos[4];
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uniform vec3 uPointLightDir[4];
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uniform vec3 uPointLightColor[4];
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uniform vec2 uPointLightWorldXZ[4];
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uniform vec2 uPointLightLimitXZ[4];
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uniform vec3 uAmbientColor;
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uniform vec3 uFogColor;
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@ -11,6 +13,7 @@ varying vec2 texCoord;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec3 fragNormal;
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varying vec2 fragWorldXZ;
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// cos(45 deg) = half-angle for a 90-degree full-angle spotlight
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const float SPOT_COS_OUTER = 0.7071;
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@ -44,7 +47,11 @@ void main()
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float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
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float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
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lighting += uPointLightColor[i] * diff * atten * spotAtten;
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vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
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float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
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float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
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lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY;
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}
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color.rgb *= lighting;
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@ -7,6 +7,7 @@ varying vec4 fragPosLightSpace;
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varying vec3 fragNormal;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec2 fragWorldXZ;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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@ -22,4 +23,5 @@ void main()
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fragViewPos = eyePos.xyz;
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fragNormal = mat3(ModelViewMatrix) * vNormal;
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fragPosLightSpace = uLightFromCamera * eyePos;
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fragWorldXZ = vPosition.xz;
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}
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@ -6,6 +6,8 @@ uniform int uPointLightCount;
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uniform vec3 uPointLightPos[4];
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uniform vec3 uPointLightDir[4];
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uniform vec3 uPointLightColor[4];
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uniform vec2 uPointLightWorldXZ[4];
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uniform vec2 uPointLightLimitXZ[4];
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uniform vec3 uAmbientColor;
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uniform vec3 uFogColor;
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@ -14,6 +16,7 @@ varying vec4 fragPosLightSpace;
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varying vec3 fragNormal;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec2 fragWorldXZ;
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const float SPOT_COS_OUTER = 0.7071;
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const float SPOT_COS_INNER = 0.82;
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@ -83,7 +86,11 @@ void main()
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float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
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float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
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lighting += uPointLightColor[i] * diff * atten * spotAtten * (1.0 - shadow);
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vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
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float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
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float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
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lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY * (1.0 - shadow);
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}
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color.rgb *= lighting;
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@ -8,6 +8,8 @@ uniform int uPointLightCount;
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uniform vec3 uPointLightPos[4];
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uniform vec3 uPointLightDir[4];
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uniform vec3 uPointLightColor[4];
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uniform vec2 uPointLightWorldXZ[4];
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uniform vec2 uPointLightLimitXZ[4];
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uniform vec3 uAmbientColor;
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uniform vec3 uFogColor;
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@ -16,6 +18,7 @@ varying vec4 fragPosLightSpace;
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varying vec3 fragNormal;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec2 fragWorldXZ;
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const float SPOT_COS_OUTER = 0.7071;
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const float SPOT_COS_INNER = 0.82;
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@ -85,7 +88,11 @@ void main()
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float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
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float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
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lighting += uPointLightColor[i] * diff * atten * spotAtten * (1.0 - shadow);
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vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
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float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
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float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
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lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY * (1.0 - shadow);
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}
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color.rgb *= lighting;
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@ -10,9 +10,11 @@ varying vec2 texCoord;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec3 fragNormal;
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varying vec2 fragWorldXZ;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uViewInverse;
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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@ -65,4 +67,5 @@ void main()
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texCoord = vTexCoord;
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fragViewPos = eyePos.xyz;
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fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
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fragWorldXZ = (uViewInverse * eyePos).xz;
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}
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@ -11,10 +11,12 @@ varying vec4 fragPosLightSpace;
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varying vec3 fragNormal;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec2 fragWorldXZ;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uViewInverse;
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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@ -68,4 +70,5 @@ void main()
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fragViewPos = eyePos.xyz;
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fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
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fragPosLightSpace = uLightFromCamera * eyePos;
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fragWorldXZ = (uViewInverse * eyePos).xz;
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}
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@ -6,6 +6,8 @@ uniform int uPointLightCount;
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uniform vec3 uPointLightPos[4];
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uniform vec3 uPointLightDir[4];
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uniform vec3 uPointLightColor[4];
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uniform vec2 uPointLightWorldXZ[4];
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uniform vec2 uPointLightLimitXZ[4];
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uniform vec3 uAmbientColor;
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uniform vec3 uFogColor;
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@ -13,6 +15,7 @@ varying vec2 texCoord;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec3 fragNormal;
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varying vec2 fragWorldXZ;
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// cos(45 deg) = half-angle for a 90-degree full-angle spotlight
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const float SPOT_COS_OUTER = 0.7071;
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@ -46,7 +49,11 @@ void main()
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float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
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float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
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lighting += uPointLightColor[i] * diff * atten * spotAtten;
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vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
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float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
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float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
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lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY;
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}
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color.rgb *= lighting;
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@ -903,7 +903,13 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
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// ==================== Night pass with point lights ====================
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void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor) {
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void Character::drawNight(Renderer& renderer,
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const float* pointLightPosEye, const float* pointLightDirEye,
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const float* pointLightColors, int pointLightCount,
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const float* pointLightWorldXZ, const float* pointLightLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor)
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{
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if (!enabled) return;
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if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
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hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
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@ -915,13 +921,19 @@ void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, con
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//if (!isPlayer && hp <= 0) return;
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if (useGpuSkinning) {
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drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
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drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
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pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
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} else {
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drawNightCpu(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
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drawNightCpu(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
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pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
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}
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}
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void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor) {
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void Character::drawNightGpuSkinning(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor)
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{
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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if (it == animations.end()) return;
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@ -942,7 +954,10 @@ void Character::drawNightGpuSkinning(Renderer& renderer, const float* plPosEye,
|
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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);
|
||||
|
||||
@ -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);
|
||||
};
|
||||
|
||||
|
||||
@ -14,6 +14,7 @@
|
||||
#include <android/log.h>
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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();
|
||||
|
||||
@ -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);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user