Merge branch 'bugfix/path3-lighting' into samples/floors

This commit is contained in:
h4570
2020-12-06 20:36:24 +01:00
4 changed files with 30 additions and 25 deletions
+1 -1
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@@ -17,7 +17,7 @@
struct LightBulb struct LightBulb
{ {
Vector3 position; Vector3 position;
u16 intensity; u8 intensity;
}; };
#endif #endif
+1 -1
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@@ -24,7 +24,7 @@ public:
~Light(); ~Light();
static u16 getLightsCount(u32 t_bulbsCount); static u16 getLightsCount(u32 t_bulbsCount);
static void calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_bulbsCount, Vector3 t_objPosition); static void calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_lightsCount, Vector3 t_objPosition);
private: private:
}; };
+4 -4
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@@ -188,16 +188,16 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
VECTOR *lights = new VECTOR[vertexCount]; VECTOR *lights = new VECTOR[vertexCount];
calculate_normals(normals, vertexCount, normals, localLight); calculate_normals(normals, vertexCount, normals, localLight);
Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, t_bulbsCount, t_mesh.position); Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, lightsCount, t_mesh.position);
calculate_lights(lights, vertexCount, normals, lightDirections, lightColors, lightTypes, lightsCount); calculate_lights(lights, vertexCount, normals, lightDirections, lightColors, lightTypes, lightsCount);
for (u32 i = 0; i < vertexCount; i++) for (u32 i = 0; i < vertexCount; i++)
{ {
// Apply the light value to the colour. // Apply the light value to the colour.
colors[i][0] = (t_mesh.color.r * lights[i][0] / 128.0F); colors[i][0] = (t_mesh.color.r * lights[i][0]);
colors[i][1] = (t_mesh.color.g * lights[i][1] / 128.0F); colors[i][1] = (t_mesh.color.g * lights[i][1]);
colors[i][2] = (t_mesh.color.b * lights[i][2] / 128.0F); colors[i][2] = (t_mesh.color.b * lights[i][2]);
vector_clamp(colors[i], colors[i], 0.00F, 1.99F); vector_clamp(colors[i], colors[i], 0.00F, 1.99F);
} }
+24 -19
View File
@@ -23,11 +23,13 @@ Light::~Light() {}
// ---- // ----
const u8 ADDITIONAL_LIGHTS = 1; // Ambient const u8 ADDITIONAL_LIGHTS = 1; // Ambient
const float LIGHT_MAX = 255.0F;
const float LIGHT_DIS_MOD = 4.0F;
u16 Light::getLightsCount(u32 t_bulbsCount) { return t_bulbsCount + ADDITIONAL_LIGHTS; } u16 Light::getLightsCount(u32 t_bulbsCount) { return t_bulbsCount + ADDITIONAL_LIGHTS; }
/** Calculates lighting. Used in gifSender in object 3D calculations */ /** Calculates lighting. Used in gifSender in object 3D calculations */
void Light::calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_bulbsCount, Vector3 t_objPosition) void Light::calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_lightsCount, Vector3 t_objPosition)
{ {
// --- Ambient light // --- Ambient light
@@ -45,27 +47,30 @@ void Light::calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int
// --- // ---
for (u8 i = 0; i < t_bulbsCount; i++) for (u8 i = 1; i < t_lightsCount; i++)
{ {
t_lightTypes[i + 1] = LIGHT_DIRECTIONAL; t_lightTypes[i] = LIGHT_DIRECTIONAL;
Vector3 newLight = Vector3(t_objPosition.x - t_bulbs[i].position.x,
t_objPosition.y - t_bulbs[i].position.y,
t_objPosition.z - t_bulbs[i].position.z);
Vector3 newLight = Vector3(t_objPosition.x - t_bulbs[i - 1].position.x,
t_objPosition.y - t_bulbs[i - 1].position.y,
t_objPosition.z - t_bulbs[i - 1].position.z);
newLight.normalize(); newLight.normalize();
newLight = newLight * t_lightDirections[i][0] = newLight.x;
(.1F + t_lightDirections[i][1] = newLight.y;
(t_bulbs[i].intensity / t_bulbs[i].position.distanceTo(t_objPosition))); t_lightDirections[i][2] = newLight.z;
t_lightDirections[i][3] = 1.0F;
t_lightDirections[i + 1][0] = newLight.x; // Intensity range 0.0F - 1.0F
t_lightDirections[i + 1][1] = newLight.y; float intensity = t_bulbs[i - 1].intensity / LIGHT_MAX;
t_lightDirections[i + 1][2] = newLight.z; // Distance range 0.0F - LIGHT_MAX * LIGHT_DIS_MOD (1020.0F at this time)
t_lightDirections[i + 1][3] = 1.0F; float distance = t_bulbs[i - 1].position.distanceTo(t_objPosition);
// printf("Distance:%f\n", distance);
t_lightColors[i + 1][0] = 0.8F; distance = distance > (LIGHT_MAX - LIGHT_DIS_MOD) * LIGHT_DIS_MOD ? LIGHT_MAX - LIGHT_DIS_MOD : distance;
t_lightColors[i + 1][1] = 0.8F; intensity /= 1.0F + (distance / LIGHT_DIS_MOD); // intensity /= 1.0F - 251.0F
t_lightColors[i + 1][2] = 0.8F; intensity /= 3.0F; // it looks better
t_lightColors[i + 1][3] = 1.0F; t_lightColors[i][0] = intensity;
t_lightColors[i][1] = intensity;
t_lightColors[i][2] = intensity;
t_lightColors[i][3] = 1.0F;
} }
} }