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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-14 00:54:05 +02:00

fix shadow intensity

This commit is contained in:
XProger
2019-01-30 01:54:50 +03:00
parent 961a5df98d
commit 72e26d6b21
3 changed files with 44 additions and 26 deletions

View File

@@ -1271,40 +1271,18 @@ struct Controller {
const TR::Room &room = getLightRoom();
targetLight = NULL;
int ambient = room.ambient;
if (getEntity().intensity == -1) {
int ambient = room.ambient;
if (room.lightsCount && getModel()) {
ambient = 0x1FFF - ambient;
int maxValue = 0;
vec3 center = getBoundingBox().center();
int x = int(center.x);
int y = int(center.y);
int z = int(center.z);
for (int i = 0; i < room.lightsCount; i++) {
TR::Room::Light &light = room.lights[i];
int dx = x - light.x;
int dy = y - light.y;
int dz = z - light.z;
int D = (SQR(dx) + SQR(dy) + SQR(dz)) >> 12;
int R = SQR(light.radius >> 1) >> 12;
int value = (light.intensity * R) / (D + R) + ambient;
if (maxValue < value) {
targetLight = &room.lights[i];
maxValue = value;
}
}
ambient = (maxValue + ambient) / 2;
ambient = 0x1FFF - ambient;
ambient = room.getAmbient(x, y, z, &targetLight);
}
intensity = intensityf(ambient);

View File

@@ -1363,6 +1363,10 @@ namespace TR {
return vec3(float(info.x), 0.0f, float(info.z));
}
vec3 getCenter() const {
return vec3(info.x + xSectors * 512.0f, (info.yBottom + info.yTop) * 0.5f, info.z + zSectors * 512.0f);
}
Sector* getSector(int sx, int sz) {
if (sz <= 0 || sz >= zSectors - 1) {
sz = clamp(sz, 0, zSectors - 1);
@@ -1408,6 +1412,37 @@ namespace TR {
break;
}
}
int getAmbient(int x, int y, int z, Light **nearLight = NULL) const {
if (!lightsCount) {
return ambient;
}
int ambientInv = 0x1FFF - ambient;
int maxValue = 0;
for (int i = 0; i < lightsCount; i++) {
Light &light = lights[i];
int dx = x - light.x;
int dy = y - light.y;
int dz = z - light.z;
int D = (SQR(dx) + SQR(dy) + SQR(dz)) >> 12;
int R = SQR(light.radius >> 1) >> 12;
int value = (light.intensity * R) / (D + R) + ambientInv;
if (maxValue < value) {
if (nearLight) {
*nearLight = &light;
}
maxValue = value;
}
}
return 0x1FFF - (maxValue + ambientInv) / 2;
}
};
union FloorData {

View File

@@ -1584,9 +1584,14 @@ struct Level : IGame {
continue;
}
setRoomParams(roomIndex, Shader::ROOM, 1.0f, intensityf(level.rooms[roomIndex].ambient), 0.0f, 1.0f, transp == 1);
const TR::Room &room = level.rooms[roomIndex];
basis.pos = level.rooms[roomIndex].getOffset();
vec3 center = room.getCenter();
int ambient = room.getAmbient(int(center.x), int(center.y), int(center.z));
setRoomParams(roomIndex, Shader::ROOM, 1.0f, intensityf(ambient), 0.0f, 1.0f, transp == 1);
basis.pos = room.getOffset();
Core::setBasis(&basis, 1);
Core::mModel.setPos(basis.pos);