Пример #1
0
bool ETHRenderEntity::DrawProjShadow(const float maxHeight, const float minHeight, const ETHSceneProperties& sceneProps, const ETHLight& light, ETHSpriteEntity *pParent,
									 const bool maxOpacity, const bool drawToTarget, const float targetAngle, const Vector3& v3TargetPos)
{
	if (!m_pSprite || IsHidden())
		return false;

	VideoPtr video = m_provider->GetVideo();
	ETHShaderManagerPtr shaderManager = m_provider->GetShaderManager();
	SpritePtr pShadow = shaderManager->GetProjShadow();

	Vector3 v3LightPos;
	Vector3 v3ParentPos(0,0,0);

	const Vector3 v3EntityPos = GetPosition();

	if (pParent)
	{
		v3ParentPos = pParent->GetPosition();
		v3LightPos = Vector3(v3ParentPos.x, v3ParentPos.y, 0) + light.pos;
	}
	else
	{
		v3LightPos = light.pos;
	}

	// if the object is higher than the light, then the shadow shouldn't be cast on the floor
	if (v3LightPos.z < v3EntityPos.z)
	{
		return true;
	}

	const float scale = (m_properties.shadowScale <= 0.0f) ? 1.0f : m_properties.shadowScale;
	const float opacity = (m_properties.shadowOpacity <= 0.0f) ? 1.0f : m_properties.shadowOpacity;
	const Vector2 v2Size = GetCurrentSize();
	Vector2 v2ShadowSize(v2Size.x, v2Size.y);
	Vector2 v2ShadowPos(v3EntityPos.x, v3EntityPos.y);

	// if we are drawing to a target of a rotated entity
	if (drawToTarget && targetAngle != 0)
	{
		// rotate the shadow position according to entity angle
		Matrix4x4 matRot = RotateZ(-DegreeToRadian(targetAngle));
		Vector3 newShadowPos(v2ShadowPos, 0);
		newShadowPos = newShadowPos - v3TargetPos;
		newShadowPos = Multiply(newShadowPos, matRot);
		newShadowPos = newShadowPos + v3TargetPos;
		v2ShadowPos.x = newShadowPos.x;
		v2ShadowPos.y = newShadowPos.y;

		// rotate the light source to cast it correctly
		Vector3 newPos = v3LightPos - v3TargetPos;
		newPos = Multiply(newPos, matRot);
		v3LightPos = newPos + v3TargetPos;
	}

	Vector3 diff = v3EntityPos - v3LightPos;
	const float squaredDist = DP3(diff, diff);
	float squaredRange = light.range * light.range;

	if (squaredDist > squaredRange)
	{
		return true;
	}

	v2ShadowSize.x *= _ETH_SHADOW_SCALEX * scale;

	// calculate the correct shadow length according to the light height
	if ((GetPosition().z+v2Size.y) < light.pos.z) // if the light is over the entity
	{
		const float planarDist = Distance(GetPositionXY(), ETHGlobal::ToVector2(v3LightPos));
		const float verticalDist = Abs((v3EntityPos.z+v2Size.y)-v3LightPos.z);
		const float totalDist = (planarDist/verticalDist)*Abs(v3LightPos.z);
		v2ShadowSize.y = totalDist-planarDist;

		// clamp shadow length to the object's height. This is not realistic
		// but it looks better for the real-time shadows.
		v2ShadowSize.y = Min(v2Size.y*_ETH_SHADOW_FAKE_STRETCH, v2ShadowSize.y);
	}
	else
	{
		v2ShadowSize.y *= ((drawToTarget) ? _ETH_SHADOW_SCALEY : _ETH_SHADOW_SCALEY/4);
	}

	// specify a minimum length for the shadow
	v2ShadowSize.y = Max(v2ShadowSize.y, v2Size.y);

	ShaderPtr pVS = video->GetVertexShader();
	pVS->SetConstant(GS_L("shadowLength"), v2ShadowSize.y * m_properties.shadowLengthScale);
	pVS->SetConstant(GS_L("entityZ"), Max(m_shadowZ, v3EntityPos.z));
	pVS->SetConstant(GS_L("shadowZ"), m_shadowZ);
	pVS->SetConstant(GS_L("lightPos"), v3LightPos);
	video->SetSpriteDepth(
		(GetType() == ETHEntityProperties::ET_VERTICAL) ?
		ETHEntity::ComputeDepth(m_shadowZ, maxHeight, minHeight)
		: Max(0.0f, ComputeDepth(maxHeight, minHeight) - m_layrableMinimumDepth));

	v2ShadowSize.y = 1.0f;

	Vector2 lightPos2(v3LightPos.x, v3LightPos.y);
	const float shadowAngle = ::GetAngle((lightPos2 - Vector2(v3EntityPos.x, v3EntityPos.y))) + DegreeToRadian(targetAngle);

	squaredRange = Max(squaredDist, squaredRange);
	float attenBias = 1;

	// adjust brightness according to ambient light
	if (!maxOpacity)
	{
		attenBias = (1-(squaredDist/squaredRange));
		//fade the color according to the light brightness
		const float colorLen = Max(Max(light.color.x, light.color.y), light.color.z);
		attenBias *= Min(colorLen, 1.0f);

		//fade the color according to the ambient light brightness
		const Vector3 &ambientColor = sceneProps.ambient;
		const float ambientColorLen = 1.0f-((ambientColor.x + ambientColor.y + ambientColor.z)/3.0f);
		attenBias = Min(attenBias*ambientColorLen, 1.0f);
		attenBias *= Max(Min((1-(GetPosition().z/Max(GetCurrentSize().y, 1.0f))), 1.0f), 0.0f);
	}

	GS_BYTE alpha = static_cast<GS_BYTE>(attenBias*255.0f*opacity);

	if (alpha < 8)
		return true;

	Color dwShadowColor(alpha,255,255,255);

	pShadow->SetOrigin(Vector2(0.5f, 0.79f));
	pShadow->SetRectMode(Sprite::RM_THREE_TRIANGLES);
	pShadow->DrawShaped(v2ShadowPos, v2ShadowSize,
		dwShadowColor, dwShadowColor, dwShadowColor, dwShadowColor,
		RadianToDegree(shadowAngle));

	return true;
}
void ManagerLight::init()
{
	// point lights
	float dif[4] = { 0.7f, 0.7f, 0.3f, 1.0f };
	Vector diff(dif, 4);
	float specPointf[4] = { 0.1f, 0.1f, 0.1f, 1.0f };
	Vector specPoint(specPointf, 4);
	float lpos1[4] = { 0.0f, -1.0f, 0.5f, 1.0f };
	Vector lightPos1(lpos1, 4);
	Light *light1 = new Light(0, Light::POINT_LIGHT, game);
	light1->setPosition(lightPos1);
	light1->setDiffuse(diff);
	light1->setAmbient(diff);
	light1->setSpecular(specPoint);
	lights.push_back(light1);

	float lpos2[4] = { 10.0f, -1.0f, 0.5f, 1.0f };
	Vector lightPos2(lpos2, 4);
	Light *light2 = new Light(1, Light::POINT_LIGHT, game);
	light2->setPosition(lightPos2);
	light2->setDiffuse(diff);
	light2->setAmbient(diff);
	light2->setSpecular(specPoint);
	lights.push_back(light2);

	float lpos3[4] = { -10.0f, -1.0f, 0.5f, 1.0f };
	Vector lightPos3(lpos3, 4);
	Light *light3 = new Light(2, Light::POINT_LIGHT, game);
	light3->setPosition(lightPos3);
	light3->setDiffuse(diff);
	light3->setAmbient(diff);
	light3->setSpecular(specPoint);
	lights.push_back(light3);

	float lpos4[4] = { 0.0f, -13.0f, 0.5f, 1.0f };
	Vector lightPos4(lpos4, 4);
	Light *light4 = new Light(3, Light::POINT_LIGHT, game);
	light4->setPosition(lightPos4);
	light4->setDiffuse(diff);
	light4->setAmbient(diff);
	light4->setSpecular(specPoint);
	lights.push_back(light4);

	float lpos5[4] = { 10.0f, -13.0f, 0.5f, 1.0f };
	Vector lightPos5(lpos5, 4);
	Light *light5 = new Light(4, Light::POINT_LIGHT, game);
	light5->setPosition(lightPos5);
	light5->setDiffuse(diff);
	light5->setAmbient(diff);
	light5->setSpecular(specPoint);
	lights.push_back(light5);

	float lpos6[4] = { -10.0f, -13.0f, 0.5f, 1.0f };
	Vector lightPos6(lpos6, 4);
	Light *light6 = new Light(5, Light::POINT_LIGHT, game);
	light6->setPosition(lightPos6);
	light6->setDiffuse(diff);
	light6->setAmbient(diff);
	light6->setSpecular(specPoint);
	lights.push_back(light6);

	// directional light
	float difDirf[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
	Vector diffDir(difDirf, 4);
	float ldir[4] = { -1.0f, -1.0f, -1.0f, 0.0f };
	Vector lightDir(ldir, 4);
	Light *dirLight = new Light(6, Light::DIR_LIGHT, game);
	dirLight->setDiffuse(diffDir);
	dirLight->setAmbient(diffDir);
	dirLight->setSpecular(diffDir);
	dirLight->setPosition(lightDir);
	this->dirLight = dirLight;
	lights.push_back(dirLight);

	// spot light
	float difSpotf[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
	Vector difSpot(difSpotf, 4);
	float lSpotPosf[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
	Vector lSpotPos(lSpotPosf, 4);
	float lSpotDirf[3] = { 0.0f, 0.0f, -1.0f };
	Vector lSpotDir(lSpotDirf, 3);
	Light *spot = new Light(7, Light::SPOT_LIGHT, game);
	spot->setDiffuse(difSpot);
	spot->setAmbient(difSpot);
	spot->setSpecular(difSpot);
	spot->setPosition(lSpotPos);
	spot->setDirection(lSpotDir);
	spot->setCutoff(0.5f);
	spot->setExponent(0.1f);
	spotLight = spot;
	lights.push_back(spot);
}