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LightManager.cpp
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LightManager.cpp
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#include "LightManager.h"
#include "CommonD.h"
#include "CPointLights.h"
#include "CModelInfo.h"
#include "CCamera.h"
LightManager gLightManager;
#include "PointLightShadow.h"
CEntity* CurrEntity = nullptr;
template<typename T>
T saturate(T val) {
return std::min(std::max(val, 0.0f), 1.0f);
}
void CPointLights__AddLight(unsigned char defaultType, XMFLOAT3 point, XMFLOAT3 direction, float radius, float red, float green, float blue, unsigned char, bool, CEntity* e)
{
auto castShadow = true;
if (CurrEntity)
{
if (CurrEntity->m_nType == ENTITY_TYPE_VEHICLE)
{
CVehicle* vehicle = static_cast<CVehicle*>(CurrEntity);
if (vehicle->GetVehicleAppearance() == 5)
castShadow = false;
}
switch (CurrEntity->m_nModelIndex)
{
case MODEL_CABBIE:
case MODEL_TAXI:
radius = 5.0f;
castShadow = false;
break;
case MODEL_ENFORCER:
case MODEL_FIRETRUK:
case MODEL_AMBULAN:
case MODEL_FBIRANCH:
case MODEL_COPCARLA:
case MODEL_COPCARSF:
case MODEL_COPCARVG:
case MODEL_COPCARRU:
case MODEL_FIRELA:
case MODEL_COPBIKE:
radius = 50.0f;
castShadow = false;
break;
default:
break;
}
}
CVector camPos = TheCamera.GetPosition();
float visibleRadius = 100.0f;
CVector dx = CVector(point.x, point.y, point.z) - camPos;
if (dx.Magnitude() >= visibleRadius)
return;
if (radius <= 5.0f)
radius = 5.0f;
visibleRadius = 100.0f;
float attenuation = 1 - powf(saturate((dx.Magnitude() / visibleRadius)), 2.0f);
attenuation *= attenuation;
gLightManager.AddPointLight(point, direction, { red, green, blue }, radius, attenuation, castShadow);
}
void AddVehicleSpotLight(CVehicle* vehicle)
{
if (!vehicle->m_nVehicleFlags.bLightsOn)
return;
float visibleRadius = 100.0f;
CVector dx = vehicle->GetPosition() - TheCamera.GetPosition();
if (dx.Magnitude() >= visibleRadius)
return;
auto modelInfo = reinterpret_cast<CVehicleModelInfo*>(CModelInfo::GetModelInfo(vehicle->m_nModelIndex));
auto automobile = reinterpret_cast<CAutomobile*>(vehicle);
auto frontRight = !automobile->m_damageManager.GetLightStatus(eLights::LIGHT_FRONT_RIGHT);
auto frontLeft = !automobile->m_damageManager.GetLightStatus(eLights::LIGHT_FRONT_LEFT);
auto rearRight = !automobile->m_damageManager.GetLightStatus(eLights::LIGHT_REAR_RIGHT);
auto rearLeft = !automobile->m_damageManager.GetLightStatus(eLights::LIGHT_REAR_LEFT);
auto vehicleMatrix = RwMatrixToXMMATRIX(reinterpret_cast<RwMatrix*>(vehicle->GetMatrix()));
float distance = 0.05f;
if (vehicle->m_nModelIndex == 530)
distance = 0.5f;
XMFLOAT3 direction;
XMFLOAT3 position;
SpotLight light;
float attenuation = 1.0f - powf(saturate((dx.Magnitude() / visibleRadius)), 2.0f);
attenuation *= attenuation;
light.SetIntensity(attenuation);
light.mCastShadow = true;
light.mUsePattern = true;
auto vehicleStruct = modelInfo->m_pVehicleStruct;
if (frontLeft || frontRight)
{
if (FindPlayerVehicle(-1, true) == vehicle)
{
light.SetAngle(45.0f);
light.SetRadius(60.0f);
}
else
{
light.SetAngle(40.0f);
light.SetRadius(20.0f);
//light.mCastShadow = false;
}
XMStoreFloat3(&direction, vehicleMatrix.r[1]);
light.SetDirection(direction);
light.SetColor({ 1.0f, 1.0f , 1.0f });
auto headlightPos = XMLoadFloat3((XMFLOAT3*)&vehicleStruct->m_avDummyPos[0]);
auto headlightTranform = XMVector3Transform(headlightPos, vehicleMatrix) + vehicleMatrix.r[1] * distance;
XMStoreFloat3(&position, headlightTranform);
if (frontRight)
{
light.SetPosition({ position.x, position.y, position.z });
light.Update();
gLightManager.AddSpotLight(light);
};
if (frontLeft)
{
headlightTranform -= XMVectorSplatX(headlightPos) * 2.0f * vehicleMatrix.r[0];
XMStoreFloat3(&position, headlightTranform);
light.SetPosition({position.x, position.y, position.z});
light.Update();
gLightManager.AddSpotLight(light);
}
}
visibleRadius = 50.0f;
if (dx.Magnitude() >= visibleRadius)
return;
attenuation = 1 - powf(saturate((dx.Magnitude() / visibleRadius)), 2.0f);
attenuation *= attenuation;
light.SetIntensity(attenuation);
if (rearRight || rearLeft)
{
light.mCastShadow = false;
light.mUsePattern = false;
XMStoreFloat3(&direction, -vehicleMatrix.r[1]);
light.SetDirection(direction);
if (vehicle->m_fBreakPedal > 0.0f)
light.SetColor({ 1.0f, 0.0f, 0.0f });
else
light.SetColor({ 0.8f, 0.0f, 0.0f });
if (vehicle->m_nVehicleSubClass == eVehicleType::VEHICLE_BIKE || vehicle->m_nVehicleClass == eVehicleType::VEHICLE_BIKE)
{
light.SetAngle(30.0f);
light.SetRadius(vehicle->m_fBreakPedal > 0.0f ? 7.0f : 3.0f);
light.SetIntensity(attenuation * 3.0f);
}
else
{
light.SetAngle(100.0f);
light.SetRadius(vehicle->m_fBreakPedal > 0.0f ? 7.0f : 3.0f);
}
auto tailLightPos = XMLoadFloat3((XMFLOAT3*)&vehicleStruct->m_avDummyPos[1]);
auto tailLighTranform = XMVector3Transform(tailLightPos, vehicleMatrix) + vehicleMatrix.r[1] * distance;
XMStoreFloat3(&position, tailLighTranform);
if (rearRight)
{
light.SetPosition({ position.x, position.y, position.z });
light.Update();
gLightManager.AddSpotLight(light);
}
if (rearLeft)
{
tailLighTranform -= XMVectorSplatX(tailLightPos) * 2.0f * vehicleMatrix.r[0];
XMStoreFloat3(&position, tailLighTranform);
light.SetPosition({ position.x, position.y, position.z });
light.Update();
gLightManager.AddSpotLight(light);
}
}
}
void __fastcall CVehicle__DoHeadLightReflection(CVehicle*, void* edx, CMatrix*, unsigned int, unsigned char, unsigned char)
{
// nothing...
}
void __fastcall CVehicle__DoHeadLightBeam(CVehicle*, void* edx, int, CMatrix*, unsigned char)
{
// nothing...
}
void _declspec(naked) HOOK_CVehicle_DoVehicleLights()
{
_asm
{
push ecx
call AddVehicleSpotLight;
pop ecx
mov al, byte ptr ds:[00C1CC18h]
sub esp, 3Ch
mov edx, 0x6E1A68
jmp edx
}
}
void _declspec(naked) HOOK_CEntity_ProcessLightsForEntity()
{
_asm
{
mov CurrEntity, ecx
sub esp, 94h
mov edx, 0x6FC7A6
jmp edx
}
}
void _declspec(naked) HOOK_CAutomobile_PreRender()
{
_asm
{ mov CurrEntity, ecx
push 0FFFFFFFFh
mov eax, fs:0
mov edx, 0x6AAB58
jmp edx
}
}
void _declspec(naked) HOOK_Bike_PreRender()
{
static int64_t _eh_handler_6bd090 = 0x848321;
_asm
{ mov CurrEntity, ecx
push 0FFFFFFFFh
push offset _eh_handler_6bd090
mov edx, 0x6BD097
jmp edx
}
}
#include "CExplosion.h"
void CPointLights__AddLight2(unsigned char defaultType, XMFLOAT3 point, XMFLOAT3 direction, float radius, float red, float green, float blue, unsigned char, bool, CEntity*)
{
float intensity = 1.0f;
gLightManager.AddPointLight(point, direction, { red, green, blue }, radius, intensity, true);
}
LightManager::LightManager()
{}
int LightManager::mSpotLightCount = 0;
int LightManager::mPointLightCount = 0;
PointLight LightManager::mPointLightList[60];
SpotLight LightManager::mSpotLightList[60];
unordered_map<CEntity*, bool> LightManager::mDontCull;
void LightManager::Hook()
{
plugin::patch::Nop(0x73785D, 2);
plugin::patch::RedirectCall(0x737849, CPointLights__AddLight2);
plugin::patch::RedirectCall(0x7378C1, CPointLights__AddLight2);
plugin::patch::Nop(0x6E28E7, 5);
plugin::patch::Nop(0x6E27E6, 5);
plugin::patch::RedirectJump(0x7000E0, CPointLights__AddLight);
plugin::patch::RedirectJump(0x6E0E20, CVehicle__DoHeadLightBeam);
plugin::patch::RedirectJump(0x6E1720, CVehicle__DoHeadLightReflection);
plugin::patch::RedirectJump(0x6FC7A0, HOOK_CEntity_ProcessLightsForEntity);
plugin::patch::RedirectJump(0x6e1a60, HOOK_CVehicle_DoVehicleLights);
plugin::patch::RedirectJump(0x6AAB50, HOOK_CAutomobile_PreRender);
plugin::patch::RedirectJump(0x6BD090, HOOK_Bike_PreRender);
plugin::Events::gameProcessEvent.before += []()
{
gLightManager.ClearLights();
//auto coors = FindPlayerCoors(0);
//static float angle = 0.0f;
//angle += 2.0;
//
//float c = 360.0f / 4;
//float x, y,z, r;
//r = 2.f;
//static RwRGBAReal randoColor[7];
//RwRGBAReal Peru = { 0.803921640f, 0.521568656f, 0.247058839f, 1.000000000f };
//RwRGBAReal Pink = { 1.000000000f, 0.752941251f, 0.796078503f, 1.000000000f };
//RwRGBAReal Plum = { 0.000000000f, 0.000000000f, 1.000000000f, 1.000000000f };
//RwRGBAReal PowderBlue = { 0.690196097f, 0.878431439f, 0.901960850f, 1.000000000f };
//RwRGBAReal Purple = { 1.000000000f, 0.843137324f, 0.000000000f, 1.000000000f };
// RwRGBAReal Red = { 1.000000000f, 0.000000000f, 0.000000000f, 1.000000000f };
// RwRGBAReal RosyBrown = { 0.603921592f, 0.803921640f, 0.196078449f, 1.000000000f };
////if (angle > 360.0)
////{
// randoColor[0] = Peru;
// randoColor[1] = Pink;
// randoColor[2] = Plum;
// randoColor[3] = PowderBlue;
// randoColor[4] = Purple;
// randoColor[5] = Red;
// randoColor[6] = RosyBrown;
////}
// static int key[]={0,4,3,2};
// int v = 0;
//if (angle > 360.0)
//{
// for (size_t i = 0; i < 4; i++)
// key[i] = plugin::Random(0, 6);
// v = plugin::Random(0, 3);
//}
//if (angle > 360.0)
// angle = 0.0;
//
//for (size_t i = 0; i < 4; i++)
//{
// float op1 = XMConvertToRadians(angle + c * i);
// float red = randoColor[key[i]].red;
// float green = randoColor[key[i]].green;
// float blue = randoColor[key[i]].blue;
// PrintMessage("%f %f %f", red, green, blue);
// x = coors.x + (i % 2 ? cos(op1) : sin(op1)) * r;
// y = coors.y + (i % 2 ? sin(op1) : cos(op1)) * r;
// auto s = (i % 1 ? sin(op1) : cos(op1));
// z = coors.z + s * r;
// gLightManager.AddPointLight({ x,y, z + 1.0f }, { 1, 1, 1 }, { red, green, blue }, 10.0f, 1.0);
//}
//gLightManager.AddPointLight({ coors.x ,coors.y+2, coors.z + 2.0f }, { 1, 1, 1 }, { 1, 1, 1 }, 10.0f, 1.0, true);
};
}
#include "GTADef.h"
#include "CScene.h"
float rwV3D_Dist2(XMFLOAT3& a, XMFLOAT3& b)
{
float
dX = b.x - a.x,
dY = b.y - a.y,
dZ = b.z - a.z;
return sqrt(dX * dX + dY * dY + dZ * dZ);
}
void LightManager::SortSpotLights()
{
auto cameraPos = XMLoadFloat3((XMFLOAT3*)&RwFrameGetMatrix(RwCameraGetFrame(Scene.m_pRwCamera))->pos);
//auto coors = FindPlayerCoors(-1);
//auto cameraPos = XMLoadFloat3((XMFLOAT3*)&coors);
sort(&mSpotLightList[0], &mSpotLightList[59], [&](SpotLight& a, SpotLight& b)
{
auto lenA = XMVector3Length(cameraPos - XMLoadFloat3(&a.GetPosition()));
auto lenB = XMVector3Length(cameraPos - XMLoadFloat3(&b.GetPosition()));
return XMVector3Less(lenA, lenB);
});
//auto pos = (XMFLOAT3*)&RwFrameGetMatrix(RwCameraGetFrame(Scene.m_pRwCamera))->pos;
//std::sort(&mSpotLightList[0], &mSpotLightList[159], [&](SpotLight& a, SpotLight& b)
// {
// return (rwV3D_Dist2(a.GetPosition(), *pos) < rwV3D_Dist2(b.GetPosition(), *pos));
// });
}
void LightManager::SortPointLights()
{
auto pos = (XMFLOAT3*)&RwFrameGetMatrix(RwCameraGetFrame(Scene.m_pRwCamera))->pos;
auto cameraPos = XMLoadFloat3((XMFLOAT3*)&RwFrameGetMatrix(RwCameraGetFrame(Scene.m_pRwCamera))->pos);
auto coors = FindPlayerCoors(-1);
//auto cameraPos = XMLoadFloat3((XMFLOAT3*)&coors);
//for (int index = 0; index < mPointLightCount; index++)
//{
// float sqrDistanceToCam = XMVectorGetX(XMVectorMax(g_XMOne, XMVector3Length(cameraPos - XMLoadFloat3(&mPointLightList[index].GetPosition()))));
// mPointLightList[index].mPriority = index;
//}
//
//sort(&mPointLightList[0], &mPointLightList[mPointLightCount-1], [&](PointLight& a, PointLight& b)
// {
// auto lenA = XMVector3Length(cameraPos - XMLoadFloat3(&a.GetPosition()));
// auto lenB = XMVector3Length(cameraPos - XMLoadFloat3(&b.GetPosition()));
// return XMVector3Less(lenA, lenB);
// });
std::sort(&mPointLightList[0], &mPointLightList[59], [&]( PointLight& a, PointLight& b)
{
return (rwV3D_Dist2(a.GetPosition(), *pos) < rwV3D_Dist2(b.GetPosition(), *pos));
});
//std::ofstream myfile;
//myfile.open("example2.txt");
//for (size_t i = 0; i < mPointLightCount; i++)
//{
// myfile << mPointLightList[i].mPriority;
// myfile << "\n";
//}
//myfile.close();
}
void LightManager::AddSpotLight(SpotLight spotlight)
{
if (mSpotLightCount > 59)
return;
mSpotLightList[mSpotLightCount++] = spotlight;
}
void LightManager::AddSpotLight(XMFLOAT3 position, XMFLOAT3 direction, XMFLOAT3 color, float radius, float angle, float intensity)
{
if (mSpotLightCount > 59)
return;
SpotLight light;
mSpotLightList[mSpotLightCount].SetPosition(position);
mSpotLightList[mSpotLightCount].SetDirection(direction);
mSpotLightList[mSpotLightCount].SetColor(color);
mSpotLightList[mSpotLightCount].SetRadius(radius);
mSpotLightList[mSpotLightCount].SetIntensity(intensity);
mSpotLightList[mSpotLightCount].SetAngle(angle);
mSpotLightList[mSpotLightCount].Update();
mSpotLightCount++;
}
void LightManager::AddPointLight(PointLight pointlight)
{
if (mPointLightCount > 59)
return;
mPointLightList[mPointLightCount++] = pointlight; gLightManager.SortPointLights();
}
void LightManager::AddPointLight(XMFLOAT3 position, XMFLOAT3 direction, XMFLOAT3 color, float radius, float intensity, bool castShadow)
{
if (mPointLightCount > 59)
return;
mPointLightList[mPointLightCount].SetPosition(position);
mPointLightList[mPointLightCount].SetDirection(direction);
mPointLightList[mPointLightCount].SetColor(color);
mPointLightList[mPointLightCount].SetRadius(radius);
mPointLightList[mPointLightCount].SetIntensity(intensity);
mPointLightList[mPointLightCount].CastShadow(castShadow);
mPointLightList[mPointLightCount].Update();
mPointLightCount++;
gLightManager.SortPointLights();
}
void LightManager::ClearLights()
{
mPointLightCount = 0;
mSpotLightCount = 0;
ZeroMemory(mPointLightList, sizeof(mPointLightList));
ZeroMemory(mSpotLightList, sizeof(mSpotLightList));
for (size_t i = 0; i < mPointLightCount; i++)
{
mPointLightList[i].mDrawShadow = true;
mPointLightList[i].mCastShadow = false;
}
for (size_t i = 0; i < mSpotLightCount; i++)
{
mSpotLightList[i].mDrawShadow = true;
}
}
size_t LightManager::GetSpotLightCount()
{
return mSpotLightCount;
}
size_t LightManager::GetPointLightCount()
{
return mPointLightCount;
}
SpotLight *LightManager::GetSpotLightAt(int i)
{
return &mSpotLightList[i];
}
PointLight* LightManager::GetPointLightAt(int i)
{
return &mPointLightList[i];
}