OpenRCT2/src/openrct2/drawing/LightFX.cpp

1061 lines
36 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2023 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "LightFX.h"
#include "../Game.h"
#include "../common.h"
#include "../config/Config.h"
#include "../entity/EntityRegistry.h"
#include "../interface/Viewport.h"
#include "../interface/Window.h"
#include "../interface/Window_internal.h"
#include "../paint/Paint.h"
#include "../ride/Ride.h"
#include "../ride/RideData.h"
#include "../ride/Vehicle.h"
#include "../util/Util.h"
#include "../world/Climate.h"
#include "../world/Map.h"
#include "Drawing.h"
#include <algorithm>
#include <cmath>
#include <cstring>
static uint8_t _bakedLightTexture_lantern_0[32 * 32];
static uint8_t _bakedLightTexture_lantern_1[64 * 64];
static uint8_t _bakedLightTexture_lantern_2[128 * 128];
static uint8_t _bakedLightTexture_lantern_3[256 * 256];
static uint8_t _bakedLightTexture_spot_0[32 * 32];
static uint8_t _bakedLightTexture_spot_1[64 * 64];
static uint8_t _bakedLightTexture_spot_2[128 * 128];
static uint8_t _bakedLightTexture_spot_3[256 * 256];
static DrawPixelInfo _pixelInfo;
static bool _lightfxAvailable = false;
static void* _light_rendered_buffer_back = nullptr;
static void* _light_rendered_buffer_front = nullptr;
static uint32_t _lightPolution_back = 0;
static uint32_t _lightPolution_front = 0;
enum class LightFXQualifier : uint8_t
{
Entity,
Map,
};
struct LightListEntry
{
CoordsXYZ Position;
ScreenCoordsXY ViewCoords;
LightType Type;
uint8_t LightIntensity;
uint32_t LightHash;
LightFXQualifier Qualifier;
uint8_t LightID;
uint8_t LightLinger;
};
static LightListEntry _LightListA[16000];
static LightListEntry _LightListB[16000];
static LightListEntry* _LightListBack;
static LightListEntry* _LightListFront;
static uint32_t LightListCurrentCountBack;
static uint32_t LightListCurrentCountFront;
static int16_t _current_view_x_front = 0;
static int16_t _current_view_y_front = 0;
static uint8_t _current_view_rotation_front = 0;
static ZoomLevel _current_view_zoom_front{ 0 };
static int16_t _current_view_x_back = 0;
static int16_t _current_view_y_back = 0;
static uint8_t _current_view_rotation_back = 0;
static ZoomLevel _current_view_zoom_back{ 0 };
static ZoomLevel _current_view_zoom_back_delay{ 0 };
static GamePalette gPalette_light;
static uint8_t CalcLightIntensityLantern(int32_t x, int32_t y)
{
double distance = static_cast<double>(x * x + y * y);
double light = 0.03 + std::pow(10.0 / (1.0 + distance / 100.0), 0.55);
light *= std::min(1.0, std::max(0.0, 2.0 - std::sqrt(distance) / 64));
light *= 0.1f;
return static_cast<uint8_t>(std::min(255.0, light * 255.0));
}
static uint8_t CalcLightIntensitySpot(int32_t x, int32_t y)
{
double distance = static_cast<double>(x * x + y * y);
double light = 0.3 + std::pow(10.0 / (1.0 + distance / 100.0), 0.75);
light *= std::min(1.0, std::max(0.0, 2.0 - std::sqrt(distance) / 64));
light *= 0.5f;
return static_cast<uint8_t>(std::min(255.0, light * 255.0)) >> 4;
}
static void CalcRescaleLightHalf(uint8_t* target, uint8_t* source, uint32_t targetWidth, uint32_t targetHeight)
{
uint8_t* parcerRead = source;
uint8_t* parcerWrite = target;
for (uint32_t y = 0; y < targetHeight; y++)
{
for (uint32_t x = 0; x < targetWidth; x++)
{
*parcerWrite = (*parcerRead);
parcerWrite++;
parcerRead += 2;
}
parcerRead += targetWidth * 2;
}
}
void LightFXSetAvailable(bool available)
{
_lightfxAvailable = available;
}
bool LightFXIsAvailable()
{
return _lightfxAvailable && gConfigGeneral.EnableLightFx != 0;
}
bool LightFXForVehiclesIsAvailable()
{
return LightFXIsAvailable() && gConfigGeneral.EnableLightFxForVehicles != 0;
}
void LightFXInit()
{
_LightListBack = _LightListA;
_LightListFront = _LightListB;
std::fill_n(_bakedLightTexture_lantern_0, 32 * 32, 0xFF);
std::fill_n(_bakedLightTexture_lantern_1, 64 * 64, 0xFF);
std::fill_n(_bakedLightTexture_lantern_2, 128 * 128, 0xFF);
std::fill_n(_bakedLightTexture_lantern_3, 256 * 256, 0xFF);
uint8_t* parcer = _bakedLightTexture_lantern_3;
for (int32_t y = 0; y < 256; y++)
{
for (int32_t x = 0; x < 256; x++)
{
*parcer = CalcLightIntensityLantern(x - 128, y - 128);
parcer++;
}
}
parcer = _bakedLightTexture_spot_3;
for (int32_t y = 0; y < 256; y++)
{
for (int32_t x = 0; x < 256; x++)
{
*parcer = CalcLightIntensitySpot(x - 128, y - 128);
parcer++;
}
}
CalcRescaleLightHalf(_bakedLightTexture_lantern_2, _bakedLightTexture_lantern_3, 128, 128);
CalcRescaleLightHalf(_bakedLightTexture_lantern_1, _bakedLightTexture_lantern_2, 64, 64);
CalcRescaleLightHalf(_bakedLightTexture_lantern_0, _bakedLightTexture_lantern_1, 32, 32);
CalcRescaleLightHalf(_bakedLightTexture_spot_2, _bakedLightTexture_spot_3, 128, 128);
CalcRescaleLightHalf(_bakedLightTexture_spot_1, _bakedLightTexture_spot_2, 64, 64);
CalcRescaleLightHalf(_bakedLightTexture_spot_0, _bakedLightTexture_spot_1, 32, 32);
}
void LightFXUpdateBuffers(DrawPixelInfo& info)
{
_light_rendered_buffer_front = realloc(_light_rendered_buffer_front, info.width * info.height);
_light_rendered_buffer_back = realloc(_light_rendered_buffer_back, info.width * info.height);
_pixelInfo = info;
}
void LightFXPrepareLightList()
{
for (uint32_t light = 0; light < LightListCurrentCountFront; light++)
{
LightListEntry* entry = &_LightListFront[light];
if (entry->Position.z == 0x7FFF)
{
entry->LightIntensity = 0xFF;
continue;
}
int32_t posOnScreenX = entry->ViewCoords.x - _current_view_x_front;
int32_t posOnScreenY = entry->ViewCoords.y - _current_view_y_front;
posOnScreenX = _current_view_zoom_front.ApplyInversedTo(posOnScreenX);
posOnScreenY = _current_view_zoom_front.ApplyInversedTo(posOnScreenY);
if ((posOnScreenX < -128) || (posOnScreenY < -128) || (posOnScreenX > _pixelInfo.width + 128)
|| (posOnScreenY > _pixelInfo.height + 128))
{
entry->Type = LightType::None;
continue;
}
uint32_t lightIntensityOccluded = 0x0;
int32_t dirVecX = 707;
int32_t dirVecY = 707;
switch (_current_view_rotation_front)
{
case 0:
dirVecX = 707;
dirVecY = 707;
break;
case 1:
dirVecX = -707;
dirVecY = 707;
break;
case 2:
dirVecX = -707;
dirVecY = -707;
break;
case 3:
dirVecX = 707;
dirVecY = -707;
break;
default:
dirVecX = 0;
dirVecY = 0;
break;
}
int32_t tileOffsetX = 0;
int32_t tileOffsetY = 0;
switch (_current_view_rotation_front)
{
case 0:
tileOffsetX = 0;
tileOffsetY = 0;
break;
case 1:
tileOffsetX = 16;
tileOffsetY = 0;
break;
case 2:
tileOffsetX = 32;
tileOffsetY = 32;
break;
case 3:
tileOffsetX = 0;
tileOffsetY = 16;
break;
}
int32_t mapFrontDiv = _current_view_zoom_front.ApplyTo(1);
// clang-format off
static int16_t offsetPattern[26] = {
0, 0,
-4, 0, 0, -3, 4, 0, 0, 3,
-2, -1, -1, -1, 2, 1, 1, 1,
-3, -2, -3, 2, 3, -2, 3, 2,
};
// clang-format on
// Light occlusion code
if (true)
{
int32_t totalSamplePoints = 5;
int32_t startSamplePoint = 1;
if (entry->Qualifier == LightFXQualifier::Map)
{
startSamplePoint = 0;
totalSamplePoints = 1;
}
for (int32_t pat = startSamplePoint; pat < totalSamplePoints; pat++)
{
CoordsXY mapCoord{};
TileElement* tileElement = nullptr;
ViewportInteractionItem interactionType = ViewportInteractionItem::None;
auto* w = WindowGetMain();
if (w != nullptr)
{
// based on GetMapCoordinatesFromPosWindow
DrawPixelInfo dpi;
dpi.x = entry->ViewCoords.x + offsetPattern[0 + pat * 2] / mapFrontDiv;
dpi.y = entry->ViewCoords.y + offsetPattern[1 + pat * 2] / mapFrontDiv;
dpi.height = 1;
dpi.zoom_level = _current_view_zoom_front;
dpi.width = 1;
PaintSession* session = PaintSessionAlloc(dpi, w->viewport->flags);
PaintSessionGenerate(*session);
PaintSessionArrange(*session);
auto info = SetInteractionInfoFromPaintSession(session, w->viewport->flags, ViewportInteractionItemAll);
PaintSessionFree(session);
// LOG_WARNING("[%i, %i]", dpi->x, dpi->y);
mapCoord = info.Loc;
mapCoord.x += tileOffsetX;
mapCoord.y += tileOffsetY;
interactionType = info.SpriteType;
tileElement = info.Element;
}
int32_t minDist = 0;
int32_t baseHeight = (-999) * COORDS_Z_STEP;
if (interactionType != ViewportInteractionItem::Entity && tileElement != nullptr)
{
baseHeight = tileElement->GetBaseZ();
}
minDist = (baseHeight - entry->Position.z) / 2;
int32_t deltaX = mapCoord.x - entry->Position.x;
int32_t deltaY = mapCoord.y - entry->Position.y;
int32_t projDot = (dirVecX * deltaX + dirVecY * deltaY) / 1000;
projDot = std::max(minDist, projDot);
if (projDot < 5)
{
lightIntensityOccluded += 100;
}
else
{
lightIntensityOccluded += std::max(0, 200 - (projDot * 20));
}
// LOG_WARNING("light %i [%i, %i, %i], [%i, %i] minDist to %i: %i; projdot: %i", light, coord_3d.x, coord_3d.y,
// coord_3d.z, mapCoord.x, mapCoord.y, baseHeight, minDist, projDot);
if (pat == 0)
{
if (lightIntensityOccluded == 100)
break;
if (_current_view_zoom_front > ZoomLevel{ 2 })
break;
totalSamplePoints += 4;
}
else if (pat == 4)
{
if (_current_view_zoom_front > ZoomLevel{ 1 })
break;
if (lightIntensityOccluded == 0 || lightIntensityOccluded == 500)
break;
// lastSampleCount = lightIntensityOccluded / 500;
// break;
totalSamplePoints += 4;
}
else if (pat == 8)
{
break;
}
}
totalSamplePoints -= startSamplePoint;
if (lightIntensityOccluded == 0)
{
entry->Type = LightType::None;
continue;
}
entry->LightIntensity = static_cast<uint8_t>(
std::min<uint32_t>(0xFF, (entry->LightIntensity * lightIntensityOccluded) / (totalSamplePoints * 100)));
}
entry->LightIntensity = static_cast<uint8_t>(
std::max<uint32_t>(0x00, entry->LightIntensity - static_cast<int8_t>(_current_view_zoom_front) * 5));
if (_current_view_zoom_front > ZoomLevel{ 0 })
{
if (GetLightTypeSize(entry->Type) < static_cast<int8_t>(_current_view_zoom_front))
{
entry->Type = LightType::None;
continue;
}
entry->Type = SetLightTypeSize(
entry->Type, GetLightTypeSize(entry->Type) - static_cast<int8_t>(_current_view_zoom_front));
}
}
}
void LightFXSwapBuffers()
{
void* tmp = _light_rendered_buffer_back;
_light_rendered_buffer_back = _light_rendered_buffer_front;
_light_rendered_buffer_front = tmp;
tmp = _light_rendered_buffer_back;
_light_rendered_buffer_back = _light_rendered_buffer_front;
_light_rendered_buffer_front = tmp;
tmp = _LightListBack;
_LightListBack = _LightListFront;
_LightListFront = static_cast<LightListEntry*>(tmp);
LightListCurrentCountFront = LightListCurrentCountBack;
LightListCurrentCountBack = 0x0;
uint32_t uTmp = _lightPolution_back;
_lightPolution_back = _lightPolution_front;
_lightPolution_front = uTmp;
_current_view_x_front = _current_view_x_back;
_current_view_y_front = _current_view_y_back;
_current_view_rotation_front = _current_view_rotation_back;
_current_view_zoom_front = _current_view_zoom_back_delay;
_current_view_zoom_back_delay = _current_view_zoom_back;
}
void LightFXUpdateViewportSettings()
{
WindowBase* mainWindow = WindowGetMain();
if (mainWindow != nullptr)
{
Viewport* viewport = WindowGetViewport(mainWindow);
_current_view_x_back = viewport->viewPos.x;
_current_view_y_back = viewport->viewPos.y;
_current_view_rotation_back = GetCurrentRotation();
_current_view_zoom_back = viewport->zoom;
}
}
void LightFXRenderLightsToFrontBuffer()
{
if (_light_rendered_buffer_front == nullptr)
{
return;
}
std::memset(_light_rendered_buffer_front, 0, _pixelInfo.width * _pixelInfo.height);
_lightPolution_back = 0;
// LOG_WARNING("%i lights", LightListCurrentCountFront);
for (uint32_t light = 0; light < LightListCurrentCountFront; light++)
{
const uint8_t* bufReadBase = nullptr;
uint8_t* bufWriteBase = static_cast<uint8_t*>(_light_rendered_buffer_front);
uint32_t bufReadWidth, bufReadHeight;
int32_t bufWriteX, bufWriteY;
int32_t bufWriteWidth, bufWriteHeight;
uint32_t bufReadSkip, bufWriteSkip;
LightListEntry* entry = &_LightListFront[light];
int32_t inRectCentreX = entry->ViewCoords.x;
int32_t inRectCentreY = entry->ViewCoords.y;
if (entry->Position.z != 0x7FFF)
{
inRectCentreX -= _current_view_x_front;
inRectCentreY -= _current_view_y_front;
inRectCentreX = _current_view_zoom_front.ApplyInversedTo(inRectCentreX);
inRectCentreY = _current_view_zoom_front.ApplyInversedTo(inRectCentreY);
}
switch (entry->Type)
{
case LightType::Lantern0:
bufReadWidth = 32;
bufReadHeight = 32;
bufReadBase = _bakedLightTexture_lantern_0;
break;
case LightType::Lantern1:
bufReadWidth = 64;
bufReadHeight = 64;
bufReadBase = _bakedLightTexture_lantern_1;
break;
case LightType::Lantern2:
bufReadWidth = 128;
bufReadHeight = 128;
bufReadBase = _bakedLightTexture_lantern_2;
break;
case LightType::Lantern3:
bufReadWidth = 256;
bufReadHeight = 256;
bufReadBase = _bakedLightTexture_lantern_3;
break;
case LightType::Spot0:
bufReadWidth = 32;
bufReadHeight = 32;
bufReadBase = _bakedLightTexture_spot_0;
break;
case LightType::Spot1:
bufReadWidth = 64;
bufReadHeight = 64;
bufReadBase = _bakedLightTexture_spot_1;
break;
case LightType::Spot2:
bufReadWidth = 128;
bufReadHeight = 128;
bufReadBase = _bakedLightTexture_spot_2;
break;
case LightType::Spot3:
bufReadWidth = 256;
bufReadHeight = 256;
bufReadBase = _bakedLightTexture_spot_3;
break;
default:
continue;
}
// Clamp the reads to be no larger than the buffer size
bufReadHeight = std::min<uint32_t>(_pixelInfo.height, bufReadHeight);
bufReadWidth = std::min<uint32_t>(_pixelInfo.width, bufReadWidth);
bufWriteX = inRectCentreX - bufReadWidth / 2;
bufWriteY = inRectCentreY - bufReadHeight / 2;
bufWriteWidth = bufReadWidth;
bufWriteHeight = bufReadHeight;
if (bufWriteX < 0)
{
bufReadBase += -bufWriteX;
bufWriteWidth += bufWriteX;
}
else
{
bufWriteBase += bufWriteX;
}
if (bufWriteWidth <= 0)
continue;
if (bufWriteY < 0)
{
bufReadBase += -bufWriteY * bufReadWidth;
bufWriteHeight += bufWriteY;
}
else
{
bufWriteBase += bufWriteY * _pixelInfo.width;
}
if (bufWriteHeight <= 0)
continue;
int32_t rightEdge = bufWriteX + bufWriteWidth;
int32_t bottomEdge = bufWriteY + bufWriteHeight;
if (rightEdge > _pixelInfo.width)
{
bufWriteWidth -= rightEdge - _pixelInfo.width;
}
if (bottomEdge > _pixelInfo.height)
{
bufWriteHeight -= bottomEdge - _pixelInfo.height;
}
if (bufWriteWidth <= 0)
continue;
if (bufWriteHeight <= 0)
continue;
_lightPolution_back += (bufWriteWidth * bufWriteHeight) / 256;
bufReadSkip = bufReadWidth - bufWriteWidth;
bufWriteSkip = _pixelInfo.width - bufWriteWidth;
if (entry->LightIntensity == 0xFF)
{
for (int32_t y = 0; y < bufWriteHeight; y++)
{
for (int32_t x = 0; x < bufWriteWidth; x++)
{
*bufWriteBase = std::min(0xFF, *bufWriteBase + *bufReadBase);
bufWriteBase++;
bufReadBase++;
}
bufWriteBase += bufWriteSkip;
bufReadBase += bufReadSkip;
}
}
else
{
for (int32_t y = 0; y < bufWriteHeight; y++)
{
for (int32_t x = 0; x < bufWriteWidth; x++)
{
*bufWriteBase = std::min(0xFF, *bufWriteBase + (((*bufReadBase) * (1 + entry->LightIntensity)) >> 8));
bufWriteBase++;
bufReadBase++;
}
bufWriteBase += bufWriteSkip;
bufReadBase += bufReadSkip;
}
}
}
}
void* LightFXGetFrontBuffer()
{
return _light_rendered_buffer_front;
}
const GamePalette& LightFXGetPalette()
{
return gPalette_light;
}
static void LightFXAdd3DLight(
const uint32_t lightHash, const LightFXQualifier qualifier, const uint8_t id, const CoordsXYZ& loc,
const LightType lightType)
{
if (LightListCurrentCountBack == 15999)
{
return;
}
// LOG_WARNING("%i lights in back", LightListCurrentCountBack);
for (uint32_t i = 0; i < LightListCurrentCountBack; i++)
{
LightListEntry* entry = &_LightListBack[i];
if (entry->LightHash != lightHash)
continue;
if (entry->Qualifier != qualifier)
continue;
if (entry->LightID != id)
continue;
entry->Position = loc;
entry->ViewCoords = Translate3DTo2DWithZ(GetCurrentRotation(), loc);
entry->Type = lightType;
entry->LightIntensity = 0xFF;
entry->LightHash = lightHash;
entry->Qualifier = qualifier;
entry->LightID = id;
entry->LightLinger = 1;
return;
}
LightListEntry* entry = &_LightListBack[LightListCurrentCountBack++];
entry->Position = loc;
entry->ViewCoords = Translate3DTo2DWithZ(GetCurrentRotation(), loc);
entry->Type = lightType;
entry->LightIntensity = 0xFF;
entry->LightHash = lightHash;
entry->Qualifier = qualifier;
entry->LightID = id;
entry->LightLinger = 1;
// LOG_WARNING("new 3d light");
}
static void LightFXAdd3DLight(const CoordsXYZ& loc, const LightType lightType)
{
LightFXAdd3DLight(((loc.x << 16) | loc.y), LightFXQualifier::Map, loc.z, loc, lightType);
}
void LightFXAdd3DLight(const EntityBase& entity, const uint8_t id, const CoordsXYZ& loc, const LightType lightType)
{
LightFXAdd3DLight(entity.Id.ToUnderlying(), LightFXQualifier::Entity, id, loc, lightType);
}
void LightFXAdd3DLightMagicFromDrawingTile(
const CoordsXY& mapPosition, int16_t offsetX, int16_t offsetY, int16_t offsetZ, LightType lightType)
{
int16_t x = mapPosition.x + offsetX + 16;
int16_t y = mapPosition.y + offsetY + 16;
LightFXAdd3DLight({ x, y, offsetZ }, lightType);
}
uint32_t LightFXGetLightPolution()
{
return _lightPolution_front;
}
static constexpr const int16_t offsetLookup[] = {
10, 10, 9, 8, 7, 6, 4, 2, 0, -2, -4, -6, -7, -8, -9, -10, -10, -10, -9, -8, -7, -6, -4, -2, 0, 2, 4, 6, 7, 8, 9, 10,
};
void LightFxAddLightsMagicVehicle_ObservationTower(const Vehicle* vehicle)
{
LightFXAdd3DLight(*vehicle, 0, { vehicle->x, vehicle->y + 16, vehicle->z }, LightType::Spot3);
LightFXAdd3DLight(*vehicle, 1, { vehicle->x + 16, vehicle->y, vehicle->z }, LightType::Spot3);
LightFXAdd3DLight(*vehicle, 2, { vehicle->x - 16, vehicle->y, vehicle->z }, LightType::Spot3);
LightFXAdd3DLight(*vehicle, 3, { vehicle->x, vehicle->y - 16, vehicle->z }, LightType::Spot3);
}
void LightFxAddLightsMagicVehicle_MineTrainCoaster(const Vehicle* vehicle)
{
if (vehicle == vehicle->TrainHead())
{
int16_t place_x = vehicle->x - offsetLookup[(vehicle->Orientation + 0) % 32] * 2;
int16_t place_y = vehicle->y - offsetLookup[(vehicle->Orientation + 8) % 32] * 2;
LightFXAdd3DLight(*vehicle, 0, { place_x, place_y, vehicle->z }, LightType::Spot3);
}
}
void LightFxAddLightsMagicVehicle_ChairLift(const Vehicle* vehicle)
{
LightFXAdd3DLight(*vehicle, 0, { vehicle->x, vehicle->y, vehicle->z - 16 }, LightType::Lantern2);
}
void LightFxAddLightsMagicVehicle_BoatHire(const Vehicle* vehicle)
{
Vehicle* vehicle_draw = vehicle->TrainHead();
auto* nextVeh = GetEntity<Vehicle>(vehicle_draw->next_vehicle_on_train);
if (nextVeh != nullptr)
{
vehicle_draw = nextVeh;
}
int16_t place_x = vehicle_draw->x;
int16_t place_y = vehicle_draw->y;
place_x -= offsetLookup[(vehicle_draw->Orientation + 0) % 32];
place_y -= offsetLookup[(vehicle_draw->Orientation + 8) % 32];
LightFXAdd3DLight(*vehicle, 0, { place_x, place_y, vehicle_draw->z }, LightType::Spot2);
place_x -= offsetLookup[(vehicle_draw->Orientation + 0) % 32];
place_y -= offsetLookup[(vehicle_draw->Orientation + 8) % 32];
LightFXAdd3DLight(*vehicle, 1, { place_x, place_y, vehicle_draw->z }, LightType::Spot2);
}
void LightFxAddLightsMagicVehicle_Monorail(const Vehicle* vehicle)
{
LightFXAdd3DLight(*vehicle, 0, { vehicle->x, vehicle->y, vehicle->z + 12 }, LightType::Spot2);
int16_t place_x = vehicle->x;
int16_t place_y = vehicle->y;
if (vehicle == vehicle->TrainHead())
{
place_x -= offsetLookup[(vehicle->Orientation + 0) % 32] * 2;
place_y -= offsetLookup[(vehicle->Orientation + 8) % 32] * 2;
LightFXAdd3DLight(*vehicle, 1, { place_x, place_y, vehicle->z + 10 }, LightType::Lantern3);
place_x -= offsetLookup[(vehicle->Orientation + 0) % 32] * 3;
place_y -= offsetLookup[(vehicle->Orientation + 8) % 32] * 3;
LightFXAdd3DLight(*vehicle, 2, { place_x, place_y, vehicle->z + 2 }, LightType::Lantern3);
}
if (vehicle == vehicle->TrainTail())
{
place_x += offsetLookup[(vehicle->Orientation + 0) % 32] * 2;
place_y += offsetLookup[(vehicle->Orientation + 8) % 32] * 2;
LightFXAdd3DLight(*vehicle, 3, { place_x, place_y, vehicle->z + 10 }, LightType::Lantern3);
place_x += offsetLookup[(vehicle->Orientation + 0) % 32] * 2;
place_y += offsetLookup[(vehicle->Orientation + 8) % 32] * 2;
LightFXAdd3DLight(*vehicle, 4, { place_x, place_y, vehicle->z + 2 }, LightType::Lantern3);
}
}
void LightFxAddLightsMagicVehicle_MiniatureRailway(const Vehicle* vehicle)
{
if (vehicle == vehicle->TrainHead())
{
int16_t place_x = vehicle->x - offsetLookup[(vehicle->Orientation + 0) % 32] * 2;
int16_t place_y = vehicle->y - offsetLookup[(vehicle->Orientation + 8) % 32] * 2;
LightFXAdd3DLight(*vehicle, 1, { place_x, place_y, vehicle->z + 10 }, LightType::Lantern3);
place_x -= offsetLookup[(vehicle->Orientation + 0) % 32] * 2;
place_y -= offsetLookup[(vehicle->Orientation + 8) % 32] * 2;
LightFXAdd3DLight(*vehicle, 2, { place_x, place_y, vehicle->z + 2 }, LightType::Lantern3);
}
else
{
LightFXAdd3DLight(*vehicle, 0, { vehicle->x, vehicle->y, vehicle->z + 10 }, LightType::Lantern3);
}
}
void LightFXAddLightsMagicVehicle(const Vehicle* vehicle)
{
auto ride = vehicle->GetRide();
if (ride == nullptr)
return;
const auto& rtd = GetRideTypeDescriptor(ride->type);
if (rtd.LightFXAddLightsMagicVehicle != nullptr)
rtd.LightFXAddLightsMagicVehicle(vehicle);
}
void LightFxAddKioskLights(const CoordsXY& mapPosition, const int32_t height, const uint8_t zOffset)
{
uint8_t relativeRotation = (4 - GetCurrentRotation()) % 4;
CoordsXY lanternOffset1 = CoordsXY(0, 16).Rotate(relativeRotation);
CoordsXY lanternOffset2 = CoordsXY(16, 0).Rotate(relativeRotation);
LightFXAdd3DLightMagicFromDrawingTile(
mapPosition, lanternOffset1.x, lanternOffset1.y, height + zOffset, LightType::Lantern3);
LightFXAdd3DLightMagicFromDrawingTile(
mapPosition, lanternOffset2.x, lanternOffset2.y, height + zOffset, LightType::Lantern3);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, 8, 32, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, 32, 8, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, -32, 8, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, 8, -32, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, -8, 32, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, 32, -8, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, -32, -8, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, -8, -32, height, LightType::Spot1);
}
void LightFxAddShopLights(const CoordsXY& mapPosition, const uint8_t direction, const int32_t height, const uint8_t zOffset)
{
if (direction == (4 - GetCurrentRotation()) % 4) // Back Right Facing Stall
{
CoordsXY spotOffset1 = CoordsXY(-32, 8).Rotate(direction);
CoordsXY spotOffset2 = CoordsXY(-32, 4).Rotate(direction);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, spotOffset1.x, spotOffset1.y, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, spotOffset2.x, spotOffset2.y, height, LightType::Spot2);
}
else if (direction == (7 - GetCurrentRotation()) % 4) // Back left Facing Stall
{
CoordsXY spotOffset1 = CoordsXY(-32, -8).Rotate(direction);
CoordsXY spotOffset2 = CoordsXY(-32, -4).Rotate(direction);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, spotOffset1.x, spotOffset1.y, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, spotOffset2.x, spotOffset2.y, height, LightType::Spot2);
}
else // Forward Facing Stall
{
CoordsXY spotOffset1 = CoordsXY(-32, 8).Rotate(direction);
CoordsXY spotOffset2 = CoordsXY(-32, -8).Rotate(direction);
CoordsXY lanternOffset = CoordsXY(-16, 0).Rotate(direction);
LightFXAdd3DLightMagicFromDrawingTile(
mapPosition, lanternOffset.x, lanternOffset.y, height + zOffset, LightType::Lantern3);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, spotOffset1.x, spotOffset1.y, height, LightType::Spot1);
LightFXAdd3DLightMagicFromDrawingTile(mapPosition, spotOffset2.x, spotOffset2.y, height, LightType::Spot1);
}
}
void LightFXApplyPaletteFilter(uint8_t i, uint8_t* r, uint8_t* g, uint8_t* b)
{
float night = static_cast<float>(pow(gDayNightCycle, 1.5));
float natLightR = 1.0f;
float natLightG = 1.0f;
float natLightB = 1.0f;
float elecMultR = 1.0f;
float elecMultG = 0.95f;
float elecMultB = 0.45f;
static float wetness = 0.0f;
static float fogginess = 0.0f;
static float lightPolution = 0.0f;
float sunLight = std::max(0.0f, std::min(1.0f, 2.0f - night * 3.0f));
// Night version
natLightR = FLerp(natLightR * 4.0f, 0.635f, (std::pow(night, 0.035f + sunLight * 10.50f)));
natLightG = FLerp(natLightG * 4.0f, 0.650f, (std::pow(night, 0.100f + sunLight * 5.50f)));
natLightB = FLerp(natLightB * 4.0f, 0.850f, (std::pow(night, 0.200f + sunLight * 1.5f)));
float overExpose = 0.0f;
float lightAvg = (natLightR + natLightG + natLightB) / 3.0f;
#ifdef LIGHTFX_UNKNOWN_PART_2
float lightMax = (natLightR + natLightG + natLightB) / 3.0f;
#endif // LIGHTFX_UNKNOWN_PART_2
// overExpose += ((lightMax - lightAvg) / lightMax) * 0.01f;
if (gClimateCurrent.Temperature > 20)
{
float offset = (static_cast<float>(gClimateCurrent.Temperature - 20)) * 0.04f;
offset *= 1.0f - night;
lightAvg /= 1.0f + offset;
// overExpose += offset * 0.1f;
}
#ifdef LIGHTFX_UNKNOWN_PART_2
lightAvg += (lightMax - lightAvg) * 0.6f;
#endif // LIGHTFX_UNKNOWN_PART_2
if (lightAvg > 1.0f)
{
natLightR /= lightAvg;
natLightG /= lightAvg;
natLightB /= lightAvg;
}
natLightR *= 1.0f + overExpose;
natLightG *= 1.0f + overExpose;
natLightB *= 1.0f + overExpose;
overExpose *= 255.0f;
float targetFogginess = static_cast<float>(gClimateCurrent.Level) / 8.0f;
targetFogginess += (night * night) * 0.15f;
if (gClimateCurrent.Temperature < 10)
{
targetFogginess += (static_cast<float>(10 - gClimateCurrent.Temperature)) * 0.01f;
}
fogginess -= (fogginess - targetFogginess) * 0.00001f;
wetness *= 0.999995f;
wetness += fogginess * 0.001f;
wetness = std::min(wetness, 1.0f);
float boost = 1.0f;
float envFog = fogginess;
float lightFog = envFog;
float addLightNatR = 0.0f;
float addLightNatG = 0.0f;
float addLightNatB = 0.0f;
float reduceColourNat = 1.0f;
float reduceColourLit = 1.0f;
reduceColourLit *= night / static_cast<float>(std::pow(std::max(1.01f, 0.4f + lightAvg), 2.0));
float targetLightPollution = reduceColourLit
* std::max(0.0f, 0.0f + 0.000001f * static_cast<float>(LightFXGetLightPolution()));
lightPolution -= (lightPolution - targetLightPollution) * 0.001f;
// lightPollution /= 1.0f + fogginess * 1.0f;
natLightR /= 1.0f + lightPolution * 20.0f;
natLightG /= 1.0f + lightPolution * 20.0f;
natLightB /= 1.0f + lightPolution * 20.0f;
natLightR += elecMultR * 0.6f * lightPolution;
natLightG += elecMultG * 0.6f * lightPolution;
natLightB += elecMultB * 0.6f * lightPolution;
natLightR /= 1.0f + lightPolution;
natLightG /= 1.0f + lightPolution;
natLightB /= 1.0f + lightPolution;
reduceColourLit += static_cast<float>(gClimateCurrent.Level) / 2.0f;
reduceColourNat /= 1.0f + fogginess;
reduceColourLit /= 1.0f + fogginess;
lightFog *= reduceColourLit;
reduceColourNat *= 1.0f - envFog;
reduceColourLit *= 1.0f - lightFog;
float fogR = 35.5f * natLightR * 1.3f;
float fogG = 45.0f * natLightG * 1.3f;
float fogB = 50.0f * natLightB * 1.3f;
lightFog *= 10.0f;
float wetnessBoost = 1.0f; // 1.0f + wetness * wetness * 0.1f;
if (night >= 0 && gClimateLightningFlash != 1)
{
*r = Lerp(*r, SoftLight(*r, 8), night);
*g = Lerp(*g, SoftLight(*g, 8), night);
*b = Lerp(*b, SoftLight(*b, 128), night);
// if (i == 32)
// boost = 300000.0f;
if ((i % 32) == 0)
boost = 1.01f * wetnessBoost;
else if ((i % 16) < 7)
boost = 1.001f * wetnessBoost;
if (i > 230 && i < 232)
boost = (static_cast<float>(*b)) / 64.0f;
if (false)
{
// This experiment shifts the colour of pixels as-if they are wet, but it is not a pretty solution at all
if ((i % 16))
{
float iVal = (static_cast<float>((i + 12) % 16)) / 16.0f;
float eff = (wetness * (static_cast<float>(std::pow(iVal, 1.5)) * 0.85f));
reduceColourNat *= 1.0f - eff;
addLightNatR += fogR * eff * 3.95f;
addLightNatG += fogR * eff * 3.95f;
addLightNatB += fogR * eff * 3.95f;
}
}
addLightNatR *= 1.0f - envFog;
addLightNatG *= 1.0f - envFog;
addLightNatB *= 1.0f - envFog;
*r = static_cast<uint8_t>(std::min(
255.0f,
std::max(
0.0f, (-overExpose + static_cast<float>(*r) * reduceColourNat * natLightR + envFog * fogR + addLightNatR))));
*g = static_cast<uint8_t>(std::min(
255.0f,
std::max(
0.0f, (-overExpose + static_cast<float>(*g) * reduceColourNat * natLightG + envFog * fogG + addLightNatG))));
*b = static_cast<uint8_t>(std::min(
255.0f,
std::max(
0.0f, (-overExpose + static_cast<float>(*b) * reduceColourNat * natLightB + envFog * fogB + addLightNatB))));
auto dstEntry = &gPalette_light[i];
dstEntry->Red = static_cast<uint8_t>(
std::min<float>(0xFF, (static_cast<float>(*r) * reduceColourLit * boost + lightFog) * elecMultR));
dstEntry->Green = static_cast<uint8_t>(
std::min<float>(0xFF, (static_cast<float>(*g) * reduceColourLit * boost + lightFog) * elecMultG));
dstEntry->Blue = static_cast<uint8_t>(
std::min<float>(0xFF, (static_cast<float>(*b) * reduceColourLit * boost + lightFog) * elecMultB));
}
}
static uint8_t MixLight(uint32_t a, uint32_t b, uint32_t intensity)
{
intensity = intensity * 6;
uint32_t bMul = (b * intensity) >> 8;
uint32_t ab = a + bMul;
uint8_t result = static_cast<uint8_t>(std::min<uint32_t>(255, ab));
return result;
}
void LightFXRenderToTexture(
void* dstPixels, uint32_t dstPitch, uint8_t* bits, uint32_t width, uint32_t height, const uint32_t* palette,
const uint32_t* lightPalette)
{
LightFXUpdateViewportSettings();
LightFXSwapBuffers();
LightFXPrepareLightList();
LightFXRenderLightsToFrontBuffer();
uint8_t* lightBits = static_cast<uint8_t*>(LightFXGetFrontBuffer());
if (lightBits == nullptr)
{
return;
}
for (uint32_t y = 0; y < height; y++)
{
uintptr_t dstOffset = static_cast<uintptr_t>(y * dstPitch);
uint32_t* dst = reinterpret_cast<uint32_t*>(reinterpret_cast<uintptr_t>(dstPixels) + dstOffset);
for (uint32_t x = 0; x < width; x++)
{
uint8_t* src = &bits[y * width + x];
uint32_t darkColour = palette[*src];
uint32_t lightColour = lightPalette[*src];
uint8_t lightIntensity = lightBits[y * width + x];
uint32_t colour = 0;
if (lightIntensity == 0)
{
colour = darkColour;
}
else
{
colour |= MixLight((darkColour >> 0) & 0xFF, (lightColour >> 0) & 0xFF, lightIntensity);
colour |= MixLight((darkColour >> 8) & 0xFF, (lightColour >> 8) & 0xFF, lightIntensity) << 8;
colour |= MixLight((darkColour >> 16) & 0xFF, (lightColour >> 16) & 0xFF, lightIntensity) << 16;
colour |= MixLight((darkColour >> 24) & 0xFF, (lightColour >> 24) & 0xFF, lightIntensity) << 24;
}
*dst++ = colour;
}
}
}