Shadow Range Factor fix

This commit is contained in:
korenkonder
2025-01-30 11:12:52 +03:00
parent 97859fa0b0
commit 059cbbf219
+234 -220
View File
@@ -10,6 +10,15 @@ Shadow* shadow_ptr;
extern render_context* rctx_ptr;
#define MIN_SHADOW_RANGE (1.2f)
#define SHADOW_RANGE_SEPARATE (MIN_SHADOW_RANGE * 2.0f)
static void sub_1405E60E0(Shadow* shad);
static void sub_1405E63D0(Shadow* shad);
static void sub_1405E6840(Shadow* shad);
static void sub_1405E6910(Shadow* shad);
static void sub_1405E6B70(Shadow* shad);
Shadow::Shadow() : curr_render_textures(), shadow_range(), shadow_range_factor(), field_1C0(), field_1C8(),
field_200(), field_208(), near_blur(), blur_filter(), far_blur(), field_2BC(), distance(), field_2C4(),
z_near(), z_far(), field_2D0(), field_2D4(), field_2D8(), field_2DC(), field_2E0(), shadow_ambient(),
@@ -54,225 +63,7 @@ void Shadow::ctrl() {
shadow_enable[i] = true;
}
int32_t count = 0;
num_shadow = 0;
for (int32_t i = 0; i < 2; i++)
if (shadow_enable[i] && field_1D0[i].size() > 0) {
num_shadow++;
count += (int32_t)field_1D0[i].size();
}
else
shadow_enable[i] = false;
if (count < 3) {
for (int32_t i = 0; i < 2; i++) {
field_1A8[i] = 0.0f;
field_1C8[i] = 0.0f;
if (!shadow_enable[i] || field_1D0[i].size() < 1)
continue;
vec3 v7 = 0.0f;
for (vec3& j : field_1D0[i])
v7 += j;
float_t v14 = (float_t)(int64_t)field_1D0[i].size();
if (v14 < 0.0f)
v14 += (float_t)UINT64_MAX;
v7 *= 1.0f / v14;
float_t v15 = 0.0f;
for (vec3& j : field_1D0[i]) {
vec3 v22 = v7 - j;
vec3 v25 = direction * vec3::dot(v22, direction);
float_t v24 = vec3::distance(v25, v22);
v24 -= 0.25f;
if (v24 < 0.0f)
v24 = 0.0f;
if (v15 < v24)
v15 = v24;
}
field_1A8[i] = v7;
field_1C8[i] = v15;
}
if (num_shadow > 0) {
vec3 view_point = 0.0f;
vec3 interest = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shadow_enable[i])
continue;
vec3 v11 = field_1A8[i] - direction * field_208;
float_t v9 = vec3::distance(this->view_point[i], v11);
float_t v12 = vec3::distance(this->interest[i], field_1A8[i]);
if (v9 > 0.1f || v12 > 0.1f) {
this->view_point[i] = v11;
this->interest[i] = field_1A8[i];
}
view_point += this->view_point[i];
interest += this->interest[i];
}
view_point_shared = view_point * (1.0f / (float_t)num_shadow);
interest_shared = interest * (1.0f / (float_t)num_shadow);
}
float_t v2 = max_def(field_1C8[0], field_1C8[1]);
separate = false;
shadow_range = v2 + 1.2f;
field_200[0] = 0;
field_200[1] = 1;
if (num_shadow >= 2) {
vec3 v12 = field_1A8[0] - interest_shared;
vec3 v14 = field_1A8[1] - interest_shared;
float_t v6 = vec3::length(direction * vec3::dot(v12, direction) - v12);
float_t v16 = v6 - 0.25f;
if (v16 < 0.0f)
v16 = 0.0f;
if (v16 > 1.2f) {
shadow_range = v2 + 2.4f;
separate = true;
}
else
shadow_range = v2 + 1.2f + v16;
if (vec3::dot(v12, direction) < vec3::dot(v14, direction)) {
field_200[1] = 0;
field_200[0] = 1;
}
}
}
else {
vec3 v3;
vec3 v86;
if (direction.y * direction.y < 0.99f) {
v86 = vec3::cross(direction, vec3(0.0f, 1.0f, 0.0f));
v3 = vec3::normalize(vec3::cross(v86, direction));
v86 = vec3::normalize(v86);
}
else {
v3 = { 0.0f, 0.0f, 1.0f };
v86 = { 1.0f, 0.0f, 0.0f };
}
for (int32_t i = 0; i < 2; i++) {
field_1A8[i] = 0.0f;
field_1C8[i] = 0.0;
if (!shadow_enable[i] || field_1D0[i].size() < 1)
continue;
vec3 v22 = 0.0f;
for (vec3& j : field_1D0[i])
v22 += j;
float_t v29 = (float_t)(int64_t)field_1D0[i].size();
if (v29 < 0.0f)
v29 += (float_t)UINT64_MAX;
float_t v30 = 0.0f;
vec3 v31 = v22 * (1.0f / v29);
for (vec3& j : field_1D0[i]) {
vec3 v34 = v31 - j;
float_t v38 = fabsf(vec3::dot(v34, v3));
float_t v39 = fabsf(vec3::dot(v34, v86));
if (v39 >= v38)
v38 = v39;
if (v30 < v38)
v30 = v38;
}
field_1A8[i] = v31;
field_1C8[i] = v30;
}
if (num_shadow > 0) {
for (int32_t i = 0; i < 2; i++) {
if (!shadow_enable[i])
continue;
vec3 v53 = field_1A8[i] - direction * field_208;
float_t v51 = vec3::distance(view_point[i], v53);
float_t v54 = vec3::distance(interest[i], field_1A8[i]);
if (v51 > 0.1f || v54 > 0.1f) {
view_point[i] = v53;
interest[i] = field_1A8[i];
}
}
vec3 view_point = 0.0f;
vec3 interest = 0.0f;
int32_t count = 0;
for (int32_t i = 0; i < 2; i++) {
int32_t c = (int32_t)field_1D0[i].size();
view_point += this->view_point[i] * (float_t)c;
interest += this->interest[i] * (float_t)c;
count += c;
}
view_point_shared = view_point * (1.0f / (float_t)count);
interest_shared = interest * (1.0f / (float_t)count);
}
float_t v2 = 0.0f;
float_t v67 = max_def(field_1C8[0], field_1C8[1]);
separate = false;
shadow_range = v67 + 1.2f;
field_200[0] = 0;
field_200[1] = 1;
if (num_shadow >= 2) {
float_t v68 = 0.0f;
float_t v69 = 0.0f;
float_t v70 = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shadow_enable[i])
continue;
for (vec3& j : field_1D0[i]) {
vec3 v74 = j - interest_shared;
float_t v77 = vec3::dot(v74, v86);
if (v2 > v77)
v2 = v77;
else if (v69 < v77)
v69 = v77;
float_t v78 = vec3::dot(v74, v3);
if (v68 > v78)
v68 = v78;
else if (v70 < v78)
v70 = v78;
}
}
float_t v79 = -v2;
if (v79 < v69)
v79 = v69;
if (v79 < -v68)
v79 = -v68;
if (v79 < v70)
v79 = v70;
if (v79 > v67 + 1.2f) {
shadow_range = v67 + 2.4f;
separate = true;
}
else
shadow_range = v79 + 1.2f;
if (vec3::dot(field_1A8[0] - interest_shared, direction)
< vec3::dot(field_1A8[1] - interest_shared, direction)) {
field_200[1] = 0;
field_200[0] = 1;
}
}
}
for (std::vector<vec3>& i : field_1D0)
i.clear();
sub_1405E6840(this);
}
void Shadow::free() {
@@ -322,7 +113,7 @@ int32_t Shadow::init() {
}
void Shadow::reset() {
shadow_range = 1.2f;
shadow_range = MIN_SHADOW_RANGE;
shadow_range_factor = 1.0f;
for (int32_t i = 0; i < 2; i++) {
@@ -380,3 +171,226 @@ void shadow_ptr_free() {
shadow_ptr = 0;
}
}
static void sub_1405E60E0(Shadow* shad) {
for (int32_t i = 0; i < 2; i++) {
shad->field_1A8[i] = 0.0f;
shad->field_1C8[i] = 0.0f;
if (!shad->shadow_enable[i] || !shad->field_1D0[i].size())
continue;
vec3 v7 = 0.0f;
for (vec3& j : shad->field_1D0[i])
v7 += j;
float_t v14 = (float_t)(int64_t)shad->field_1D0[i].size();
if (v14 < 0.0f)
v14 += (float_t)UINT64_MAX;
v7 *= 1.0f / v14;
float_t v15 = 0.0f;
for (vec3& j : shad->field_1D0[i]) {
vec3 v22 = v7 - j;
vec3 v23 = vec3::dot(v22, shad->direction);
float_t v24 = vec3::distance(shad->direction * v23, v22);
v15 = max_def(v15, max_def(v24 - 0.25f, 0.0f));
}
shad->field_1A8[i] = v7;
shad->field_1C8[i] = v15;
}
for (std::vector<vec3>& i : shad->field_1D0)
i.clear();
}
static void sub_1405E63D0(Shadow* shad) {
if (shad->num_shadow <= 0)
return;
vec3 view_point = 0.0f;
vec3 interest = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shad->shadow_enable[i])
continue;
const vec3 v11 = shad->field_1A8[i] - shad->direction * shad->field_208;
const float_t v9 = vec3::distance(shad->view_point[i], v11);
const float_t v12 = vec3::distance(shad->interest[i], shad->field_1A8[i]);
if (v9 > 0.1f || v12 > 0.1f) {
shad->view_point[i] = v11;
shad->interest[i] = shad->field_1A8[i];
}
view_point += shad->view_point[i];
interest += shad->interest[i];
}
shad->view_point_shared = view_point * (1.0f / (float_t)shad->num_shadow);
shad->interest_shared = interest * (1.0f / (float_t)shad->num_shadow);
}
static void sub_1405E6840(Shadow* shad) {
int32_t count = 0;
shad->num_shadow = 0;
for (int32_t i = 0; i < 2; i++) {
if (shad->shadow_enable[i] && shad->field_1D0[i].size()) {
++shad->num_shadow;
count += (int32_t)shad->field_1D0->size();
}
else
shad->shadow_enable[i] = false;
}
if (count < 3) {
sub_1405E60E0(shad);
sub_1405E63D0(shad);
sub_1405E6910(shad);
}
else
sub_1405E6B70(shad);
}
static void sub_1405E6910(Shadow* shad) {
const float_t v2 = max_def(shad->field_1C8[0], shad->field_1C8[1]);
shad->separate = false;
shad->shadow_range = v2 + MIN_SHADOW_RANGE;
shad->field_200[0] = 0;
shad->field_200[1] = 1;
if (shad->num_shadow < 2)
return;
const vec3 v12 = shad->field_1A8[0] - shad->interest_shared;
const vec3 v14 = shad->field_1A8[1] - shad->interest_shared;
float_t v16 = vec3::distance((shad->direction * vec3::dot(v12, shad->direction)), v12);
v16 = max_def(v16 - 0.25f, 0.0f);
if (v2 + MIN_SHADOW_RANGE + v16 > v2 + SHADOW_RANGE_SEPARATE) {
shad->shadow_range = v2 + SHADOW_RANGE_SEPARATE;
shad->separate = true;
}
else
shad->shadow_range = v2 + MIN_SHADOW_RANGE + v16;
if (vec3::dot(v12, shad->direction) < vec3::dot(v14, shad->direction)) {
shad->field_200[0] = 1;
shad->field_200[1] = 0;
}
}
static void sub_1405E6B70(Shadow* shad) {
vec3 v3;
vec3 v86;
if (shad->direction.y * shad->direction.y < 0.99f) {
v86 = vec3::cross(shad->direction, vec3(0.0f, 1.0f, 0.0f));
v3 = vec3::cross(v86, shad->direction);
v86 = vec3::normalize(v86);
v3 = vec3::normalize(v3);
}
else {
v3 = { 0.0f, 0.0f, 1.0f };
v86 = { 1.0f, 0.0f, 0.0f };
}
for (int32_t i = 0; i < 2; i++) {
shad->field_1A8[i] = 0.0f;
shad->field_1C8[i] = 0.0f;
if (!shad->shadow_enable[i] || !shad->field_1D0[i].size())
continue;
vec3 v22 = 0.0f;
for (vec3& j : shad->field_1D0[i])
v22 += j;
float_t v29 = (float_t)(int64_t)shad->field_1D0[i].size();
if (v29 < 0.0f)
v29 += (float_t)UINT64_MAX;
v22 *= 1.0f / v29;
float_t v30 = 0.0f;
for (vec3& j : shad->field_1D0[i]) {
const vec3 v35 = v22 - j;
const float_t v39 = fabsf(vec3::dot(v35, v86));
const float_t v38 = fabsf(vec3::dot(v35, v3));
v30 = max_def(v30, max_def(v38, v39));
}
shad->field_1A8[i] = v22;
shad->field_1C8[i] = v30;
}
if (shad->num_shadow > 0) {
vec3 view_point = 0.0f;
vec3 interest = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shad->shadow_enable[i])
continue;
const vec3 v41 = shad->field_1A8[0] - shad->direction * shad->field_208;
const float_t v42 = vec3::distance(shad->view_point[0], v41);
const float_t v45 = vec3::distance(shad->interest[0], shad->field_1A8[0]);
if (v42 > 0.1f || v45 > 0.1f) {
shad->view_point[0] = v41;
shad->interest[0] = shad->field_1A8[0];
}
view_point += shad->view_point[i];
interest += shad->interest[i];
}
shad->view_point_shared = view_point * (1.0f / (float_t)shad->num_shadow);
shad->interest_shared = interest * (1.0f / (float_t)shad->num_shadow);
}
const float_t v67 = max_def(shad->field_1C8[0], shad->field_1C8[1]);
shad->separate = 0;
shad->shadow_range = v67 + MIN_SHADOW_RANGE;
shad->field_200[0] = 0;
shad->field_200[1] = 1;
if (shad->num_shadow >= 2) {
float_t v2 = 0.0f;
float_t v68 = 0.0f;
float_t v69 = 0.0f;
float_t v70 = 0.0f;
for (int32_t i = 0; i < 2; i++) {
if (!shad->shadow_enable[i])
continue;
for (vec3& j : shad->field_1D0[i]) {
const vec3 v74 = j - shad->interest_shared;
const float_t v77 = vec3::dot(v86, v74);
if (v2 > v77)
v2 = v77;
else if (v69 < v77)
v69 = v77;
const float_t v78 = vec3::dot(v3, v74);
if (v68 > v78)
v68 = v78;
else if (v70 < v78)
v70 = v78;
}
}
const float_t v79 = max_def(max_def(max_def(-v2, v69), -v68), v70);
if (v79 + MIN_SHADOW_RANGE > v67 + SHADOW_RANGE_SEPARATE) {
shad->shadow_range = v67 + SHADOW_RANGE_SEPARATE;
shad->separate = true;
}
else
shad->shadow_range = v79 + MIN_SHADOW_RANGE;
if (vec3::dot(shad->field_1A8[0] - shad->interest_shared, shad->direction)
< vec3::dot(shad->field_1A8[1] - shad->interest_shared, shad->direction)) {
shad->field_200[1] = 0;
shad->field_200[0] = 1;
}
}
for (std::vector<vec3>& i : shad->field_1D0)
i.clear();
}