Add shadow

This commit is contained in:
Miloslav Ciz 2025-04-28 23:00:23 +02:00
parent 5e73098460
commit 4eb589d981
5 changed files with 101 additions and 10 deletions

View file

@ -57,7 +57,8 @@
#define LCR_RENDERER_CHUNKS_TOTAL (LCR_RENDERER_CHUNK_RESOLUTION * \
LCR_RENDERER_CHUNK_RESOLUTION * LCR_RENDERER_CHUNK_RESOLUTION)
#define LCR_RENDERER_MODEL_COUNT 10
#define LCR_RENDERER_MODEL_COUNT 11
#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
#define LCR_RENDERER_FONT_SEGMENT_SIZE (2 + LCR_EFFECTIVE_RESOLUTION_X / 512)
@ -76,12 +77,14 @@ struct
S3L_Model3D mapModel; ///< Whole map model.
S3L_Model3D *carModel; ///< Shortcut ptr to the car model in the scene.
S3L_Model3D *ghostModel; ///< Shortcut ptr to the ghost model in the scene.
S3L_Model3D *shadowModel;
/**
The scene model array.
0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models
8: car model
9: ghost model
10: shadow model
*/
S3L_Model3D models[LCR_RENDERER_MODEL_COUNT];
@ -356,12 +359,7 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
LCR_renderer.texSubsampleCount = 0;
#endif
if (pixel->modelIndex == 9)
{
// car ghost model
LCR_renderer.flatAndTransparent = LCR_SETTING_GHOST_COLOR;
}
else if (pixel->modelIndex == 8)
if (pixel->modelIndex == 8)
{
// car model
@ -398,6 +396,16 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
}
#endif
}
else if (pixel->modelIndex == 9)
{
// car ghost model
LCR_renderer.flatAndTransparent = LCR_SETTING_GHOST_COLOR;
}
else if (pixel->modelIndex == 10)
{
// shadow model
LCR_renderer.flatAndTransparent = 0x0001;
}
else
{
// map model
@ -408,12 +416,44 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
for (int i = 0; i < 3; ++i)
v[i] = LCR_renderer.mapVerts + 3 * t[i];
const uint8_t *triData = LCR_renderer.mapTriangleData +
LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]];
uint8_t type = triData[pixel->triangleIndex] >> 4;
uint8_t mat = triData[pixel->triangleIndex] & 0x0f;
#if LCR_SETTING_CAR_SHADOW
if (type == 0 && (S3L_abs((2 * v[0][0] + v[1][0] + v[2][0]) / 4 -
LCR_renderer.carModel->transform.translation.x) +
S3L_abs((2 * v[0][2] + v[1][2] + v[2][2]) / 4 -
LCR_renderer.carModel->transform.translation.z)) < LCR_RENDERER_UNIT)
{
S3L_Unit groundH = (2 * v[0][1] + v[1][1] + v[2][1]) / 4;
if (groundH < LCR_renderer.carModel->transform.translation.y &&
groundH > LCR_renderer.shadowModel->transform.translation.y)
{
LCR_renderer.shadowModel->transform.translation.y = S3L_min(groundH,
LCR_renderer.carModel->transform.translation.y
- LCR_RENDERER_UNIT / 8);
LCR_renderer.shadowModel->transform.scale.x = S3L_max(0,
LCR_RENDERER_UNIT - (LCR_renderer.carModel->transform.translation.y
- groundH) / 4);
LCR_renderer.shadowModel->transform.scale.y =
LCR_renderer.shadowModel->transform.scale.x;
LCR_renderer.shadowModel->transform.scale.z =
LCR_renderer.shadowModel->transform.scale.x;
}
}
#endif
switch (mat)
{
#define CL (type ? 0x8210 : 0x0000)
@ -1203,9 +1243,21 @@ uint8_t LCR_rendererInit(void)
LCR_LOG0("initializing renderer");
LCR_renderer.frame = 0;
LCR_renderer.carModel = LCR_renderer.models + 8;
LCR_renderer.carModel = LCR_renderer.models + 8;
LCR_renderer.ghostModel = LCR_renderer.models + 9;
LCR_renderer.shadowModel = LCR_renderer.models + 10;
#if LCR_SETTING_CAR_SHADOW
S3L_model3DInit(
LCR_shadowVertices,
LCR_SHADOW_VERTEX_COUNT,
LCR_shadowTriangles,LCR_SHADOW_TRIANGLE_COUNT,
LCR_renderer.shadowModel);
#else
S3L_model3DInit(0,0,0,0,LCR_renderer.shadowModel);
LCR_renderer.shadowModel->config.visible = 0;
#endif
S3L_model3DInit(
#if LCR_ANIMATE_CAR
@ -2049,6 +2101,21 @@ void LCR_rendererDraw3D(void)
{
LCR_LOG2("rendering frame (start)");
#if LCR_SETTING_CAR_SHADOW
LCR_renderer.shadowModel->transform.translation =
LCR_renderer.carModel->transform.translation;
LCR_renderer.shadowModel->transform.translation.y =
-1 * (LCR_MAP_SIZE_BLOCKS * LCR_RENDERER_UNIT) / 4;
S3L_vec4Set(&(LCR_renderer.shadowModel->transform.scale),
LCR_RENDERER_UNIT,LCR_RENDERER_UNIT,LCR_RENDERER_UNIT,
LCR_RENDERER_UNIT);
LCR_renderer.shadowModel->transform.rotation.y =
LCR_renderer.carModel->transform.rotation.y;
#endif
// first make sure rotations are in correct range:
LCR_renderer.scene.camera.transform.rotation.y = S3L_wrap(
LCR_renderer.scene.camera.transform.rotation.y, S3L_F);