Files
2026-07-13 13:13:17 +08:00

341 lines
13 KiB
C#

using T3.Core.Utils;
namespace Lib.render.@_;
[Guid("947ad81e-47da-46c3-9b1d-8e578174d876")]
internal sealed class DefineLensFlare : Instance<DefineLensFlare>
{
[Output(Guid = "B26730FF-B1FF-40A7-91AF-B10026ED4C32", DirtyFlagTrigger = DirtyFlagTrigger.Animated)]
public readonly Slot<StructuredList> OutBuffer = new();
public DefineLensFlare()
{
OutBuffer.UpdateAction += Update;
}
private void Update(EvaluationContext context)
{
var worldToClipSpace = Matrix4x4.Multiply(context.WorldToCamera, context.CameraToClipSpace);
//Matrix worldToView = context.WorldToCamera * context.CameraProjection;
//var worldToClipSpace = context.WorldToCamera
//var viewToWorld = Matrix.Invert(worldToClipSpace);
var brightness = Brightness.GetValue(context);
var color = Color.GetValue(context);
var randomizeColor = RandomizeColor.GetValue(context);
var size = Size.GetValue(context);
var randomizeSize = RandomizeSize.GetValue(context);
var stretch = Stretch.GetValue(context);
var distanceFromLight = OffsetTowardsCenter.GetValue(context);
var spread = Spread.GetValue(context);
var randomizeSpread = RandomizeSpread.GetValue(context);
var positionFactor = DistributeSpread.GetValue(context);
var randomizePosition = RandomizePosition.GetValue(context);
var mixPointLightColor = MixPointLightColor.GetValue(context);
var referencedLightIndex = LightIndex.GetValue(context);
var innerFxZone = InnerFxZone.GetValue(context);
var edgeFxZone = EdgeFxZone.GetValue(context);
var zoneFxScale = FxZoneScale.GetValue(context);
var zoneFxBrightness = FxZoneBrightness.GetValue(context);
var matteBoxZone = MattBoxZone.GetValue(context);
var rand = new Random(RandomSeed.GetValue(context));
var fxZoneMode = (ZoneFxModes)FxZoneMode.GetValue(context);
var rotation = Rotation.GetValue(context);
var rotationSpread = RotationSpread.GetValue(context);
var rotateTowards = (Categories)RotateTowards.GetValue(context);
var spriteCount = SpriteCount.GetValue(context).Clamp(0, 1000);
var startLightIndex = 0;
var endLightIndex = context.PointLights.Count;
var textureStart = TextureIndex.GetValue(context);
_tempList.Clear();
if (!(brightness > 0.00001f))
{
OutBuffer.Value = null;
return;
}
if (referencedLightIndex >= 0)
{
startLightIndex = referencedLightIndex;
endLightIndex = referencedLightIndex + 1;
}
var aspectRatio = (float)context.RequestedResolution.Width / (float)context.RequestedResolution.Height;
for (int lightIndex = startLightIndex; lightIndex < endLightIndex; lightIndex++)
{
var pointLight = context.PointLights.GetPointLight(lightIndex);
var lightPosDx = new Vector4(pointLight.Position, 1);
var posInViewDx = Vector4.Transform(lightPosDx, worldToClipSpace);
posInViewDx /= posInViewDx.W;
// Ignore light sources behind
var hideFactor = posInViewDx.Z < 0 ? 0 : 1;
posInViewDx /= posInViewDx.W;
var lightPosInView2D = new Vector2(posInViewDx.X, posInViewDx.Y);
if (spriteCount != _sprites.NumElements)
{
_sprites = new StructuredList<Sprite>(spriteCount);
}
// Render Planes
for (var i = 0; i < spriteCount; ++i)
{
var f = spriteCount <= 1 ? 0 : ((float)i / (spriteCount - 1) - 0.5f);
var positionOnLine = (float)((-distanceFromLight
+ f * spread * 2
+ randomizeSpread * (rand.NextDouble() - 0.5) + 1));
Vector2 objectScreenPos = lightPosInView2D * positionOnLine * positionFactor + (new Vector2(1, 1) - positionFactor) * lightPosInView2D;
objectScreenPos += new Vector2((float)(randomizePosition.X * (rand.NextDouble() - 0.5)),
(float)(randomizePosition.Y * (rand.NextDouble() - 0.5)));
var sizeWithRandom = size * (float)(1.0 + randomizeSize * (rand.NextDouble() - 0.5)) / 0.2f;
var colorWithLight =
new
Vector4((color.X + randomizeColor.X * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.X, mixPointLightColor),
(color.Y + randomizeColor.Y * (float)(rand.NextDouble() - 0.5) * 4) *
MathUtils.Lerp(1f, pointLight.Color.Y, mixPointLightColor),
(color.Z + randomizeColor.Z * (float)(rand.NextDouble() - 0.5) * 4) *
MathUtils.Lerp(1f, pointLight.Color.Z, mixPointLightColor),
color.W * (1 - randomizeColor.W * (float)(rand.NextDouble() * 2)));
var spriteColor = Vector4.Clamp(colorWithLight, Vector4.Zero, new Vector4(100, 100, 100, 1));
var triggerPosition = fxZoneMode == ZoneFxModes.Lights
? lightPosInView2D
: objectScreenPos;
var d = GetDistanceToEdge(triggerPosition);
var cInnerZone = MathUtils.SmootherStep(innerFxZone.Y, innerFxZone.X, 1 - d);
var cEdgeZone = MathUtils.SmootherStep(edgeFxZone.X, edgeFxZone.Y, 1 - d);
var cMatteBox = MathUtils.SmootherStep(matteBoxZone.Y, matteBoxZone.X, 1 - d);
var totalTriggerAmount = (cInnerZone + cEdgeZone) * cMatteBox;
sizeWithRandom *= (1 + zoneFxScale * totalTriggerAmount).Clamp(0, 100);
var brightnessEffect = (zoneFxBrightness * totalTriggerAmount).Clamp(0, 100);
spriteColor.X += brightnessEffect;
spriteColor.Y += brightnessEffect;
spriteColor.Z += brightnessEffect;
spriteColor.W = ((spriteColor.W + brightnessEffect)).Clamp(0, 1);
spriteColor.W *= cMatteBox * pointLight.Color.W;
// This might actually be a good idea. Maybe we should do this later..
// Fade with incoming alpha from FlatShaders and Materials
//color.W *= materialAlpha;
var spriteRotation = rotation;
switch (rotateTowards)
{
case Categories.Object:
break;
case Categories.Light:
spriteRotation -=
(float)(Math.Atan2((objectScreenPos.X - lightPosInView2D.X) * aspectRatio, objectScreenPos.Y - lightPosInView2D.Y) +
MathF.PI) * (180 / MathF.PI);
break;
case Categories.ScreenCenter:
spriteRotation -= (float)(Math.Atan2(objectScreenPos.X, objectScreenPos.Y) + MathF.PI) * 180f / MathF.PI;
break;
default:
throw new ArgumentOutOfRangeException();
}
spriteColor.W *= brightness;
_tempList.Add(new Sprite
{
PosInClipSpace = objectScreenPos,
Size = sizeWithRandom * stretch * hideFactor,
Color = spriteColor,
RotationDeg = spriteRotation + f * rotationSpread * 180,
UvMin = Vector2.Zero,
UvMax = Vector2.One,
TextureIndex = (int)(rand.NextDouble() * 65535) //Fixme: implement correct number
});
}
}
// Copy to structured array
if (_tempList.Count != _sprites.NumElements)
{
_sprites = new StructuredList<Sprite>(_tempList.Count);
}
for (var spriteIndex = 0; spriteIndex < _tempList.Count; spriteIndex++)
{
_sprites.TypedElements[spriteIndex] = _tempList[spriteIndex];
}
OutBuffer.Value = _sprites;
}
private static float GetDistanceToEdge(Vector2 posInClipSpace)
{
var p = (posInClipSpace / 2 + Vector2.One * 0.5f);
var dToRight = 1 - p.X;
var dToLeft = p.X;
var dToUp = p.Y;
var dToBottom = 1 - p.Y;
var d = MathF.Min(dToLeft, dToRight);
d = MathF.Min(d, dToUp);
d = MathF.Min(d, dToBottom);
d *= 2;
return d;
}
private readonly List<Sprite> _tempList = new(100);
[StructLayout(LayoutKind.Explicit, Size = SizeInBytes)]
public struct Sprite
{
[FieldOffset(0 * 4)]
public Vector2 PosInClipSpace;
[FieldOffset(2 * 4)]
public Vector2 Size;
[FieldOffset(4 * 4)]
public float RotationDeg;
[FieldOffset(5 * 4)]
public Vector4 Color;
[FieldOffset(9 * 4)]
public Vector2 UvMin;
[FieldOffset(11 * 4)]
public Vector2 UvMax;
[FieldOffset(13 * 4)]
public int TextureIndex;
[FieldOffset(14 * 4)]
public Vector2 __padding;
private const int SizeInBytes = 16 * 4;
}
private StructuredList<Sprite> _sprites = new(10);
private enum ZoneFxModes
{
Off,
Objects,
Lights,
}
[Input(Guid = "50FDA27A-BD94-4438-9CEF-0AAA16FAE12B")]
public readonly InputSlot<int> LightIndex = new();
[Input(Guid = "59BA312F-C74F-4E76-8830-57C2EFFA0FF1")]
public readonly InputSlot<int> SpriteCount = new();
[Input(Guid = "9F85D1F1-37D2-4F7E-9EFD-70CB415C4CEE")]
public readonly InputSlot<float> Brightness = new();
[Input(Guid = "792E9B7E-9094-4BF9-8AED-D8B3FCDEE358")]
public readonly InputSlot<float> Spread = new();
[Input(Guid = "F21DBEFD-EA54-4901-A806-B1A2C5EE140F")]
public readonly InputSlot<float> OffsetTowardsCenter = new();
[Input(Guid = "BC1D9FDC-EA07-4C0D-BE2D-02FA955F9E5A")]
public readonly InputSlot<float> RandomizeSpread = new();
[Input(Guid = "1C250003-CF16-44DF-9A5E-F9FCF331617C")]
public readonly InputSlot<Vector2> DistributeSpread = new();
[Input(Guid = "D314C572-71C7-4A67-921B-DF369817DD4A")]
public readonly InputSlot<Vector2> RandomizePosition = new();
[Input(Guid = "CCF77198-7682-4F6B-96F2-986E6827A4DF")]
public readonly InputSlot<float> Size = new();
[Input(Guid = "2A1285B1-63EA-46A5-8D96-B7BA33EDD88B")]
public readonly InputSlot<float> RandomizeSize = new();
[Input(Guid = "C8347CA9-C700-4195-A23F-0F220F5823E2")]
public readonly InputSlot<Vector2> Stretch = new();
[Input(Guid = "000A17CA-36A2-43EF-8FDA-314366C9E204")]
public readonly InputSlot<float> Rotation = new();
[Input(Guid = "93728B1F-CBFA-4065-9DE1-BF8641FADE7E")]
public readonly InputSlot<float> RotationSpread = new();
// [Input(Guid = "7244CC40-8F0A-4381-80A3-EB818E262C88", MappedType = typeof(ColorSources))]
// public readonly InputSlot<int> ColorSource = new();
[Input(Guid = "205ED310-E01C-4B0C-9C24-E404476CE036", MappedType = typeof(Categories))]
public readonly InputSlot<int> RotateTowards = new();
[Input(Guid = "D6554B75-F320-4E8B-BCB0-6B484C29F6D3")]
public readonly InputSlot<float> MixPointLightColor = new();
[Input(Guid = "7D9DA46C-2D1F-48F8-BDC5-BB7E29C363C7")]
public readonly InputSlot<Vector4> Color = new();
[Input(Guid = "53351CF3-71A5-4CB3-AD81-60ABC7718D4B")]
public readonly InputSlot<Vector4> RandomizeColor = new();
// [Input(Guid = "77EAC715-D2EE-4BD5-93F5-1E9E7119A0E6")]
// public readonly InputSlot<Vector2> TextureCells = new();
[Input(Guid = "C1B5F49F-3538-48AA-8D16-92D48FCF08CB", MappedType = typeof(ZoneFxModes))]
public readonly InputSlot<int> FxZoneMode = new();
[Input(Guid = "1C11CB25-05F8-4422-AA16-DB57E8CD2E0B")]
public readonly InputSlot<Vector2> EdgeFxZone = new();
[Input(Guid = "00ED2D51-4CF0-43D6-ADAA-CE42E5EB8439")]
public readonly InputSlot<Vector2> InnerFxZone = new();
[Input(Guid = "0D98C14C-3F62-47E2-8FE8-A85208D9C02D")]
public readonly InputSlot<float> FxZoneScale = new();
[Input(Guid = "520EE127-F542-4AD8-A6EA-4A24A70ADE4D")]
public readonly InputSlot<float> FxZoneBrightness = new();
[Input(Guid = "BE4366C5-9E1C-430A-8F34-F31321A7DF2C")]
public readonly InputSlot<Vector2> MattBoxZone = new();
[Input(Guid = "9CFFFB1A-675E-410C-96DA-C02BD6B3A81A")]
public readonly InputSlot<int> RandomSeed = new();
[Input(Guid = "A5AD260C-9341-4E43-923C-86F12974DF97")]
public readonly InputSlot<Int2> TextureIndex = new();
private enum Categories
{
Object,
Light,
ScreenCenter,
}
}