-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathRELit.lua
685 lines (581 loc) · 26.5 KB
/
RELit.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
--//////////////////////////////////////////////////////////////////////////////////////////////
--MIT License
--Copyright (c) 2023 Frans 'Otis_Inf' Bouma & Nicolás 'originalnicodr' Uriel Navall
--
--Permission is hereby granted, free of charge, to any person obtaining a copy
--of this software and associated documentation files (the "Software"), to deal
--in the Software without restriction, including without limitation the rights
--to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
--copies of the Software, and to permit persons to whom the Software is
--furnished to do so, subject to the following conditions:
--
--The above copyright notice and this permission notice shall be included in all
--copies or substantial portions of the Software.
--
--THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
--IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
--FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
--AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
--LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
--OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
--SOFTWARE.
--//////////////////////////////////////////////////////////////////////////////////////////////
-- Changelog
-- v1.1.4 - Added ReferenceEffectiveRange support, added more properties in for copy light to copy, changed volumetric scattering intensity step size to 1
-- v1.1.3 - Fixed scene light issue where we switched lights off if they were enabled, but we should have first collected the drawn lights and used that set
-- v1.1.2 - Filtered our lights from the scene lights list and added a new button to copy light properties into a new light
-- v1.1.1 - Added scene light usage, refactored code, tweaked settings, restructured the UI to use a separate window, tweaked the light editor to use an initial size
-- v1.1 - Added tonemapping settings and updated some initial values
-- v1.0 - First release
--//////////////////////////////////////////////////////////////////////////////////////////////
-----------Globals and Constants-----------
local DEBUG = false -- set to true to enable debug controls and other debug code.
local relitVersion = "1.1.4"
local lightsTable = {}
local lightCounter = 0
local gameName = reframework:get_game_name()
local mainWindowVisible = false
-- light setting defaults
local intensityDefault = 1000.0
local colorDefault = Vector3f.new(1, 1, 1)
local shadowBiasDefault = 0.00050
local shadowDepthBiasDefault = 0.001
local shadowSlopeBiasDefault = 0.000055
local referenceEffectiveRangeDefault = 5.0
local sceneLights = {}
local switchedOnOffSceneLights = {}
local customTonemapping = {
autoExposure = true,
exposure = 0,
isInitialized = false
}
-- Table used to get the scene lights.
local lightTypesTable = {
["SpotLight"] = {"via.render.SpotLight", " (SpotLight)"},
["PointLight"] = {"via.render.PointLight", " (PointLight)"},
["AreaLight"] = {"via.render.AreaLight", " (AreaLight)"},
["DirectionalLight"] = {"via.render.DirectionalLight", " (DirectionalLight)"},
["ProjectionSpotLight"] = {"via.render.ProjectionSpotLight", " (ProjectionSpotLight)"},
["SkyLight"] = {"via.render.SkyLight", " (SkyLight)"},
["Light"] = {"via.render.Light", " (Light)"}
}
---------------------------------------
-----------Utility functions-----------
local function create_gameobj(name, component_names)
local newGameobj = sdk.find_type_definition("via.GameObject"):get_method("create(System.String)"):call(nil, name)
if newGameobj and newGameobj:add_ref() and newGameobj:call(".ctor") then
for i, compName in ipairs(component_names or {}) do
local td = sdk.find_type_definition(compName)
local newComponent = td and newGameobj:call("createComponent(System.Type)", td:get_runtime_type())
if newComponent and newComponent:add_ref() then
newComponent:call(".ctor()")
end
end
return newGameobj
end
end
local function lua_find_component(gameobj, component_name)
local out = gameobj:call("getComponent(System.Type)", sdk.typeof(component_name))
if out then return out end
local components = gameobj:call("get_Components")
if tostring(components):find("SystemArray") then
components = components:get_elements()
for i, component in ipairs(components) do
if component:call("ToString") == component_name then
return component
end
end
end
end
local function get_component_by_type(game_object, type_name)
local t = sdk.typeof(type_name)
if t == nil then
return nil
end
return game_object:call("getComponent(System.Type)", t)
end
local function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
local function write_vec34(managedObject, offset, vector, doVec3)
if sdk.is_managed_object(managedObject) then
managedObject:write_float(offset, vector.x)
managedObject:write_float(offset + 4, vector.y)
managedObject:write_float(offset + 8, vector.z)
if not doVec3 and vector.w then managedObject:write_float(offset + 12, vector.w) end
end
end
local function write_mat4(managedObject, offset, mat4)
if sdk.is_managed_object(managedObject) then
write_vec34(managedObject, offset, mat4[0])
write_vec34(managedObject, offset + 16, mat4[1])
write_vec34(managedObject, offset + 32, mat4[2])
write_vec34(managedObject, offset + 48, mat4[3])
end
end
local function move_light_to_camera(lightGameObject)
local lightTransform = lightGameObject:call("get_Transform")
local camera = sdk.get_primary_camera()
local cameraObject = camera:call("get_GameObject")
local cameraTransform = cameraObject:call("get_Transform")
lightTransform:set_position(cameraTransform:get_position())
lightTransform:set_rotation(cameraTransform:get_rotation())
-- write matrix directly. Matrix is at offset 0x80
write_mat4(lightTransform, 0x80, cameraTransform:call("get_WorldMatrix"))
end
local function ternary(cond, T, F)
if cond then return T else return F end
end
local function get_new_light_no()
lightCounter = lightCounter+1
return lightCounter
end
------------------------------------------
local function add_new_light(createSpotLight, lightNo, originalLight)
local componentToCreate = ternary(createSpotLight, "via.render.SpotLight", "via.render.PointLight")
local lightGameObject = create_gameobj("RELit - "..ternary(createSpotLight, "Spotlight ", "Pointlight ")..tostring(lightNo), {componentToCreate})
local lightComponent = lua_find_component(lightGameObject, componentToCreate)
local newLightIntensity = intensityDefault
if gameName == "re8" then
newLightIntensity = newLightIntensity * 10
end
lightComponent:call("set_Enabled", true)
if originalLight ~= nil then
lightComponent:call("set_Color", originalLight:call("get_Color"))
lightComponent:call("set_Intensity", originalLight:call("get_Intensity"))
lightComponent:call("set_ImportantLevel", originalLight:call("get_ImportantLevel"))
lightComponent:call("set_BlackBodyRadiation", originalLight:call("get_BlackBodyRadiation"))
lightComponent:call("set_Temperature", originalLight:call("get_Temperature"))
lightComponent:call("set_UsingSameIntensity", originalLight:call("get_UsingSameIntensity"))
lightComponent:call("set_MinRoughness", originalLight:call("get_MinRoughness"))
lightComponent:call("set_AOEfficiency", originalLight:call("get_AOEfficiency"))
lightComponent:call("set_BackGroundShadowEnable", originalLight:call("get_BackGroundShadowEnable"))
lightComponent:call("set_ShadowEnable", originalLight:call("get_ShadowEnable"))
lightComponent:call("set_ShadowBias", originalLight:call("get_ShadowBias"))
lightComponent:call("set_ShadowVariance", originalLight:call("get_ShadowVariance"))
lightComponent:call("set_ShadowDepthBias", originalLight:call("get_ShadowDepthBias"))
lightComponent:call("set_ShadowSlopeBias", originalLight:call("get_ShadowSlopeBias"))
lightComponent:call("set_ShadowNearPlane", originalLight:call("get_ShadowNearPlane"))
lightComponent:call("set_VolumetricScatteringIntensity", originalLight:call("get_VolumetricScatteringIntensity"))
lightComponent:call("set_Radius", originalLight:call("get_Radius"))
lightComponent:call("set_ReferenceEffectiveRange", originalLight:call("get_ReferenceEffectiveRange"))
if createSpotLight then
lightComponent:call("set_Cone", originalLight:call("get_Cone"))
lightComponent:call("set_Spread", originalLight:call("get_Spread"))
lightComponent:call("set_Falloff", originalLight:call("get_Falloff"))
lightComponent:call("set_DetailShadow", originalLight:call("get_DetailShadow"))
end
lightComponent:call("", originalLight:call(""))
else
lightComponent:call("set_Color", colorDefault)
lightComponent:call("set_Intensity", newLightIntensity)
lightComponent:call("set_ImportantLevel", 0)
lightComponent:call("set_BlackBodyRadiation", false)
lightComponent:call("set_UsingSameIntensity", false)
lightComponent:call("set_BackGroundShadowEnable", false)
lightComponent:call("set_ShadowEnable", true)
lightComponent:call("set_ShadowBias", shadowBiasDefault)
lightComponent:call("set_ShadowVariance", 0)
lightComponent:call("set_ShadowDepthBias", shadowDepthBiasDefault)
lightComponent:call("set_ShadowSlopeBias", shadowSlopeBiasDefault)
lightComponent:call("set_ReferenceEffectiveRange", referenceEffectiveRangeDefault)
end
move_light_to_camera(lightGameObject)
lightComponent:call("update")
lightTableEntry = {
id = lightNo,
lightGameObject = lightGameObject,
lightComponent = lightComponent,
showLightEditor = false,
attachedToCam = false,
typeDescription = ternary(createSpotLight, "Spotlight ", "Pointlight "),
isSpotLight = createSpotLight,
showGizmo = false
}
table.insert(lightsTable, lightTableEntry )
end
local function switch_scene_light_onoff(lightGameObject, onOff)
lightGameObject:write_byte(0x13, onOff)
end
local function switch_on_scene_lights()
-- all entries in this table were switched off by us so they were on before, we just switch all of them back on.
for i, lightEntry in ipairs(switchedOnOffSceneLights) do
local lightGameObject = lightEntry.lightGameObject
lightEntry.isEnabled = true
switch_scene_light_onoff(lightGameObject, lightEntry.isDrawn)
end
-- clear the table. Holy moly this language is ... limited
for k,v in pairs(switchedOnOffSceneLights) do switchedOnOffSceneLights[k]=nil end
end
local function switch_off_scene_lights()
for i, lightEntry in ipairs(sceneLights) do
if lightEntry.isEnabled then
lightEntry.isEnabled = false
local lightGameObject = lightEntry.lightGameObject
switch_scene_light_onoff(lightGameObject, 0)
table.insert(switchedOnOffSceneLights, lightEntry)
end
end
end
local function get_scene_lights()
local scene_manager = sdk.get_native_singleton("via.SceneManager")
local scene_manager_type = sdk.find_type_definition("via.SceneManager")
local scene = sdk.call_native_func(scene_manager, scene_manager_type, "get_CurrentScene")
local transforms = scene:call("findComponents(System.Type)", sdk.typeof("via.Transform"))
imgui.text(dump(transforms))
local sceneLights = {}
if tostring(transforms):find("SystemArray") and sdk.is_managed_object(transforms) then
for i, xform in ipairs(transforms) do
local gameObject = xform:call("get_GameObject")
-- lua doesnt have a continue statement...
if string.find(gameObject:call("get_Name"),"RELit") then goto continue end
local component = nil
local lightType = nil
for key, light_component_name in pairs(lightTypesTable) do
-- The game queries as via.render.Type, e.g via.render.SpotLight
component = get_component_by_type(gameObject, light_component_name[1])
if component ~= nil then
-- The output we want is " (Light)" for example.
lightType = light_component_name[2]
break
end
end
if component ~= nil then
local isEnabled = component:call("get_Enabled")
local isDrawn = gameObject:read_byte(0x13)
if isEnabled and isDrawn==1 then
sceneLightsEntry = {
id = i,
lightComponent = component,
lightGameObject = gameObject,
name = gameObject:call("get_Name")..lightType,
isEnabled = isEnabled,
isDrawn = isDrawn
}
table.insert(sceneLights, sceneLightsEntry)
end
end
::continue::
end
end
return sceneLights
end
--UI---------------------------------------------------------
local function ui_margin()
imgui.text(" ")
imgui.same_line()
end
local function handle_float_value(lightComponent, captionString, getterFuncName, setterFuncName, stepSize, min, max)
ui_margin()
changed, newValue = imgui.drag_float(captionString, lightComponent:call(getterFuncName), stepSize, min, max)
if changed then lightComponent:call(setterFuncName, newValue) end
end
local function handle_bool_value(lightComponent, captionString, getterFuncName, setterFuncName)
ui_margin()
changed, enabledValue = imgui.checkbox(captionString, lightComponent:call(getterFuncName))
if changed then lightComponent:call(setterFuncName, enabledValue) end
end
--WIP--
local function draw_gizmo(gameObject)
local transform = gameObject:call("get_Transform")
if transform == nil then return end
local mat = transform:call("get_WorldMatrix")
local changed = false
changed, newMat = draw.gizmo(gameObject:get_address(), mat)
if changed then
transform:set_rotation(newMat:to_quat())
transform:set_position(newMat[3])
end
draw.gizmo(gameObject:get_address(), newMat)
end
local function sliders_change_pos(lightGameObject)
local lightGameObjectTransform = lightGameObject:call("get_Transform")
local lightGameObjectPos = lightGameObjectTransform:get_position()
local lightGameObjectAngles = lightGameObjectTransform:call("get_EulerAngle")
if imgui.tree_node("Position / orientation") then
-- X is right, Y is up, Z is out of the screen
ui_margin()
changedX, newXValue = imgui.drag_float("X (right)", lightGameObjectPos.x, 0.01, -10000, 10000)
ui_margin()
changedY, newYValue = imgui.drag_float("Y (up)", lightGameObjectPos.y, 0.01, -10000, 10000)
ui_margin()
changedZ, newZValue = imgui.drag_float("Z (out of the screen)", lightGameObjectPos.z, 0.01, -10000, 10000)
ui_margin()
changedPitch, newPitchValue = imgui.drag_float("Pitch", lightGameObjectAngles.x, 0.001, -3.1415924, 3.1415924)
ui_margin()
changedYaw, newYawValue = imgui.drag_float("Yaw", lightGameObjectAngles.y, 0.001, -3.1415924, 3.1415924)
imgui.tree_pop()
end
if changedX or changedY or changedZ then
if not changedX then newXValue = lightGameObjectPos.x end
if not changedY then newYValue = lightGameObjectPos.y end
if not changedZ then newZValue = lightGameObjectPos.z end
lightGameObjectTransform:set_position(Vector3f.new(newXValue, newYValue, newZValue))
end
if changedPitch or changedYaw then
if not changedPitch then newPitchValue = lightGameObjectAngles.x end
if not changedYaw then newYawValue = lightGameObjectAngles.y end
lightGameObjectTransform:call("set_EulerAngle", Vector3f.new(newPitchValue, newYawValue, lightGameObjectAngles.z))
-- now grab the local matrix and write that as the world matrix, as the world matrix isn't updated but the local matrix is (and they should be the same)
write_mat4(lightGameObjectTransform, 0x80, lightGameObjectTransform:call("get_LocalMatrix"))
end
end
local function scene_lights_menu()
if imgui.tree_node("Scene Lights") then
-- first check if we've switched off all lights. If so, we can't update the scene lights till we switch them back on.
local showUpdateSceneLightsButton = switchedOnOffSceneLights[1]== nil
if showUpdateSceneLightsButton then
if imgui.button("Collect enabled scene lights") then
sceneLights = get_scene_lights()
end
end
if sceneLights[1] then
if showUpdateSceneLightsButton then
imgui.same_line()
end
local hasBulkSwitchedOffLights = (switchedOnOffSceneLights[1]~=nil)
if imgui.button(ternary(hasBulkSwitchedOffLights, "Switch scene lights back on", "Switch off scene lights")) then
if hasBulkSwitchedOffLights then
switch_on_scene_lights()
else
switch_off_scene_lights()
end
end
end
for i, sceneLightsEntry in ipairs(sceneLights) do
local lightComponent = sceneLightsEntry.lightComponent
local lightGameObject = sceneLightsEntry.lightGameObject
imgui.push_id(sceneLightsEntry.id)
local isEnabled = sceneLightsEntry.isEnabled -- we need to do it this way otherwise Lua throws an error if we directly write the imgui.checkbox value into entry.isenabled
local changed, isEnabled = imgui.checkbox("", isEnabled)
if changed then
sceneLightsEntry.isEnabled = isEnabled
switch_scene_light_onoff(lightGameObject, ternary(sceneLightsEntry.isEnabled, 1, 0))
end
imgui.same_line()
if imgui.tree_node(sceneLightsEntry.name) then
if imgui.tree_node("Light component") then
object_explorer:handle_address(lightComponent)
imgui.tree_pop()
end
if imgui.tree_node("Light game object") then
object_explorer:handle_address(lightGameObject)
imgui.tree_pop()
end
imgui.tree_pop()
end
imgui.pop_id()
end
imgui.tree_pop()
end
end
local function tonemapping_menu()
if imgui.tree_node("Tonemapping") then
local camera = sdk.get_primary_camera()
local cameraGameObject = camera:call("get_GameObject")
local toneMapping = get_component_by_type(cameraGameObject,"via.render.ToneMapping")
changed, enabledValue = imgui.checkbox("Auto Exposure", customTonemapping.autoExposure)
if changed and enabledValue then customTonemapping.autoExposure = true end
if changed and not enabledValue then customTonemapping.autoExposure = false end
changed, newValue = imgui.drag_float("Exposure", customTonemapping.exposure, 0.01, -5, 25)
if changed then customTonemapping.exposure = newValue end
imgui.tree_pop()
end
end
local function lights_menu()
if imgui.tree_node("Lights") then
if imgui.button("Add new spotlight") then
add_new_light(true, get_new_light_no(), nil)
end
imgui.same_line()
if imgui.button("Add new pointlight") then
add_new_light(false, get_new_light_no(), nil)
end
for i, lightEntry in ipairs(lightsTable) do
local lightGameObject = lightEntry.lightGameObject
local lightComponent = lightEntry.lightComponent
imgui.push_id(lightEntry.id)
local changed, enabledValue = imgui.checkbox("", lightComponent:call("get_Enabled"))
if changed then
lightComponent:call("set_Enabled", enabledValue)
end
imgui.same_line()
imgui.text(lightEntry.typeDescription..tostring(i))
imgui.same_line()
if imgui.button(" Edit ") then
lightEntry.showLightEditor = true
end
imgui.same_line()
if imgui.button("Move To Camera") then
move_light_to_camera(lightGameObject)
end
imgui.same_line()
local changed, attachedToCamValue = imgui.checkbox("Attach to camera", lightEntry.attachedToCam)
if changed then
lightEntry.attachedToCam = attachedToCamValue
end
imgui.same_line()
if imgui.button("Copy") then
add_new_light(lightEntry.isSpotLight, get_new_light_no(), lightEntry.lightComponent)
end
imgui.same_line()
if imgui.button("Delete") then
lightGameObject:call("destroy", lightGameObject)
table.remove(lightsTable, i)
end
imgui.pop_id()
end
imgui.tree_pop()
end
end
local function main_menu()
if mainWindowVisible then
imgui.set_next_window_size(Vector2f.new(600, 300), 4) -- first use ever
mainWindowVisible = imgui.begin_window("RELit v"..relitVersion, mainWindowVisible, nil)
lights_menu()
scene_lights_menu()
tonemapping_menu()
imgui.text(" ")
ui_margin()
imgui.text("--------------------------------------------")
ui_margin()
imgui.text("RELit is (c) Originalnicodr & Otis_Inf")
ui_margin()
imgui.text("https://framedsc.com")
ui_margin()
end
imgui.end_window()
end
--Light Editor window UI-------------------------------------------------------
local function light_editor_menu()
for i, lightEntry in ipairs(lightsTable) do
local lightGameObject = lightEntry.lightGameObject
local lightComponent = lightEntry.lightComponent
if lightEntry.attachedToCam then
move_light_to_camera(lightGameObject)
end
if lightEntry.showLightEditor then
imgui.push_id(lightEntry.id)
imgui.set_next_window_size(Vector2f.new(400, 600), 2) -- Once
lightEntry.showLightEditor = imgui.begin_window(lightEntry.typeDescription..tostring(i).." editor", true, 0)
if DEBUG then
imgui.spacing()
ui_margin()
changed, enabledValue = imgui.checkbox(captionString, lightEntry.showGizmo)
if changed then lightEntry.showGizmo = enabledValue end
imgui.same_line()
imgui.text("Draw debug gizmo")
if lightEntry.showGizmo then
draw_gizmo(lightGameObject)
end
if imgui.tree_node("Debug") then
if imgui.tree_node("Light component") then
object_explorer:handle_address(lightComponent)
imgui.tree_pop()
end
if imgui.tree_node("Light game object") then
object_explorer:handle_address(lightGameObject)
imgui.tree_pop()
end
imgui.tree_pop()
end
end
sliders_change_pos(lightGameObject)
if imgui.tree_node("Light characteristics") then
handle_float_value(lightComponent, "Intensity", "get_Intensity", "set_Intensity", 10, 0, 500000)
imgui.spacing()
ui_margin()
changed, new_color = imgui.color_picker3("Light color", lightComponent:call("get_Color"))
if changed then
lightComponent:call("set_Color", new_color)
end
imgui.spacing()
if gameName~="dmc5" then
-- temperature settings don't work for some reason in DMC5
handle_bool_value(lightComponent, "Use temperature", "get_BlackBodyRadiation", "set_BlackBodyRadiation")
handle_float_value(lightComponent, "Temperature", "get_Temperature", "set_Temperature", 10, 1000, 20000)
end
handle_float_value(lightComponent, "Bounce intensity", "get_BounceIntensity", "set_BounceIntensity", 0.01, 0, 1000)
handle_float_value(lightComponent, "Min roughness", "get_MinRoughness", "set_MinRoughness", 0.01, 0, 1.0)
handle_float_value(lightComponent, "AO Efficiency", "get_AOEfficiency", "set_AOEfficiency", 0.0001, 0, 10)
if gameName~="dmc5" then
-- volumetric scattering intensity always reverts to 0 in DMC5. In most other games it has little/no effect either but we'll disable it for DMC5 only for now.
handle_float_value(lightComponent, "Volumetric scattering intensity", "get_VolumetricScatteringIntensity", "set_VolumetricScatteringIntensity", 1, 0, 100000)
end
handle_float_value(lightComponent, "Radius", "get_Radius", "set_Radius", 0.01, 0, 100000)
handle_float_value(lightComponent, "Effective range", "get_ReferenceEffectiveRange", "set_ReferenceEffectiveRange", 0.01, 0, 1000)
handle_float_value(lightComponent, "Illuminance Threshold", "get_IlluminanceThreshold", "set_IlluminanceThreshold", 0.01, 0, 100000)
if lightEntry.isSpotLight then
handle_float_value(lightComponent, "Cone", "get_Cone", "set_Cone", 0.01, 0, 1000)
handle_float_value(lightComponent, "Spread", "get_Spread", "set_Spread", 0.01, 0, 100)
handle_float_value(lightComponent, "Falloff", "get_Falloff", "set_Falloff", 0.01, 0, 100)
end
imgui.tree_pop()
end
if imgui.tree_node("Shadow settings") then
imgui.spacing()
handle_bool_value(lightComponent, "Enable shadows", "get_ShadowEnable", "set_ShadowEnable")
handle_float_value(lightComponent, "Shadow bias", "get_ShadowBias", "set_ShadowBias", 0.000001, 0, 1.0)
handle_float_value(lightComponent, "Shadow blur", "get_ShadowVariance", "set_ShadowVariance", 0.0001, 0, 1.0)
handle_float_value(lightComponent, "Shadow lod bias", "get_ShadowLodBias", "set_ShadowLodBias", 0.0000001, 0, 1.0)
handle_float_value(lightComponent, "Shadow depth bias", "get_ShadowDepthBias", "set_ShadowDepthBias", 0.00001, 0, 1.0)
handle_float_value(lightComponent, "Shadow slope bias", "get_ShadowSlopeBias", "set_ShadowSlopeBias", 0.0000001, 0, 1.0)
handle_float_value(lightComponent, "Shadow near plane", "get_ShadowNearPlane", "set_ShadowNearPlane", 0.001, 0, 5.0)
-- Added in RE4, but disables the light, so not enabled for now. handle_bool_value(lightComponent, "Enable Ray-traced shadows", "get_RayTracingShadowEnable", "set_RayTracingShadowEnable")
if lightEntry.isSpotLight then
handle_float_value(lightComponent, "Detail shadow", "get_DetailShadow", "set_DetailShadow", 0.001, 0, 1.0)
end
imgui.tree_pop()
end
imgui.spacing()
imgui.text(" ")
imgui.same_line()
if imgui.button("Close") then
lightEntry.showLightEditor = false
end
imgui.spacing()
imgui.end_window()
imgui.pop_id()
lightComponent:call("update")
end
end
end
local function render_reFramework_ui()
changed, showWindow = imgui.checkbox("Show RELit UI", mainWindowVisible)
if changed then
mainWindowVisible = showWindow
end
if mainWindowVisible then
main_menu()
end
end
re.on_draw_ui(render_reFramework_ui)
re.on_frame(function()
--Update values that get reset every frame
for i, entry in ipairs(sceneLights) do
lightComponent = entry.lightComponent
lightComponent:call("set_Enabled", entry.isEnabled)
end
camera = sdk.get_primary_camera()
cameraGameObject = camera:call("get_GameObject")
toneMapping = get_component_by_type(cameraGameObject,"via.render.ToneMapping")
if not customTonemapping.isInitialized then
customTonemapping.autoExposure = toneMapping:call("getAutoExposure")
customTonemapping.exposure = toneMapping:call("get_EV")
customTonemapping.isInitialized = true
end
if not customTonemapping.autoExposure then
toneMapping:call("setAutoExposure", 2)
toneMapping:call("set_EV", customTonemapping.exposure)
end
light_editor_menu()
end)