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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "hsFastMath.h"
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#include "hsTemplates.h"
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#include "hsWindows.h"
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#include "MaxComponent/plComponent.h"
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#include <dummy.h>
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#include <notify.h>
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#include <vector>
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#pragma hdrstop
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#include "plLightMapGen.h"
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#include "plGImage/plMipmap.h"
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#include "MaxMain/plMaxNode.h"
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#include "MaxExport/plErrorMsg.h"
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#include "plRenderGlobalContext.h"
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#include "plMaxLightContext.h"
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#include "plSurface/plLayer.h"
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#include "plSurface/hsGMaterial.h"
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#include "MaxMain/plPluginResManager.h"
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#include "plDrawable/plGeometrySpan.h"
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#include "hsControlConverter.h"
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#include "plBitmapCreator.h"
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#include "pnKeyedObject/plKey.h"
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#include "plResMgr/plKeyFinder.h"
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#include "plResMgr/plPageInfo.h"
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#include "plMessage/plLayRefMsg.h"
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#include "plMessage/plMatRefMsg.h"
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#include "MaxComponent/plLightMapComponent.h"
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#include "plGImage/hsCodecManager.h"
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#include "plAgeDescription/plAgeDescription.h"
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static plLightMapGen theLMG;
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static const float kBlurMapRange = 20.f;
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#ifdef MF_NEW_RGC
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void getRGC(void* param, NotifyInfo* info)
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{
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if( info->intcode == NOTIFY_PRE_RENDERFRAME )
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{
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plLightMapGen* lmg = (plLightMapGen*)param;
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RenderGlobalContext* rgc = (RenderGlobalContext*)info->callParam;
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lmg->SetRGC(rgc);
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}
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}
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#endif // MF_NEW_RGC
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#ifndef MF_NEW_RGC
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#define MF_NO_RAY_SHADOW
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#endif // MF_NEW_RGC
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#define MF_NO_SHADOW_BLUR
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#if defined(MF_NEW_RGC) && !defined(MF_NO_SHADOW_BLUR)
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#define MF_NO_SHADOW_BLUR
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#endif // MF_NEW_RGC
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class LMGScanPoint
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{
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public:
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float fU;
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hsPoint3 fBary;
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};
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class LMGScanlineData
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{
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public:
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LMGScanlineData() : fEmpty(true) {}
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bool fEmpty;
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LMGScanPoint fNear;
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LMGScanPoint fFar;
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};
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static int kDefaultSize = 64;
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static uint32_t MakeUInt32Color(float r, float g, float b, float a)
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{
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return (uint32_t(a * 255.9f) << 24)
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|(uint32_t(r * 255.9f) << 16)
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|(uint32_t(g * 255.9f) << 8)
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|(uint32_t(b * 255.9f) << 0);
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}
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plLightMapGen& plLightMapGen::Instance()
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{
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return theLMG;
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}
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#ifdef MF_NEW_RGC
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// Don't call this ever ever ever. I mean really. Never.
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void plLightMapGen::SetRGC(RenderGlobalContext* rgc)
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{
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fRGC = rgc;
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}
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#endif // MF_NEW_RGC
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plLightMapGen::plLightMapGen()
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: fWidth(64),
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fHeight(64),
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fScale(1.f),
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fUVWSrc(-1),
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fMapRange(-1.f),
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fInterface(nil),
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fRenderer(nil),
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fRecalcLightMaps(true),
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fRGC(nil),
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fRP(nil)
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{
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fWidth = kDefaultSize;
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fHeight = kDefaultSize;
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}
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plLightMapGen::~plLightMapGen()
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{
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Close();
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}
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// Set up the structures we'll need to compute the lighting.
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// You could turn off shadows by commenting out the call to
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// MakeRenderInstances, since those are the guys that will
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// cast shadows. Modify which lights contribute by changing
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// the criteria in IFindLightsRecur.
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bool plLightMapGen::Open(Interface* ip, TimeValue t, bool forceRegen)
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{
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if( !fInterface && ip )
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{
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fInterface = ip;
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fTime = t;
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fRP = new RendParams;
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fRP->SetRenderElementMgr(fInterface->GetRenderElementMgr(RS_Production));
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#ifdef MF_NEW_RGC
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RegisterNotification(
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getRGC,
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this,
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NOTIFY_PRE_RENDERFRAME
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);
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fRenderer = (Renderer*)CreateInstance(RENDERER_CLASS_ID, Class_ID(SREND_CLASS_ID,0));
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ViewParams vp;
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vp.prevAffineTM = Matrix3(true);
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vp.affineTM = Matrix3(true);
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vp.projType = PROJ_PERSPECTIVE;
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vp.hither = 1.f;
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vp.yon = 30.f;
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vp.distance = 1.f;
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vp.zoom = 1.f;
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vp.fov = M_PI / 4.f;
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vp.nearRange = 1.f;
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vp.farRange = 30.f;
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fRenderer->Open(fInterface->GetRootNode(),
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nil,
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&vp,
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*fRP,
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fInterface->GetMAXHWnd());
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FrameRendParams frp;
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frp.ambient.Black();
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frp.background.Black();
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frp.globalLightLevel.Black();
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frp.frameDuration = 1.f;
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frp.relSubFrameDuration = 1.f;
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frp.regxmin = 0;
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frp.regxmax = 1;
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frp.regymin = 0;
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frp.regymax = 1;
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frp.blowupCenter = Point2(0.5f,0.5f);
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frp.blowupFactor = Point2(1.f, 1.f);
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BitmapInfo bminfo;
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bminfo.SetType(BMM_TRUE_32);
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bminfo.SetWidth(2);
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bminfo.SetHeight(2);
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bminfo.SetCustWidth(1);
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bminfo.SetCustHeight(1);
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if( !bminfo.Validate() )
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{
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// oops!
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return false;
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}
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Bitmap* tobm = TheManager->Create(&bminfo);
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fRenderer->Render(fTime,
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tobm,
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frp,
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fInterface->GetMAXHWnd()
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);
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tobm->DeleteThis();
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#else MF_NEW_RGC
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fRGC = new plRenderGlobalContext(fInterface, fTime);
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fRGC->MakeRenderInstances((plMaxNode*)fInterface->GetRootNode(), fTime);
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#endif // MF_NEW_RGC
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fPreppedMipmaps.SetCount(0);
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fCreatedLayers.SetCount(0);
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fNewMaps.SetCount(0);
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fAllLights.SetCount(0);
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fActiveLights.SetCount(0);
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IFindLightsRecur((plMaxNode*)fInterface->GetRootNode());
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}
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fRecalcLightMaps = forceRegen;
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return fAllLights.GetCount() > 0;
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}
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bool plLightMapGen::Close()
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{
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// HACK to get rid of keys held by the lightmap components, because
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// we can't delete the bitmaps in ICompressLightMaps unless these
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// refs are gone
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for (int i = 0; i < fSharedComponents.size(); i++)
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{
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if (fSharedComponents[i]->GetLightMapKey()) // if it has a key
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fSharedComponents[i]->SetLightMapKey(nil); // nil it out
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}
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fSharedComponents.clear();
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ICompressLightMaps();
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#ifndef MF_NEW_RGC
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delete fRGC;
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#else // MF_NEW_RGC
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if( fRenderer )
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fRenderer->Close(fInterface->GetMAXHWnd());
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fRenderer = nil;
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#endif // MF_NEW_RGC
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fRGC = nil;
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delete fRP;
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fRP = nil;
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fPreppedMipmaps.SetCount(0);
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fCreatedLayers.SetCount(0);
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fNewMaps.SetCount(0);
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IReleaseActiveLights();
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IReleaseAllLights();
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fInterface = nil;
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return true;
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}
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//#define MIPMAP_LOG
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#ifdef MIPMAP_LOG
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void DumpMipmap(plMipmap* mipmap, const char* prefix)
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{
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hsUNIXStream dump;
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char buf[256];
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sprintf(buf, "log\\%s.txt", prefix);
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dump.Open(buf, "wt");
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for (int i = 0; i < mipmap->GetNumLevels(); i++)
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{
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mipmap->SetCurrLevel(i);
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uint32_t width = mipmap->GetCurrWidth();
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uint32_t height = mipmap->GetCurrHeight();
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sprintf(buf, "----- Level %d (%dx%d) -----\n", i, width, height);
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dump.WriteString(buf);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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uint32_t color = *(mipmap->GetAddr32(x, y));
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uint8_t r = ((uint8_t)((color)>>16));
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uint8_t g = ((uint8_t)((color)>>8));
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uint8_t b = ((uint8_t)((color)>>0));
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uint8_t a = ((uint8_t)((color)>>24));
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sprintf(buf, "[%3d,%3d,%3d,%3d]", r, g, b, a);
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dump.WriteString(buf);
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}
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dump.WriteString("\n");
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}
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}
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dump.Close();
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}
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#endif // MIPMAP_LOG
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bool plLightMapGen::ICompressLightMaps()
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{
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int i;
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for( i = 0; i < fPreppedMipmaps.GetCount(); i++ )
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{
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plMipmap* orig = fPreppedMipmaps[i];
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if( orig )
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{
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const float kFilterSigma = 1.0f;
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if( IsFresh(orig) )
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{
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hsAssert(!orig->IsCompressed(), "How did we just generate a compressed texture?");
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orig->Filter(kFilterSigma);
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}
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if( !orig->IsCompressed() && !(orig->GetFlags() & plMipmap::kForceNonCompressed) )
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{
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#ifdef MIPMAP_LOG
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DumpMipmap(orig, orig->GetKeyName());
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#endif // MIPMAP_LOG
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plMipmap *compressed =
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hsCodecManager::Instance().CreateCompressedMipmap(plMipmap::kDirectXCompression, orig);
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if( compressed )
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{
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const plLocation &textureLoc = plPluginResManager::ResMgr()->GetCommonPage(orig->GetKey()->GetUoid().GetLocation(),
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plAgeDescription::kTextures );
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plString name = plFormat("{}_DX", orig->GetKey()->GetName());
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plKey compKey = hsgResMgr::ResMgr()->FindKey(plUoid(textureLoc, plMipmap::Index(), name));
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if( compKey )
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plBitmapCreator::Instance().DeleteExportedBitmap(compKey);
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hsgResMgr::ResMgr()->NewKey( name, compressed, textureLoc );
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int j;
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for( j = 0; j < fCreatedLayers.GetCount(); j++ )
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{
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if( orig == fCreatedLayers[j]->GetTexture() )
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|
{
|
|
|
|
fCreatedLayers[j]->GetKey()->Release(orig->GetKey());
|
|
|
|
hsgResMgr::ResMgr()->AddViaNotify(compressed->GetKey(), new plLayRefMsg(fCreatedLayers[j]->GetKey(), plRefMsg::kOnReplace, 0, plLayRefMsg::kTexture), plRefFlags::kActiveRef);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
plBitmapCreator::Instance().DeleteExportedBitmap(orig->GetKey());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::MakeMaps(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans, plErrorMsg *pErrMsg, plConvertSettings *settings)
|
|
|
|
{
|
|
|
|
const char* dbgNodeName = node->GetName();
|
|
|
|
|
|
|
|
plLightMapComponent* lmapComp = node->GetLightMapComponent();
|
|
|
|
if( !lmapComp )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
SetUVWSrc(lmapComp->GetUVWSrc());
|
|
|
|
SetScale(lmapComp->GetScale());
|
|
|
|
|
|
|
|
// If we don't want maps here, don't bother.
|
|
|
|
if( !IWantsMaps(node) )
|
|
|
|
{
|
|
|
|
pErrMsg->Set(true, node->GetName(), "Lightmap generation requested on bogus object").CheckAndAsk();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !IValidateUVWSrc(spans) )
|
|
|
|
{
|
|
|
|
pErrMsg->Set(true, node->GetName(), "Lightmap generation requested but UVW src bogus. Check mapping.").CheckAndAsk();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If there aren't any lights, don't bother
|
|
|
|
if( !InitNode(node, false) )
|
|
|
|
{
|
|
|
|
pErrMsg->Set(true, node->GetName(), "Lightmap generation requested but no lights on object. Kind of wasteful.").CheckAndAsk();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we have trouble getting a bitmap size, there's probably something wrong with the geometry
|
|
|
|
if( !ISelectBitmapDimension(node, l2w, w2l, spans) )
|
|
|
|
{
|
|
|
|
pErrMsg->Set(true, node->GetName(), "Lightmap generation failure determining bitmap size, probably geometry problem.").CheckAndAsk();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Okay, we're going to do it. The lights are
|
|
|
|
// set up for this guy so we just need some geometry.
|
|
|
|
// Find the drawable and which spans correspond
|
|
|
|
// to this node, and feed them through.
|
|
|
|
//
|
|
|
|
// IShadeGeometrySpans() and lower return whether any light was actually found.
|
|
|
|
if( !IShadeGeometrySpans(node, l2w, w2l, spans) )
|
|
|
|
{
|
|
|
|
pErrMsg->Set(true, node->GetName(), "Lightmap generation requested but no light found on object. Kind of wasteful.").CheckAndAsk();
|
|
|
|
}
|
|
|
|
|
|
|
|
DeInitNode();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The next couple of functions don't do anything interesting except
|
|
|
|
// get us down to the face level where we can work.
|
|
|
|
bool plLightMapGen::IShadeGeometrySpans(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans)
|
|
|
|
{
|
|
|
|
bool retVal = false;
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < spans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
retVal |= IShadeSpan(node, l2w, w2l, *spans[i]);
|
|
|
|
}
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IsFresh(plBitmap* map) const
|
|
|
|
{
|
|
|
|
return fRecalcLightMaps || fNewMaps.Find(map) != fNewMaps.kMissingIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IShadeSpan(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& span)
|
|
|
|
{
|
|
|
|
// This will look for a suitable lightmap layer and return that. If there
|
|
|
|
// isn't one already, it will set one up for us.
|
|
|
|
plLayerInterface* lay = IGetLightMapLayer(node, span);
|
|
|
|
// This next check should never happen, since we've created the layer ourselves.
|
|
|
|
if( !lay || !lay->GetTexture() )//|| !lay->GetTexture()->GetBitmap() )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if( !(span.fProps & plGeometrySpan::kDiffuseFoldedIn) )
|
|
|
|
{
|
|
|
|
bool foldin = 0 != (span.fProps & plGeometrySpan::kLiteVtxNonPreshaded);
|
|
|
|
float opacity = 1.f;
|
|
|
|
hsColorRGBA dif = hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f);
|
|
|
|
if( foldin )
|
|
|
|
{
|
|
|
|
// Find the opacity to fold in.
|
|
|
|
// There should be one (or less) layers in this material using layer opacity,
|
|
|
|
// or else we should have put this span as kLiteMaterial instead of kLiteVtxNonPreshaded,
|
|
|
|
// so we're safe just getting the first opacity on a blended layer.
|
|
|
|
// Likewise we're safe getting the first diffuse color that's not on an
|
|
|
|
// emissive layer (since emissive layers ignore lightmapping).
|
|
|
|
// If we are using kLiteMaterial, we still need to copy from InitColor to Stuff,
|
|
|
|
// just don't do the modulate.
|
|
|
|
for( i = 0; i < span.fMaterial->GetNumLayers(); i++ )
|
|
|
|
{
|
|
|
|
if( span.fMaterial->GetLayer(i)->GetBlendFlags() & hsGMatState::kBlendAlpha )
|
|
|
|
{
|
|
|
|
opacity = span.fMaterial->GetLayer(i)->GetOpacity();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for( i = 0; i < span.fMaterial->GetNumLayers(); i++ )
|
|
|
|
{
|
|
|
|
if( !(span.fMaterial->GetLayer(i)->GetShadeFlags() & hsGMatState::kShadeEmissive) )
|
|
|
|
{
|
|
|
|
dif = span.fMaterial->GetLayer(i)->GetRuntimeColor();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for( i = 0; i < span.fNumVerts; i++ )
|
|
|
|
{
|
|
|
|
hsColorRGBA multColor, addColor;
|
|
|
|
span.ExtractInitColor( i, &multColor, &addColor);
|
|
|
|
if( foldin )
|
|
|
|
{
|
|
|
|
multColor *= dif; // We like to use kVertexNonPreshaded for lightmapped objects, which needs the runtime diffuse folded in
|
|
|
|
multColor.a *= opacity;
|
|
|
|
}
|
|
|
|
addColor.Set(0,0,0,0);
|
|
|
|
span.StuffVertex(i, &multColor, &addColor);
|
|
|
|
}
|
|
|
|
if( span.fInstanceRefs )
|
|
|
|
{
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < span.fInstanceRefs->GetCount(); j++ )
|
|
|
|
{
|
|
|
|
plGeometrySpan* inst = (*span.fInstanceRefs)[j];
|
|
|
|
inst->fProps |= plGeometrySpan::kDiffuseFoldedIn;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for( i = 0; i < span.fNumVerts; i++ )
|
|
|
|
{
|
|
|
|
hsColorRGBA multColor, addColor;
|
|
|
|
span.ExtractInitColor( i, &multColor, &addColor);
|
|
|
|
addColor.Set(0,0,0,0);
|
|
|
|
span.StuffVertex(i, &multColor, &addColor);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we aren't recalculating all our lightmaps, then we only want to compute lightmaps
|
|
|
|
// which have a creation time of now.
|
|
|
|
if( !IsFresh(lay->GetTexture()) )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
plMipmap* accum = IMakeAccumBitmap(lay);
|
|
|
|
|
|
|
|
bool retVal = false;
|
|
|
|
int nFaces = span.fNumIndices / 3;
|
|
|
|
for( i = 0; i < nFaces; i++ )
|
|
|
|
{
|
|
|
|
retVal |= IShadeFace(node, l2w, w2l, span, i, accum);
|
|
|
|
}
|
|
|
|
|
|
|
|
IAddToLightMap(lay, accum);
|
|
|
|
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
plMipmap* plLightMapGen::IMakeAccumBitmap(plLayerInterface* lay) const
|
|
|
|
{
|
|
|
|
plMipmap* dst = plMipmap::ConvertNoRef( lay->GetTexture() );//->GetBitmap();
|
|
|
|
hsAssert( dst != nil, "nil mipmap in IMakeAccumBitmap()" );
|
|
|
|
|
|
|
|
int width = dst->GetWidth();
|
|
|
|
int height = dst->GetHeight();
|
|
|
|
|
|
|
|
// Temporary mipmap here, so we don't have to worry about using plBitmapCreator
|
|
|
|
plMipmap* bitmap = new plMipmap( width, height, plMipmap::kRGB32Config, 1 );
|
|
|
|
HSMemory::Clear(bitmap->GetImage(), bitmap->GetHeight() * bitmap->GetRowBytes() );
|
|
|
|
|
|
|
|
return bitmap;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IAddToLightMap(plLayerInterface* lay, plMipmap* src) const
|
|
|
|
{
|
|
|
|
plMipmap* dst = plMipmap::ConvertNoRef( lay->GetTexture() );//->GetBitmap();
|
|
|
|
hsAssert( dst != nil, "nil mipmap in IAddToLightMap()" );
|
|
|
|
|
|
|
|
src->SetCurrLevel( 0 );
|
|
|
|
dst->SetCurrLevel( 0 );
|
|
|
|
|
|
|
|
// BLURLATER
|
|
|
|
// static float kFilterSigma = 0.5f;
|
|
|
|
// src->Filter(kFilterSigma);
|
|
|
|
|
|
|
|
// What we really want to do here is antialias our rasterization, so we can
|
|
|
|
// just sum in contributions of lighting at the boarder between spans sharing
|
|
|
|
// a light map. A quick hackaround is to use the max between existing color
|
|
|
|
// (in dst) and current spans illumination contribution (in src).
|
|
|
|
int i, j;
|
|
|
|
for( j = 0; j < dst->GetHeight(); j++ )
|
|
|
|
{
|
|
|
|
for( i = 0; i < dst->GetWidth(); i++ )
|
|
|
|
{
|
|
|
|
uint32_t srcRed = (*src->GetAddr32(i, j) >> 16) & 0xff;
|
|
|
|
uint32_t dstRed = (*dst->GetAddr32(i, j) >> 16) & 0xff;
|
|
|
|
// dstRed += srcRed;
|
|
|
|
if( dstRed < srcRed )
|
|
|
|
dstRed = srcRed;
|
|
|
|
if( dstRed > 0xff )
|
|
|
|
dstRed = 0xff;
|
|
|
|
|
|
|
|
uint32_t srcGreen = (*src->GetAddr32(i, j) >> 8) & 0xff;
|
|
|
|
uint32_t dstGreen = (*dst->GetAddr32(i, j) >> 8) & 0xff;
|
|
|
|
// dstGreen += srcGreen;
|
|
|
|
if( dstGreen < srcGreen )
|
|
|
|
dstGreen = srcGreen;
|
|
|
|
if( dstGreen > 0xff )
|
|
|
|
dstGreen = 0xff;
|
|
|
|
|
|
|
|
uint32_t srcBlue = (*src->GetAddr32(i, j) >> 0) & 0xff;
|
|
|
|
uint32_t dstBlue = (*dst->GetAddr32(i, j) >> 0) & 0xff;
|
|
|
|
// dstBlue += srcBlue;
|
|
|
|
if( dstBlue < srcBlue )
|
|
|
|
dstBlue = srcBlue;
|
|
|
|
if( dstBlue > 0xff )
|
|
|
|
dstBlue = 0xff;
|
|
|
|
|
|
|
|
*dst->GetAddr32(i, j) = 0xff000000
|
|
|
|
| (dstRed << 16)
|
|
|
|
| (dstGreen << 8)
|
|
|
|
| (dstBlue << 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dst->MakeDirty();
|
|
|
|
|
|
|
|
delete src;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IShadeFace(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& span, int iFace, plMipmap* bitmap)
|
|
|
|
{
|
|
|
|
// Okay, here's where the metal hits the road, whatever that means.
|
|
|
|
// We're going to get our bitmap, and step along the face texel by texel,
|
|
|
|
// summing up the light at each texel and stuffing it in the bitmap.
|
|
|
|
|
|
|
|
// Set up a light context for the shading below.
|
|
|
|
Box3 bbox;
|
|
|
|
node->EvalWorldState(fTime).obj->GetDeformBBox(fTime, bbox, &node->GetObjectTM(fTime));
|
|
|
|
plMaxLightContext ctx(bbox, fTime);
|
|
|
|
|
|
|
|
// First, get the face info we'll be using.
|
|
|
|
|
|
|
|
// This will look for a suitable lightmap layer and return that.
|
|
|
|
// There should be one there already, because we called this
|
|
|
|
// in IShadeSpan
|
|
|
|
plLayerInterface* lay = IGetLightMapLayer(node, span);
|
|
|
|
int iOurUv = IGetUVWSrc();
|
|
|
|
// A little late to be checking this, but whatever...
|
|
|
|
if( iOurUv < 0 )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
int width = bitmap->GetWidth();
|
|
|
|
int height = bitmap->GetHeight();
|
|
|
|
|
|
|
|
hsMatrix44 norml2w;
|
|
|
|
hsMatrix44 temp;
|
|
|
|
|
|
|
|
l2w.GetInverse( &temp);
|
|
|
|
temp.GetTranspose( &norml2w );
|
|
|
|
|
|
|
|
hsPoint3 pt[3];
|
|
|
|
hsVector3 norm[3];
|
|
|
|
hsPoint3 uv[3];
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
hsColorRGBA trash;
|
|
|
|
|
|
|
|
span.ExtractVertex(span.fIndexData[iFace*3 + i], &pt[i], &norm[i], &trash);
|
|
|
|
span.ExtractUv(span.fIndexData[iFace*3 + i], iOurUv, &uv[i]);
|
|
|
|
|
|
|
|
pt[i] = l2w * pt[i];
|
|
|
|
|
|
|
|
norm[i] = norml2w * norm[i];
|
|
|
|
|
|
|
|
uv[i] = lay->GetTransform() * uv[i];
|
|
|
|
|
|
|
|
uv[i].fX *= width-1;
|
|
|
|
uv[i].fX += 0.5f;
|
|
|
|
uv[i].fY *= height-1;
|
|
|
|
uv[i].fY += 0.5f;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
Color amb(0,0,0);
|
|
|
|
|
|
|
|
return IShadeVerts(ctx, amb, pt, norm, uv, bitmap);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IShadeVerts(plMaxLightContext& ctx, const Color& amb, const hsPoint3 pt[3], const hsVector3 norm[3], const hsPoint3 uv[3], plMipmap* bitmap)
|
|
|
|
{
|
|
|
|
int width = bitmap->GetWidth();
|
|
|
|
int height = bitmap->GetHeight();
|
|
|
|
bitmap->SetCurrLevel( 0 );
|
|
|
|
|
|
|
|
hsTArray<LMGScanlineData> scanline;
|
|
|
|
scanline.SetCount(height);
|
|
|
|
|
|
|
|
int lowestV = height;
|
|
|
|
int highestV = 0;
|
|
|
|
int i0, i1, i2;
|
|
|
|
for( i0 = 0; i0 < 3; i0++ )
|
|
|
|
{
|
|
|
|
i1 = i0 == 2 ? 0 : i0+1;
|
|
|
|
i2 = i1 == 2 ? 0 : i1+1;
|
|
|
|
|
|
|
|
float v0 = uv[i0].fY;
|
|
|
|
float v1 = uv[i1].fY;
|
|
|
|
|
|
|
|
int vStart = int(v0);
|
|
|
|
int vEnd = int(v1);
|
|
|
|
if( vStart == vEnd )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
int vStep = vStart < vEnd ? 1 : -1;
|
|
|
|
int vMid;
|
|
|
|
for( vMid = vStart; vMid != vEnd + vStep; vMid += vStep )
|
|
|
|
{
|
|
|
|
// This shouldn't really happen, but might with some slop.
|
|
|
|
if( (vMid < 0) || (vMid >= height) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
hsPoint3 bary;
|
|
|
|
bary[i0] = (v1 - float(vMid)) / (v1 - v0);
|
|
|
|
bary[i1] = 1.f - bary[i0];
|
|
|
|
bary[i2] = 0;
|
|
|
|
float u = uv[i0].fX * bary[i0]
|
|
|
|
+ uv[i1].fX * bary[i1];
|
|
|
|
if( scanline[vMid].fEmpty )
|
|
|
|
{
|
|
|
|
scanline[vMid].fNear.fU = u;
|
|
|
|
scanline[vMid].fNear.fBary = bary;
|
|
|
|
scanline[vMid].fFar = scanline[vMid].fNear;
|
|
|
|
|
|
|
|
scanline[vMid].fEmpty = false;
|
|
|
|
if( vMid < lowestV )
|
|
|
|
lowestV = vMid;
|
|
|
|
if( vMid > highestV )
|
|
|
|
highestV = vMid;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( u < scanline[vMid].fNear.fU )
|
|
|
|
{
|
|
|
|
scanline[vMid].fNear.fU = u;
|
|
|
|
scanline[vMid].fNear.fBary = bary;
|
|
|
|
}
|
|
|
|
else if( u > scanline[vMid].fFar.fU )
|
|
|
|
{
|
|
|
|
scanline[vMid].fFar.fU = u;
|
|
|
|
scanline[vMid].fFar.fBary = bary;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
int i;
|
|
|
|
for( i = lowestV; i <= highestV; i++ )
|
|
|
|
{
|
|
|
|
if( !scanline[i].fEmpty )
|
|
|
|
{
|
|
|
|
int uStart = int(scanline[i].fNear.fU);
|
|
|
|
if( uStart < 0 )
|
|
|
|
uStart = 0;
|
|
|
|
int uEnd = int(scanline[i].fFar.fU);
|
|
|
|
if( uEnd >= width )
|
|
|
|
uEnd = width - 1;
|
|
|
|
if( uStart == uEnd )
|
|
|
|
continue;
|
|
|
|
int uMid;
|
|
|
|
for( uMid = uStart; uMid <= uEnd; uMid++ )
|
|
|
|
{
|
|
|
|
float t = (scanline[i].fFar.fU - float(uMid)) / (scanline[i].fFar.fU - scanline[i].fNear.fU);
|
|
|
|
hsPoint3 bary = scanline[i].fNear.fBary * t;
|
|
|
|
bary += scanline[i].fFar.fBary * (1.f - t);
|
|
|
|
|
|
|
|
hsPoint3 p = pt[0] * bary[0] + pt[1] * bary[1] + pt[2] * bary[2];
|
|
|
|
hsVector3 n = norm[0] * bary[0] + norm[1] * bary[1] + norm[2] * bary[2];
|
|
|
|
|
|
|
|
hsFastMath::NormalizeAppr(n);
|
|
|
|
|
|
|
|
uint32_t color = IShadePoint(ctx, amb, p, n);
|
|
|
|
*bitmap->GetAddr32(uMid, i) = color;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IGetLight(INode* node)
|
|
|
|
{
|
|
|
|
if( node->UserPropExists("RunTimeLight") )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
Object *obj = node->EvalWorldState(fTime).obj;
|
|
|
|
|
|
|
|
if (obj && (obj->SuperClassID() == SClass_ID(LIGHT_CLASS_ID)))
|
|
|
|
{
|
|
|
|
plLightMapInfo* liInfo = fAllLights.Push();
|
|
|
|
|
|
|
|
LightObject* liObj = (LightObject*)obj;
|
|
|
|
|
|
|
|
liInfo->fResetShadowType = 0;
|
|
|
|
liInfo->fResetMapRange = -1.f;
|
|
|
|
liInfo->fMapRange = -1.f;
|
|
|
|
|
|
|
|
liInfo->fLiNode = node;
|
|
|
|
liInfo->fObjLiDesc = nil;
|
|
|
|
liInfo->fNewRender = true;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::Update(TimeValue t)
|
|
|
|
{
|
|
|
|
fTime = t;
|
|
|
|
|
|
|
|
#ifndef MF_NEW_RGC
|
|
|
|
if( fRGC )
|
|
|
|
fRGC->Update(t);
|
|
|
|
#endif // MF_NEW_RGC
|
|
|
|
|
|
|
|
return fAllLights.GetCount() != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IFindLightsRecur(INode* node)
|
|
|
|
{
|
|
|
|
IGetLight(node);
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < node->NumberOfChildren(); i++ )
|
|
|
|
IFindLightsRecur(node->GetChildNode(i));
|
|
|
|
|
|
|
|
return fAllLights.GetCount() > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::InitNode(INode* node, bool softShadow)
|
|
|
|
{
|
|
|
|
fActiveLights.SetCount(0);
|
|
|
|
|
|
|
|
plMaxNode* maxNode = (plMaxNode*)node;
|
|
|
|
if( !maxNode->CanConvert() )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( maxNode->GetNoPreShade() )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
#ifndef MF_NO_SHADOW_BLUR
|
|
|
|
fMapRange = softShadow ? kBlurMapRange : -1.f;
|
|
|
|
#endif // MF_NO_SHADOW_BLUR
|
|
|
|
|
|
|
|
IFindActiveLights((plMaxNode*)node);
|
|
|
|
|
|
|
|
return fActiveLights.GetCount() > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::DeInitNode()
|
|
|
|
{
|
|
|
|
IReleaseActiveLights();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBounds3Ext plLightMapGen::IGetBoundsLightSpace(INode* node, INode* liNode)
|
|
|
|
{
|
|
|
|
TimeValue currTime(0);
|
|
|
|
|
|
|
|
hsBounds3Ext bnd;
|
|
|
|
bnd.MakeEmpty();
|
|
|
|
Object *obj = node->EvalWorldState(currTime).obj;
|
|
|
|
if( !obj )
|
|
|
|
return bnd;
|
|
|
|
|
|
|
|
Box3 box;
|
|
|
|
|
|
|
|
if( obj->ClassID() == Class_ID(DUMMY_CLASS_ID,0) )
|
|
|
|
{
|
|
|
|
DummyObject* dummy = (DummyObject*)obj;
|
|
|
|
box = dummy->GetBox();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if( obj->CanConvertToType(triObjectClassID) )
|
|
|
|
{
|
|
|
|
TriObject *meshObj = (TriObject *)obj->ConvertToType(currTime, triObjectClassID);
|
|
|
|
if( !meshObj )
|
|
|
|
return bnd;
|
|
|
|
|
|
|
|
Mesh& mesh = meshObj->mesh;
|
|
|
|
box = mesh.getBoundingBox();
|
|
|
|
|
|
|
|
if( meshObj != obj )
|
|
|
|
meshObj->DeleteThis();
|
|
|
|
}
|
|
|
|
|
|
|
|
bnd.Union(&hsPoint3(box.pmin.x, box.pmin.y, box.pmin.z));
|
|
|
|
bnd.Union(&hsPoint3(box.pmax.x, box.pmax.y, box.pmax.z));
|
|
|
|
|
|
|
|
Matrix3 maxL2W = node->GetObjectTM(currTime);
|
|
|
|
Matrix3 maxW2Light = Inverse(liNode->GetObjectTM(currTime));
|
|
|
|
Matrix3 maxL2Light = maxL2W * maxW2Light;
|
|
|
|
hsMatrix44 l2l;
|
|
|
|
hsControlConverter::Instance().Matrix3ToHsMatrix44(&maxL2Light, &l2l);
|
|
|
|
|
|
|
|
|
|
|
|
bnd.Transform(&l2l);
|
|
|
|
|
|
|
|
return bnd;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IDirAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node)
|
|
|
|
{
|
|
|
|
hsBounds3Ext bnd = IGetBoundsLightSpace(node, liInfo->fLiNode);
|
|
|
|
|
|
|
|
if( bnd.GetType() != kBoundsNormal )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( bnd.GetMins().fZ > 0 )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
LightState ls;
|
|
|
|
liObj->EvalLightState(TimeValue(0), FOREVER, &ls);
|
|
|
|
|
|
|
|
float radX = ls.fallsize;
|
|
|
|
float radY = radX;
|
|
|
|
if( ls.shape == RECT_LIGHT )
|
|
|
|
radY /= ls.aspect;
|
|
|
|
|
|
|
|
if( bnd.GetMins().fX > radX )
|
|
|
|
return false;
|
|
|
|
if( bnd.GetMaxs().fX < -radX )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( bnd.GetMins().fY > radY )
|
|
|
|
return false;
|
|
|
|
if( bnd.GetMaxs().fY < -radY )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( !ls.useAtten )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if( bnd.GetMaxs().fZ < -ls.attenEnd )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::ISpotAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node)
|
|
|
|
{
|
|
|
|
hsBounds3Ext bnd = IGetBoundsLightSpace(node, liInfo->fLiNode);
|
|
|
|
|
|
|
|
if( bnd.GetType() != kBoundsNormal )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( bnd.GetMins().fZ > 0 )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
LightState ls;
|
|
|
|
liObj->EvalLightState(TimeValue(0), FOREVER, &ls);
|
|
|
|
|
|
|
|
float coneRad[2];
|
|
|
|
coneRad[0] = (float)(ls.fallsize * M_PI / 180.f);
|
|
|
|
coneRad[1] = coneRad[0];
|
|
|
|
if( ls.shape == RECT_LIGHT )
|
|
|
|
coneRad[1] /= ls.aspect;
|
|
|
|
|
|
|
|
hsPoint3 corners[8];
|
|
|
|
bnd.GetCorners(corners);
|
|
|
|
|
|
|
|
int numPos[4] = { 0, 0, 0, 0 };
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < 8; j++ )
|
|
|
|
{
|
|
|
|
float rad;
|
|
|
|
rad = float(atan2(corners[j].fX, -corners[j].fZ));
|
|
|
|
if( rad > coneRad[0] )
|
|
|
|
numPos[0]++;
|
|
|
|
if( rad < -coneRad[0] )
|
|
|
|
numPos[2]++;
|
|
|
|
rad = float(atan2(corners[j].fY, -corners[j].fZ));
|
|
|
|
if( rad > coneRad[1] )
|
|
|
|
numPos[1]++;
|
|
|
|
if( rad < -coneRad[1] )
|
|
|
|
numPos[3]++;
|
|
|
|
}
|
|
|
|
for( j = 0; j < 4; j++ )
|
|
|
|
{
|
|
|
|
if( numPos[j] >= 8 )
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ls.useAtten )
|
|
|
|
{
|
|
|
|
if( bnd.GetMaxs().fZ < -ls.attenEnd )
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IOmniAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node)
|
|
|
|
{
|
|
|
|
LightState ls;
|
|
|
|
liObj->EvalLightState(TimeValue(0), FOREVER, &ls);
|
|
|
|
|
|
|
|
if( !ls.useAtten )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
hsBounds3Ext bnd = IGetBoundsLightSpace(node, liInfo->fLiNode);
|
|
|
|
|
|
|
|
if( bnd.GetType() != kBoundsNormal )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
float radius = ls.attenEnd;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
if( bnd.GetMins()[i] > radius )
|
|
|
|
return false;
|
|
|
|
if( bnd.GetMaxs()[i] < -radius )
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::ILightAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node)
|
|
|
|
{
|
|
|
|
const char* liName = liInfo->fLiNode->GetName();
|
|
|
|
const char* nodeName = node->GetName();
|
|
|
|
|
|
|
|
LightState ls;
|
|
|
|
liObj->EvalLightState(TimeValue(0), FOREVER, &ls);
|
|
|
|
|
|
|
|
bool excluded = false;
|
|
|
|
if( !liObj->GetUseLight() )
|
|
|
|
{
|
|
|
|
excluded = true;
|
|
|
|
}
|
|
|
|
if( !excluded && liObj->GetExclList() && liObj->GetExclList()->TestFlag(NT_AFFECT_ILLUM) )
|
|
|
|
{
|
|
|
|
bool inExc = -1 != liObj->GetExclList()->FindNode(node);
|
|
|
|
if( (!inExc) ^ (!liObj->GetExclList()->TestFlag(NT_INCLUDE)) )
|
|
|
|
excluded = true;
|
|
|
|
}
|
|
|
|
if( excluded )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
switch( ls.type )
|
|
|
|
{
|
|
|
|
case OMNI_LGT:
|
|
|
|
return IOmniAffectsNode(liInfo, liObj, node);
|
|
|
|
case SPOT_LGT:
|
|
|
|
return ISpotAffectsNode(liInfo, liObj, node);
|
|
|
|
case DIRECT_LGT:
|
|
|
|
return IDirAffectsNode(liInfo, liObj, node);
|
|
|
|
default:
|
|
|
|
case AMBIENT_LGT:
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IPrepLight(plLightMapInfo* liInfo, INode* node)
|
|
|
|
{
|
|
|
|
const char* liName = liInfo->fLiNode->GetName();
|
|
|
|
const char* nodeName = node->GetName();
|
|
|
|
|
|
|
|
INode* liNode = liInfo->fLiNode;
|
|
|
|
LightObject* liObj = (LightObject*)liNode->EvalWorldState(fTime).obj;
|
|
|
|
|
|
|
|
// redundant check, if it doesn't have a light object it shouldn't be in the list
|
|
|
|
if( liObj )
|
|
|
|
{
|
|
|
|
bool affectsNode = ILightAffectsNode(liInfo, liObj, node);
|
|
|
|
if( affectsNode )
|
|
|
|
{
|
|
|
|
|
|
|
|
#ifdef MF_NO_RAY_SHADOW
|
|
|
|
// for reasons known only to god and someone deep in the bowels of kinetix,
|
|
|
|
// the lighting is (sometimes) barfing if the shadow type is ray-traced.
|
|
|
|
// until i can track that down, i'll force shadow mapped shadows.
|
|
|
|
liInfo->fResetShadowType = liObj->GetShadowType();
|
|
|
|
if( liInfo->fResetShadowType > 0 )
|
|
|
|
{
|
|
|
|
liObj->SetShadowType(0);
|
|
|
|
liInfo->fNewRender = true;
|
|
|
|
}
|
|
|
|
#endif MF_NO_RAY_SHADOW
|
|
|
|
if( fMapRange > 0 )
|
|
|
|
{
|
|
|
|
if( liInfo->fMapRange != fMapRange )
|
|
|
|
{
|
|
|
|
liInfo->fResetMapRange = liObj->GetMapRange(fTime);
|
|
|
|
liObj->SetMapRange(fTime, fMapRange);
|
|
|
|
liInfo->fMapRange = fMapRange;
|
|
|
|
liInfo->fNewRender = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( liInfo->fResetMapRange > 0 )
|
|
|
|
{
|
|
|
|
if( liInfo->fMapRange != liInfo->fResetMapRange )
|
|
|
|
{
|
|
|
|
liObj->SetMapRange(fTime, liInfo->fResetMapRange);
|
|
|
|
liInfo->fMapRange = liInfo->fResetMapRange;
|
|
|
|
liInfo->fNewRender = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ObjLightDesc* objLiDesc = liInfo->fObjLiDesc;
|
|
|
|
if( !objLiDesc )
|
|
|
|
objLiDesc = liObj->CreateLightDesc(liNode);
|
|
|
|
|
|
|
|
plMaxRendContext rc;
|
|
|
|
objLiDesc->Update(fTime, rc, fRGC, node->RcvShadows(), liInfo->fNewRender);
|
|
|
|
objLiDesc->UpdateViewDepParams(Matrix3(true));
|
|
|
|
|
|
|
|
liInfo->fNewRender = false;
|
|
|
|
|
|
|
|
liInfo->fObjLiDesc = objLiDesc;
|
|
|
|
|
|
|
|
fActiveLights.Append(liInfo);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IFindActiveLights(plMaxNode* node)
|
|
|
|
{
|
|
|
|
fActiveLights.SetCount(0);
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fAllLights.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
IPrepLight(&fAllLights[i], node);
|
|
|
|
}
|
|
|
|
|
|
|
|
return fActiveLights.GetCount() > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IReleaseAllLights()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fAllLights.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fAllLights[i].fResetMapRange > 0 )
|
|
|
|
{
|
|
|
|
LightObject* liObj = (LightObject*)fAllLights[i].fLiNode->EvalWorldState(fTime).obj;
|
|
|
|
liObj->SetMapRange(fTime, fAllLights[i].fResetMapRange);
|
|
|
|
|
|
|
|
}
|
|
|
|
#ifdef MF_NO_RAY_SHADOW
|
|
|
|
// Fix the shadow method back.
|
|
|
|
if( fAllLights[i].fResetShadowType > 0 )
|
|
|
|
{
|
|
|
|
LightObject* liObj = (LightObject*)fAllLights[i].fLiNode->EvalWorldState(fTime).obj;
|
|
|
|
liObj->SetShadowType(fAllLights[i].fResetShadowType);
|
|
|
|
}
|
|
|
|
#endif // MF_NO_RAY_SHADOW
|
|
|
|
|
|
|
|
if( fAllLights[i].fObjLiDesc )
|
|
|
|
fAllLights[i].fObjLiDesc->DeleteThis();
|
|
|
|
|
|
|
|
fAllLights[i].fObjLiDesc = nil;
|
|
|
|
}
|
|
|
|
fAllLights.SetCount(0);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IReleaseActiveLights()
|
|
|
|
{
|
|
|
|
fActiveLights.SetCount(0);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IWantsMaps(plMaxNode* node)
|
|
|
|
{
|
|
|
|
if( !(node->CanConvert() && node->GetDrawable()) )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return nil != node->GetLightMapComponent();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::IValidateUVWSrc(hsTArray<plGeometrySpan *>& spans) const
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < spans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
int numUVWs = spans[i]->GetNumUVs();
|
|
|
|
if( IGetUVWSrc() >= numUVWs )
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plLightMapGen::IInitBitmapColor(plMipmap* bitmap, const hsColorRGBA& col) const
|
|
|
|
{
|
|
|
|
uint32_t initColor = MakeUInt32Color(col.r, col.g, col.b, col.a);
|
|
|
|
uint32_t* pix = (uint32_t*)bitmap->GetImage();
|
|
|
|
uint32_t* pixEnd = ((uint32_t*)bitmap->GetImage()) + bitmap->GetWidth() * bitmap->GetHeight();
|
|
|
|
while( pix < pixEnd )
|
|
|
|
*pix++ = initColor;
|
|
|
|
}
|
|
|
|
|
|
|
|
plLayerInterface* plLightMapGen::IGetLightMapLayer(plMaxNode* node, plGeometrySpan& span)
|
|
|
|
{
|
|
|
|
plLayerInterface* lay = IMakeLightMapLayer(node, span);
|
|
|
|
|
|
|
|
plMipmap* mip = plMipmap::ConvertNoRef(lay->GetTexture());
|
|
|
|
hsAssert(mip, "This should have been a mipmap we created ourselves.");
|
|
|
|
if( !mip )
|
|
|
|
return nil;
|
|
|
|
if( fPreppedMipmaps.Find(mip) == fPreppedMipmaps.kMissingIndex )
|
|
|
|
{
|
|
|
|
if( IsFresh(mip) )
|
|
|
|
{
|
|
|
|
hsColorRGBA initColor = node->GetLightMapComponent()->GetInitColor();
|
|
|
|
// Get this off the node, where the lightmap component has stashed it.
|
|
|
|
IInitBitmapColor(mip, initColor);
|
|
|
|
}
|
|
|
|
|
|
|
|
fPreppedMipmaps.Append(mip);
|
|
|
|
}
|
|
|
|
if( fCreatedLayers.Find(lay) == fCreatedLayers.kMissingIndex )
|
|
|
|
{
|
|
|
|
fCreatedLayers.Append(lay);
|
|
|
|
}
|
|
|
|
return lay;
|
|
|
|
}
|
|
|
|
|
|
|
|
plLayerInterface* plLightMapGen::IMakeLightMapLayer(plMaxNode* node, plGeometrySpan& span)
|
|
|
|
{
|
|
|
|
hsGMaterial* mat = span.fMaterial;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < mat->GetNumPiggyBacks(); i++ )
|
|
|
|
{
|
|
|
|
if( mat->GetPiggyBack(i)->GetMiscFlags() & hsGMatState::kMiscLightMap )
|
|
|
|
return mat->GetPiggyBack(i);
|
|
|
|
}
|
|
|
|
|
|
|
|
plString newMatName = plFormat("{}_{}_LIGHTMAPGEN", mat->GetKey()->GetName(), node->GetName());
|
|
|
|
plLocation nodeLoc = node->GetLocation();
|
|
|
|
|
|
|
|
plKey matKey = hsgResMgr::ResMgr()->FindKey(plUoid(nodeLoc, hsGMaterial::Index(), newMatName));
|
|
|
|
if( matKey )
|
|
|
|
{
|
|
|
|
mat = hsGMaterial::ConvertNoRef(matKey->ObjectIsLoaded());
|
|
|
|
for( i = 0; i < mat->GetNumPiggyBacks(); i++ )
|
|
|
|
{
|
|
|
|
if( mat->GetPiggyBack(i)->GetMiscFlags() & hsGMatState::kMiscLightMap )
|
|
|
|
{
|
|
|
|
span.fMaterial = mat;
|
|
|
|
return mat->GetPiggyBack(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
hsAssert(false, "Something not a light map material registered with our name?");
|
|
|
|
}
|
|
|
|
hsGMaterial* objMat = nil;
|
|
|
|
|
|
|
|
bool sharemaps = node->GetLightMapComponent()->GetShared();
|
|
|
|
if( sharemaps )
|
|
|
|
{
|
|
|
|
objMat = mat;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
objMat = new hsGMaterial;
|
|
|
|
hsgResMgr::ResMgr()->NewKey(newMatName, objMat, nodeLoc);
|
|
|
|
|
|
|
|
for( i = 0; i < mat->GetNumLayers(); i++ )
|
|
|
|
hsgResMgr::ResMgr()->AddViaNotify(mat->GetLayer(i)->GetKey(), new plMatRefMsg(objMat->GetKey(), plRefMsg::kOnCreate, -1, plMatRefMsg::kLayer), plRefFlags::kActiveRef);
|
|
|
|
}
|
|
|
|
|
|
|
|
objMat->SetCompositeFlags(objMat->GetCompositeFlags() | hsGMaterial::kCompIsLightMapped);
|
|
|
|
|
|
|
|
// Make sure layer (and mip) name are unique across pages by putting the page name in
|
|
|
|
const plPageInfo* pageInfo = plKeyFinder::Instance().GetLocationInfo(node->GetLocation());
|
|
|
|
|
|
|
|
plString layName = plFormat("{}_{}_LIGHTMAPGEN", pageInfo->GetPage(), node->GetName());
|
|
|
|
|
|
|
|
plKey layKey = node->FindPageKey(plLayer::Index(), layName);
|
|
|
|
|
|
|
|
|
|
|
|
if( !layKey )
|
|
|
|
{
|
|
|
|
int w = fWidth;
|
|
|
|
int h = fHeight;
|
|
|
|
|
|
|
|
plKey mipKey;
|
|
|
|
if( node->GetLightMapComponent()->GetLightMapKey() )
|
|
|
|
{
|
|
|
|
mipKey = node->GetLightMapComponent()->GetLightMapKey();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
plString mipmapName = plFormat("{}_mip", layName);
|
|
|
|
|
|
|
|
// Deleted the NOTE here because it was incorrect in every meaningful sense of the word. - mf
|
|
|
|
|
|
|
|
const plLocation &textureLoc = plPluginResManager::ResMgr()->GetCommonPage( nodeLoc, plAgeDescription::kTextures );
|
|
|
|
|
|
|
|
mipKey = hsgResMgr::ResMgr()->FindKey(plUoid(textureLoc, plMipmap::Index(), mipmapName));
|
|
|
|
|
|
|
|
if( !mipKey && !fRecalcLightMaps )
|
|
|
|
{
|
|
|
|
plString compressedName = plFormat("{}_DX", mipmapName);
|
|
|
|
|
|
|
|
plKey compKey = hsgResMgr::ResMgr()->FindKey(plUoid(textureLoc, plMipmap::Index(), compressedName));
|
|
|
|
|
|
|
|
if( compKey )
|
|
|
|
mipKey = compKey;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( mipKey )
|
|
|
|
{
|
|
|
|
plBitmap* bitmap = plBitmap::ConvertNoRef(mipKey->ObjectIsLoaded());
|
|
|
|
if( bitmap )
|
|
|
|
{
|
|
|
|
if( node->GetLightMapComponent()->GetCompress() != bitmap->IsCompressed() )
|
|
|
|
{
|
|
|
|
// make sure the lightmap component isn't holding a key,
|
|
|
|
// it will get assigned one a few lines later anyway
|
|
|
|
if (node->GetLightMapComponent()->GetLightMapKey())
|
|
|
|
node->GetLightMapComponent()->SetLightMapKey(nil);
|
|
|
|
|
|
|
|
plBitmapCreator::Instance().DeleteExportedBitmap(mipKey);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !mipKey )
|
|
|
|
{
|
|
|
|
plMipmap* bitmap = plBitmapCreator::Instance().CreateBlankMipmap(w, h, plMipmap::kRGB32Config, 1, mipmapName, nodeLoc);
|
|
|
|
mipKey = bitmap->GetKey();
|
|
|
|
fNewMaps.Append(bitmap);
|
|
|
|
|
|
|
|
if( !node->GetLightMapComponent()->GetCompress() )
|
|
|
|
bitmap->SetFlags(bitmap->GetFlags() | plMipmap::kForceNonCompressed);
|
|
|
|
}
|
|
|
|
if( node->GetLightMapComponent()->GetShared() )
|
|
|
|
{
|
|
|
|
// HACK since we are setting the key, save the pointer to the light map
|
|
|
|
// component so we can get rid of the key it holds later
|
|
|
|
fSharedComponents.push_back(node->GetLightMapComponent());
|
|
|
|
|
|
|
|
node->GetLightMapComponent()->SetLightMapKey(mipKey);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
plLayer* layer = new plLayer;
|
|
|
|
layer->InitToDefault();
|
|
|
|
layKey = hsgResMgr::ResMgr()->NewKey(layName, layer, nodeLoc);
|
|
|
|
hsgResMgr::ResMgr()->AddViaNotify(mipKey, new plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture), plRefFlags::kActiveRef);
|
|
|
|
layer->SetAmbientColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
|
|
|
|
layer->SetZFlags(hsGMatState::kZNoZWrite);
|
|
|
|
layer->SetBlendFlags(hsGMatState::kBlendMult);
|
|
|
|
layer->SetClampFlags(hsGMatState::kClampTexture);
|
|
|
|
layer->SetUVWSrc(IGetUVWSrc());
|
|
|
|
layer->SetMiscFlags(hsGMatState::kMiscLightMap);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsgResMgr::ResMgr()->AddViaNotify(layKey, new plMatRefMsg(objMat->GetKey(), plRefMsg::kOnCreate, -1, plMatRefMsg::kPiggyBack), plRefFlags::kActiveRef);
|
|
|
|
|
|
|
|
span.fMaterial = objMat;
|
|
|
|
|
|
|
|
|
|
|
|
return plLayerInterface::ConvertNoRef(layKey->GetObjectPtr());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Like ShadePoint, but only computes the amount of light striking the surface,
|
|
|
|
// so ignoring the N dot L term.
|
|
|
|
Color plLightMapGen::ShadowPoint(plMaxLightContext& ctx)
|
|
|
|
{
|
|
|
|
ctx.globContext = fRGC;
|
|
|
|
|
|
|
|
Color accum;
|
|
|
|
accum.Black();
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fActiveLights.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
const char* dbgLiName = fActiveLights[i]->fLiNode->GetName();
|
|
|
|
|
|
|
|
Color color;
|
|
|
|
Point3 liDir;
|
|
|
|
float dot_nl, diffuseCoef;
|
|
|
|
BOOL hit = fActiveLights[i]->fObjLiDesc->Illuminate(ctx, ctx.Normal(), color, liDir, dot_nl, diffuseCoef);
|
|
|
|
if( hit )
|
|
|
|
{
|
|
|
|
accum += color;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return accum;
|
|
|
|
}
|
|
|
|
|
|
|
|
Color plLightMapGen::ShadePoint(plMaxLightContext& ctx)
|
|
|
|
{
|
|
|
|
ctx.globContext = fRGC;
|
|
|
|
|
|
|
|
Color accum;
|
|
|
|
accum.Black();
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fActiveLights.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
Color color;
|
|
|
|
Point3 liDir;
|
|
|
|
float dot_nl, diffuseCoef;
|
|
|
|
BOOL hit = fActiveLights[i]->fObjLiDesc->Illuminate(ctx, ctx.Normal(), color, liDir, dot_nl, diffuseCoef);
|
|
|
|
if( hit )
|
|
|
|
{
|
|
|
|
accum += color * diffuseCoef;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return accum;
|
|
|
|
}
|
|
|
|
|
|
|
|
Color plLightMapGen::ShadePoint(plMaxLightContext& ctx, const Point3& p, const Point3& n)
|
|
|
|
{
|
|
|
|
ctx.SetPoint(p, n);
|
|
|
|
|
|
|
|
return ShadePoint(ctx);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
Color plLightMapGen::ShadePoint(plMaxLightContext& ctx, const hsPoint3& p, const hsVector3& n)
|
|
|
|
{
|
|
|
|
ctx.SetPoint(p, n);
|
|
|
|
|
|
|
|
return ShadePoint(ctx);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t plLightMapGen::IShadePoint(plMaxLightContext& ctx, const Color& amb, const hsPoint3& p, const hsVector3& n)
|
|
|
|
{
|
|
|
|
ctx.globContext = fRGC;
|
|
|
|
ctx.SetPoint(p, n);
|
|
|
|
|
|
|
|
Color accum = ShadePoint(ctx);
|
|
|
|
accum += amb;
|
|
|
|
accum.ClampMinMax();
|
|
|
|
|
|
|
|
uint32_t retVal;
|
|
|
|
|
|
|
|
retVal = MakeUInt32Color(accum.r, accum.g, accum.b, 1.f);
|
|
|
|
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plLightMapGen::ISelectBitmapDimension(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *>& spans)
|
|
|
|
{
|
|
|
|
float duDr = 0;
|
|
|
|
float dvDr = 0;
|
|
|
|
|
|
|
|
float totFaces = 0;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < spans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
plGeometrySpan *span = spans[i];
|
|
|
|
|
|
|
|
int nFaces = span->fNumIndices / 3;
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < nFaces; j++ )
|
|
|
|
{
|
|
|
|
hsPoint3 pt[3];
|
|
|
|
hsPoint3 uv[3];
|
|
|
|
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < 3; k++ )
|
|
|
|
{
|
|
|
|
hsVector3 vTrash;
|
|
|
|
hsColorRGBA cTrash;
|
|
|
|
|
|
|
|
span->ExtractVertex(span->fIndexData[j*3 + k], &pt[k], &vTrash, &cTrash);
|
|
|
|
|
|
|
|
pt[k] = l2w * pt[k];
|
|
|
|
|
|
|
|
span->ExtractUv(span->fIndexData[j*3 + k], IGetUVWSrc(), &uv[k]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( (uv[0].fX >= 1.f)
|
|
|
|
&&(uv[1].fX >= 1.f)
|
|
|
|
&&(uv[2].fX >= 1.f) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if( (uv[0].fY >= 1.f)
|
|
|
|
&&(uv[1].fY >= 1.f)
|
|
|
|
&&(uv[2].fY >= 1.f) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if( (uv[0].fX <= 0)
|
|
|
|
&&(uv[1].fX <= 0)
|
|
|
|
&&(uv[2].fX <= 0) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if( (uv[0].fY <= 0)
|
|
|
|
&&(uv[1].fY <= 0)
|
|
|
|
&&(uv[2].fY <= 0) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
float magDU[2];
|
|
|
|
magDU[0] = fabsf(uv[1].fX - uv[0].fX);
|
|
|
|
magDU[1] = fabsf(uv[2].fX - uv[0].fX);
|
|
|
|
if( magDU[0] > magDU[1] )
|
|
|
|
{
|
|
|
|
float dist = hsVector3(pt+1, pt+0).Magnitude();
|
|
|
|
|
|
|
|
if( dist > 1.e-3f )
|
|
|
|
duDr += magDU[0] / dist;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float dist = hsVector3(pt+2, pt+0).Magnitude();
|
|
|
|
|
|
|
|
if( dist > 1.e-3f )
|
|
|
|
duDr += magDU[1] / dist;
|
|
|
|
}
|
|
|
|
|
|
|
|
float magDV[2];
|
|
|
|
magDV[0] = fabsf(uv[1].fY - uv[0].fY);
|
|
|
|
magDV[1] = fabsf(uv[2].fY - uv[0].fY);
|
|
|
|
if( magDV[0] > magDV[1] )
|
|
|
|
{
|
|
|
|
float dist = hsVector3(pt+1, pt+0).Magnitude();
|
|
|
|
|
|
|
|
if( dist > 1.e-3f )
|
|
|
|
dvDr += magDV[0] / dist;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float dist = hsVector3(pt+2, pt+0).Magnitude();
|
|
|
|
|
|
|
|
if( dist > 1.e-3f )
|
|
|
|
dvDr += magDV[1] / dist;
|
|
|
|
}
|
|
|
|
|
|
|
|
totFaces++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( totFaces < 1.f )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
duDr /= totFaces;
|
|
|
|
dvDr /= totFaces;
|
|
|
|
|
|
|
|
const int kMaxSize = 256;
|
|
|
|
const int kMinSize = 32;
|
|
|
|
const int kMaxAspect = 8;
|
|
|
|
|
|
|
|
const float kTexPerFoot = 1.f;
|
|
|
|
|
|
|
|
if( duDr > 0 )
|
|
|
|
{
|
|
|
|
fWidth = (int)(kTexPerFoot / duDr);
|
|
|
|
|
|
|
|
if( fWidth > kMaxSize )
|
|
|
|
fWidth = kMaxSize;
|
|
|
|
if( fWidth < kMinSize )
|
|
|
|
fWidth = kMinSize;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fWidth = kMinSize;
|
|
|
|
}
|
|
|
|
fWidth *= fScale;
|
|
|
|
fWidth = IPowerOfTwo(fWidth);
|
|
|
|
|
|
|
|
if( dvDr > 0 )
|
|
|
|
{
|
|
|
|
fHeight = (int)(kTexPerFoot / dvDr);
|
|
|
|
|
|
|
|
if( fHeight > kMaxSize )
|
|
|
|
fHeight = kMaxSize;
|
|
|
|
if( fHeight < kMinSize )
|
|
|
|
fHeight = kMinSize;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fHeight = kMinSize;
|
|
|
|
}
|
|
|
|
fHeight *= fScale;
|
|
|
|
fHeight = IPowerOfTwo(fHeight);
|
|
|
|
|
|
|
|
if( fHeight / fWidth > kMaxAspect )
|
|
|
|
fWidth = fHeight / kMaxAspect;
|
|
|
|
if( fWidth / fHeight > kMaxAspect )
|
|
|
|
fHeight = fWidth / kMaxAspect;
|
|
|
|
|
|
|
|
if( fWidth > 512 )
|
|
|
|
fWidth = 512;
|
|
|
|
if( fHeight > 512 )
|
|
|
|
fHeight = 512;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int plLightMapGen::IPowerOfTwo(int sz) const
|
|
|
|
{
|
|
|
|
int i = 0;
|
|
|
|
while( (1 << i) < sz )
|
|
|
|
i++;
|
|
|
|
|
|
|
|
int p2sz = 1 << i;
|
|
|
|
|
|
|
|
if( p2sz - sz > sz - (p2sz >> 1) )
|
|
|
|
p2sz >>= 1;
|
|
|
|
|
|
|
|
return p2sz;
|
|
|
|
}
|