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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "hsTypes.h"
#include "plShadowCaster.h"
#include "plMessage/plShadowCastMsg.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnSceneObject/plDrawInterface.h"
#include "plDrawable/plDrawableSpans.h"
#include "plDrawable/plSpanTypes.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayerInterface.h"
#include "plMessage/plRenderMsg.h"
#include "plgDispatch.h"
#include "plShadowMaster.h"
hsBool plShadowCaster::fShadowCastDisabled = false;
hsBool plShadowCaster::fCanShadowCast = true;
plShadowCaster::plShadowCaster()
: fMaxOpacity(0),
fCastFlags(0),
fAttenScale(1.f),
fBlurScale(0.f),
fBoost(1.f)
{
}
plShadowCaster::~plShadowCaster()
{
Deactivate();
}
void plShadowCaster::Read(hsStream* stream, hsResMgr* mgr)
{
plMultiModifier::Read(stream, mgr);
fCastFlags = stream->ReadByte();
// HACKTESTPERSP
// if( !(fCastFlags & kPerspective) )
// fCastFlags |= kPerspective;
// else
fCastFlags &= ~kPerspective;
fBoost = stream->ReadSwapScalar();
fAttenScale = stream->ReadSwapScalar();
fBlurScale = stream->ReadSwapScalar();
Activate();
}
void plShadowCaster::Write(hsStream* stream, hsResMgr* mgr)
{
plMultiModifier::Write(stream, mgr);
stream->WriteByte(fCastFlags);
stream->WriteSwapScalar(fBoost);
stream->WriteSwapScalar(fAttenScale);
stream->WriteSwapScalar(fBlurScale);
}
void plShadowCaster::Activate() const
{
plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey());
}
void plShadowCaster::Deactivate() const
{
plgDispatch::Dispatch()->UnRegisterForExactType(plRenderMsg::Index(), GetKey());
}
void plShadowCaster::ICollectAllSpans()
{
fSpans.SetCount(0);
int i;
for( i = 0; i < GetNumTargets(); i++ )
{
plSceneObject* so = GetTarget(i);
// Nil target? Shouldn't happen.
if( so )
{
const plDrawInterface* di = so->GetDrawInterface();
// Nil di- either it hasn't loaded yet, or we've been applied to something that isn't visible (oops).
if( di && !di->GetProperty(plDrawInterface::kDisable) )
{
int j;
for( j = 0; j < di->GetNumDrawables(); j++ )
{
plDrawableSpans* dr = plDrawableSpans::ConvertNoRef(di->GetDrawable(j));
// Nil dr - it hasn't loaded yet.
if( dr )
{
plDISpanIndex& diIndex = dr->GetDISpans(di->GetDrawableMeshIndex(j));
if( !diIndex.IsMatrixOnly() )
{
int k;
for( k = 0; k < diIndex.GetCount(); k++ )
{
const plSpan* span = dr->GetSpan(diIndex[k]);
// if( !(span->fProps & plSpan::kPropNoShadowCast) )
{
fSpans.Append(DrawSpan().Set(dr, span, diIndex[k]));
}
}
}
}
}
}
}
}
}
hsBool plShadowCaster::IOnRenderMsg(plRenderMsg* msg)
{
if( ShadowCastDisabled() )
return true;
const UInt8 shadowQuality = UInt8(plShadowMaster::GetGlobalShadowQuality() * 3.9f);
if( !GetKey()->GetUoid().GetLoadMask().MatchesQuality(shadowQuality) )
return true;
// Don't really like having to gather these guys up every frame,
// but with the avatar customization, it's all pretty volatile,
// subject to infrequent change, but change without warning.
// The number of actual targets (and hence shadow casting spans)
// for any ShadowCasterModifier should always be on the order of
// 10, so chances are we can get away with this. If not, we can
// figure some way of caching, like a broadcast message warning us
// that an avatar customization event has occurred.
ICollectAllSpans();
// Max opacity used to fade out shadows during link
//find max opacity of all spans
//clear shadowBits of all spans
fMaxOpacity = 0.f;
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
{
hsGMaterial* mat = fSpans[i].fDraw->GetSubMaterial(fSpans[i].fSpan->fMaterialIdx);
if( mat )
{
plLayerInterface* baseLay = mat->GetLayer(0);
if( baseLay && (baseLay->GetOpacity() > fMaxOpacity) )
fMaxOpacity = baseLay->GetOpacity();
}
fSpans[i].fSpan->ClearShadowBits();
}
if( fMaxOpacity > 0 )
{
plShadowCastMsg* cast = TRACKED_NEW plShadowCastMsg(GetKey(), this, msg->Pipeline());
cast->Send();
}
return true;
}
#include "plProfile.h"
plProfile_CreateTimer("ShadowCaster", "RenderSetup", ShadowCaster);
hsBool plShadowCaster::MsgReceive(plMessage* msg)
{
plRenderMsg* rendMsg = plRenderMsg::ConvertNoRef(msg);
if( rendMsg )
{
plProfile_BeginLap(ShadowCaster, this->GetKey()->GetUoid().GetObjectName());
IOnRenderMsg(rendMsg);
plProfile_EndLap(ShadowCaster, this->GetKey()->GetUoid().GetObjectName());
return true;
}
return plMultiModifier::MsgReceive(msg);
}