You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
220 lines
6.1 KiB
220 lines
6.1 KiB
4 years ago
|
/*==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/>.
|
||
|
|
||
|
Additional permissions under GNU GPL version 3 section 7
|
||
|
|
||
|
If you modify this Program, or any covered work, by linking or
|
||
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||
|
(or a modified version of those libraries),
|
||
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||
|
licensors of this Program grant you additional
|
||
|
permission to convey the resulting work. Corresponding Source for a
|
||
|
non-source form of such a combination shall include the source code for
|
||
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||
|
work.
|
||
|
|
||
|
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 "plPointShadowMaster.h"
|
||
|
#include "plShadowSlave.h"
|
||
|
#include "plShadowCaster.h"
|
||
|
#include "../plMessage/plShadowCastMsg.h"
|
||
|
|
||
|
#include "plLightInfo.h"
|
||
|
|
||
|
#include "hsMatrix44.h"
|
||
|
#include "hsBounds.h"
|
||
|
#include "hsFastMath.h"
|
||
|
|
||
|
static const hsScalar kMinMinZ = 1.f; // totally random arbitrary number (has to be > 0).
|
||
|
|
||
|
static inline void QuickNorm( hsVector3& a, hsScalar& b )
|
||
|
{
|
||
|
hsScalar len = hsFastMath::InvSqrtAppr((a).MagnitudeSquared());
|
||
|
a *= len;
|
||
|
b *= len;
|
||
|
}
|
||
|
|
||
|
static inline hsVector3 CrossProd(const hsVector3& a, const hsPoint3& b)
|
||
|
{
|
||
|
return hsVector3(a.fY*b.fZ - a.fZ*b.fY, a.fZ*b.fX - a.fX*b.fZ, a.fX*b.fY - a.fY*b.fX);
|
||
|
}
|
||
|
|
||
|
static inline void InverseOfPureRotTran(const hsMatrix44& src, hsMatrix44& inv)
|
||
|
{
|
||
|
inv = src;
|
||
|
|
||
|
// We know this is a pure rotation and translation matrix, so
|
||
|
// we won't have to do a full inverse. Okay kids, don't try this
|
||
|
// at home.
|
||
|
inv.fMap[0][1] = src.fMap[1][0];
|
||
|
inv.fMap[0][2] = src.fMap[2][0];
|
||
|
|
||
|
inv.fMap[1][0] = src.fMap[0][1];
|
||
|
inv.fMap[1][2] = src.fMap[2][1];
|
||
|
|
||
|
inv.fMap[2][0] = src.fMap[0][2];
|
||
|
inv.fMap[2][1] = src.fMap[1][2];
|
||
|
|
||
|
hsPoint3 newTran(-src.fMap[0][3], -src.fMap[1][3], -src.fMap[2][3]);
|
||
|
inv.fMap[0][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[0][0]);
|
||
|
inv.fMap[1][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[1][0]);
|
||
|
inv.fMap[2][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[2][0]);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Point first
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
plPointShadowMaster::plPointShadowMaster()
|
||
|
{
|
||
|
fLastUp.Set(0,0,0);
|
||
|
}
|
||
|
|
||
|
plPointShadowMaster::~plPointShadowMaster()
|
||
|
{
|
||
|
fIsectPool.SetCount(fIsectPool.GetNumAlloc());
|
||
|
int i;
|
||
|
for( i = 0; i < fIsectPool.GetCount(); i++ )
|
||
|
delete fIsectPool[i];
|
||
|
}
|
||
|
|
||
|
plShadowSlave* plPointShadowMaster::INewSlave(const plShadowCaster* caster)
|
||
|
{
|
||
|
return TRACKED_NEW plPointShadowSlave;
|
||
|
}
|
||
|
|
||
|
void plPointShadowMaster::IBeginRender()
|
||
|
{
|
||
|
plShadowMaster::IBeginRender();
|
||
|
|
||
|
fIsectPool.SetCount(0);
|
||
|
}
|
||
|
|
||
|
void plPointShadowMaster::IComputeWorldToLight(const hsBounds3Ext& bnd, plShadowSlave* slave) const
|
||
|
{
|
||
|
const hsScalar kMinMag = 0.5f;
|
||
|
hsPoint3 from = fLightInfo->GetLightToWorld().GetTranslate();
|
||
|
hsPoint3 at = bnd.GetCenter();
|
||
|
|
||
|
hsVector3 atToFrom(&from, &at);
|
||
|
hsScalar distSq = atToFrom.MagnitudeSquared();
|
||
|
atToFrom *= hsFastMath::InvSqrtAppr(distSq);
|
||
|
|
||
|
hsPoint2 depth;
|
||
|
bnd.TestPlane(atToFrom, depth);
|
||
|
|
||
|
hsScalar fromDepth = atToFrom.InnerProduct(from);
|
||
|
|
||
|
hsScalar dist = fromDepth - depth.fY;
|
||
|
|
||
|
static hsScalar kMinDist = 3.f;
|
||
|
if( dist < kMinDist )
|
||
|
{
|
||
|
atToFrom *= kMinDist - dist;
|
||
|
from += atToFrom;
|
||
|
}
|
||
|
|
||
|
hsVector3 up(0,0,1.f);
|
||
|
if( CrossProd(up, (at - from)).MagnitudeSquared() < kMinMag )
|
||
|
{
|
||
|
up.Set(0, 1.f, 0);
|
||
|
}
|
||
|
hsMatrix44 w2light;
|
||
|
w2light.MakeCamera(&from, &at, &up); // mf_flip_up - mf
|
||
|
|
||
|
hsMatrix44 light2w;
|
||
|
InverseOfPureRotTran(w2light, light2w);
|
||
|
|
||
|
#ifdef CHECK_INVERSE
|
||
|
hsMatrix44 inv;
|
||
|
w2light.GetInverse(&inv);
|
||
|
#endif // CHECK_INVERSE
|
||
|
|
||
|
slave->fWorldToLight = w2light;
|
||
|
slave->fLightToWorld = light2w;
|
||
|
}
|
||
|
|
||
|
void plPointShadowMaster::IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const
|
||
|
{
|
||
|
|
||
|
slave->fView.SetPerspective(true);
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
void plPointShadowMaster::IComputeISect(const hsBounds3Ext& bnd, plShadowSlave* slave) const
|
||
|
{
|
||
|
int iIsect = fIsectPool.GetCount();
|
||
|
fIsectPool.ExpandAndZero(iIsect+1);
|
||
|
if( !fIsectPool[iIsect] )
|
||
|
{
|
||
|
fIsectPool[iIsect] = TRACKED_NEW plBoundsIsect;
|
||
|
}
|
||
|
plBoundsIsect* isect = fIsectPool[iIsect];
|
||
|
|
||
|
const hsBounds3Ext& wBnd = slave->fWorldBounds;
|
||
|
|
||
|
isect->SetBounds(wBnd);
|
||
|
|
||
|
slave->fIsect = isect;
|
||
|
}
|
||
|
|
||
|
void plPointShadowMaster::IComputeBounds(const hsBounds3Ext& wBnd, plShadowSlave* slave) const
|
||
|
{
|
||
|
// Plan here is to look at the bounds in the slave's local space.
|
||
|
// Our slave's bounds will clearly contain the shadow caster's bounds. It will also
|
||
|
// contain the bnd's corners projected out along the ray from the slave's position
|
||
|
// through each corner. They will extend fAttenDist farther than the center point
|
||
|
// of the bound.
|
||
|
|
||
|
hsBounds3Ext sBnd = wBnd;
|
||
|
sBnd.Transform(&slave->fWorldToLight);
|
||
|
|
||
|
hsBounds3Ext bnd = sBnd;
|
||
|
|
||
|
hsScalar dist = sBnd.GetCenter().fZ;
|
||
|
dist += slave->fAttenDist;
|
||
|
|
||
|
hsScalar minZ = sBnd.GetMaxs().fZ;
|
||
|
|
||
|
hsPoint3 p(sBnd.GetMins().fX * dist / minZ, sBnd.GetMins().fY * dist / minZ, dist);
|
||
|
bnd.Union(&p);
|
||
|
|
||
|
p.Set(sBnd.GetMaxs().fX * dist / minZ, sBnd.GetMaxs().fY * dist / minZ, dist);
|
||
|
bnd.Union(&p);
|
||
|
|
||
|
bnd.Transform(&slave->fLightToWorld);
|
||
|
|
||
|
slave->fWorldBounds = bnd;
|
||
|
|
||
|
}
|
||
|
|
||
|
|