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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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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 "hsTypes.h"
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#include "plShadowCaster.h"
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#include "plMessage/plShadowCastMsg.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plDrawInterface.h"
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#include "plDrawable/plDrawableSpans.h"
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#include "plDrawable/plSpanTypes.h"
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#include "plSurface/hsGMaterial.h"
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#include "plSurface/plLayerInterface.h"
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#include "plMessage/plRenderMsg.h"
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#include "plgDispatch.h"
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#include "plShadowMaster.h"
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hsBool plShadowCaster::fShadowCastDisabled = false;
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hsBool plShadowCaster::fCanShadowCast = true;
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plShadowCaster::plShadowCaster()
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: fMaxOpacity(0),
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fCastFlags(0),
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fAttenScale(1.f),
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fBlurScale(0.f),
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fBoost(1.f)
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{
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}
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plShadowCaster::~plShadowCaster()
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{
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Deactivate();
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}
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void plShadowCaster::Read(hsStream* stream, hsResMgr* mgr)
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{
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plMultiModifier::Read(stream, mgr);
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fCastFlags = stream->ReadByte();
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// HACKTESTPERSP
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// if( !(fCastFlags & kPerspective) )
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// fCastFlags |= kPerspective;
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// else
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fCastFlags &= ~kPerspective;
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fBoost = stream->ReadSwapScalar();
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fAttenScale = stream->ReadSwapScalar();
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fBlurScale = stream->ReadSwapScalar();
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Activate();
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}
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void plShadowCaster::Write(hsStream* stream, hsResMgr* mgr)
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{
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plMultiModifier::Write(stream, mgr);
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stream->WriteByte(fCastFlags);
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stream->WriteSwapScalar(fBoost);
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stream->WriteSwapScalar(fAttenScale);
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stream->WriteSwapScalar(fBlurScale);
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}
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void plShadowCaster::Activate() const
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{
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plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey());
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}
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void plShadowCaster::Deactivate() const
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{
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plgDispatch::Dispatch()->UnRegisterForExactType(plRenderMsg::Index(), GetKey());
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}
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void plShadowCaster::ICollectAllSpans()
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{
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fSpans.SetCount(0);
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int i;
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for( i = 0; i < GetNumTargets(); i++ )
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{
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plSceneObject* so = GetTarget(i);
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// Nil target? Shouldn't happen.
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if( so )
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{
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const plDrawInterface* di = so->GetDrawInterface();
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// Nil di- either it hasn't loaded yet, or we've been applied to something that isn't visible (oops).
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if( di && !di->GetProperty(plDrawInterface::kDisable) )
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{
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int j;
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for( j = 0; j < di->GetNumDrawables(); j++ )
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{
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plDrawableSpans* dr = plDrawableSpans::ConvertNoRef(di->GetDrawable(j));
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// Nil dr - it hasn't loaded yet.
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if( dr )
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{
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plDISpanIndex& diIndex = dr->GetDISpans(di->GetDrawableMeshIndex(j));
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if( !diIndex.IsMatrixOnly() )
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{
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int k;
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for( k = 0; k < diIndex.GetCount(); k++ )
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{
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const plSpan* span = dr->GetSpan(diIndex[k]);
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// if( !(span->fProps & plSpan::kPropNoShadowCast) )
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{
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fSpans.Append(DrawSpan().Set(dr, span, diIndex[k]));
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}
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}
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}
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}
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}
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}
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}
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}
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}
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hsBool plShadowCaster::IOnRenderMsg(plRenderMsg* msg)
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{
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if( ShadowCastDisabled() )
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return true;
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const UInt8 shadowQuality = UInt8(plShadowMaster::GetGlobalShadowQuality() * 3.9f);
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if( !GetKey()->GetUoid().GetLoadMask().MatchesQuality(shadowQuality) )
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return true;
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// Don't really like having to gather these guys up every frame,
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// but with the avatar customization, it's all pretty volatile,
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// subject to infrequent change, but change without warning.
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// The number of actual targets (and hence shadow casting spans)
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// for any ShadowCasterModifier should always be on the order of
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// 10, so chances are we can get away with this. If not, we can
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// figure some way of caching, like a broadcast message warning us
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// that an avatar customization event has occurred.
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ICollectAllSpans();
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// Max opacity used to fade out shadows during link
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//find max opacity of all spans
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//clear shadowBits of all spans
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fMaxOpacity = 0.f;
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int i;
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for( i = 0; i < fSpans.GetCount(); i++ )
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{
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hsGMaterial* mat = fSpans[i].fDraw->GetSubMaterial(fSpans[i].fSpan->fMaterialIdx);
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if( mat )
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{
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plLayerInterface* baseLay = mat->GetLayer(0);
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if( baseLay && (baseLay->GetOpacity() > fMaxOpacity) )
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fMaxOpacity = baseLay->GetOpacity();
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}
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fSpans[i].fSpan->ClearShadowBits();
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}
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if( fMaxOpacity > 0 )
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{
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plShadowCastMsg* cast = TRACKED_NEW plShadowCastMsg(GetKey(), this, msg->Pipeline());
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cast->Send();
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}
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return true;
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}
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#include "plProfile.h"
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plProfile_CreateTimer("ShadowCaster", "RenderSetup", ShadowCaster);
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hsBool plShadowCaster::MsgReceive(plMessage* msg)
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{
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plRenderMsg* rendMsg = plRenderMsg::ConvertNoRef(msg);
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if( rendMsg )
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{
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plProfile_BeginLap(ShadowCaster, this->GetKey()->GetUoid().GetObjectName());
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IOnRenderMsg(rendMsg);
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plProfile_EndLap(ShadowCaster, this->GetKey()->GetUoid().GetObjectName());
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return true;
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}
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return plMultiModifier::MsgReceive(msg);
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}
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