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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 "plPointShadowMaster.h"
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#include "plShadowSlave.h"
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#include "plShadowCaster.h"
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#include "plMessage/plShadowCastMsg.h"
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#include "plLightInfo.h"
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#include "hsMatrix44.h"
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#include "hsBounds.h"
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#include "hsFastMath.h"
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static const float kMinMinZ = 1.f; // totally random arbitrary number (has to be > 0).
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static inline void QuickNorm( hsVector3& a, float& b )
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{
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float len = hsFastMath::InvSqrtAppr((a).MagnitudeSquared());
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a *= len;
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b *= len;
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}
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static inline hsVector3 CrossProd(const hsVector3& a, const hsPoint3& b)
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{
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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);
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}
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static inline void InverseOfPureRotTran(const hsMatrix44& src, hsMatrix44& inv)
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{
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inv = src;
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// We know this is a pure rotation and translation matrix, so
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// we won't have to do a full inverse. Okay kids, don't try this
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// at home.
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inv.fMap[0][1] = src.fMap[1][0];
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inv.fMap[0][2] = src.fMap[2][0];
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inv.fMap[1][0] = src.fMap[0][1];
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inv.fMap[1][2] = src.fMap[2][1];
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inv.fMap[2][0] = src.fMap[0][2];
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inv.fMap[2][1] = src.fMap[1][2];
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hsPoint3 newTran(-src.fMap[0][3], -src.fMap[1][3], -src.fMap[2][3]);
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inv.fMap[0][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[0][0]);
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inv.fMap[1][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[1][0]);
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inv.fMap[2][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[2][0]);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Point first
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////////////////////////////////////////////////////////////////////////////////////
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plPointShadowMaster::plPointShadowMaster()
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{
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fLastUp.Set(0,0,0);
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}
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plPointShadowMaster::~plPointShadowMaster()
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{
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fIsectPool.SetCount(fIsectPool.GetNumAlloc());
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int i;
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for( i = 0; i < fIsectPool.GetCount(); i++ )
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delete fIsectPool[i];
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}
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plShadowSlave* plPointShadowMaster::INewSlave(const plShadowCaster* caster)
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{
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return new plPointShadowSlave;
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}
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void plPointShadowMaster::IBeginRender()
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{
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plShadowMaster::IBeginRender();
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fIsectPool.SetCount(0);
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}
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void plPointShadowMaster::IComputeWorldToLight(const hsBounds3Ext& bnd, plShadowSlave* slave) const
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{
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const float kMinMag = 0.5f;
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hsPoint3 from = fLightInfo->GetLightToWorld().GetTranslate();
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hsPoint3 at = bnd.GetCenter();
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hsVector3 atToFrom(&from, &at);
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float distSq = atToFrom.MagnitudeSquared();
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atToFrom *= hsFastMath::InvSqrtAppr(distSq);
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hsPoint2 depth;
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bnd.TestPlane(atToFrom, depth);
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float fromDepth = atToFrom.InnerProduct(from);
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float dist = fromDepth - depth.fY;
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static float kMinDist = 3.f;
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if( dist < kMinDist )
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{
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atToFrom *= kMinDist - dist;
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from += atToFrom;
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}
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hsVector3 up(0,0,1.f);
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if( CrossProd(up, (at - from)).MagnitudeSquared() < kMinMag )
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{
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up.Set(0, 1.f, 0);
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}
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hsMatrix44 w2light;
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w2light.MakeCamera(&from, &at, &up); // mf_flip_up - mf
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hsMatrix44 light2w;
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InverseOfPureRotTran(w2light, light2w);
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#ifdef CHECK_INVERSE
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hsMatrix44 inv;
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w2light.GetInverse(&inv);
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#endif // CHECK_INVERSE
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slave->fWorldToLight = w2light;
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slave->fLightToWorld = light2w;
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}
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void plPointShadowMaster::IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const
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{
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slave->fView.SetPerspective(true);
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}
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void plPointShadowMaster::IComputeISect(const hsBounds3Ext& bnd, plShadowSlave* slave) const
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{
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int iIsect = fIsectPool.GetCount();
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fIsectPool.ExpandAndZero(iIsect+1);
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if( !fIsectPool[iIsect] )
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{
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fIsectPool[iIsect] = new plBoundsIsect;
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}
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plBoundsIsect* isect = fIsectPool[iIsect];
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const hsBounds3Ext& wBnd = slave->fWorldBounds;
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isect->SetBounds(wBnd);
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slave->fIsect = isect;
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}
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void plPointShadowMaster::IComputeBounds(const hsBounds3Ext& wBnd, plShadowSlave* slave) const
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{
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// Plan here is to look at the bounds in the slave's local space.
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// Our slave's bounds will clearly contain the shadow caster's bounds. It will also
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// contain the bnd's corners projected out along the ray from the slave's position
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// through each corner. They will extend fAttenDist farther than the center point
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// of the bound.
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hsBounds3Ext sBnd = wBnd;
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sBnd.Transform(&slave->fWorldToLight);
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hsBounds3Ext bnd = sBnd;
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float dist = sBnd.GetCenter().fZ;
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dist += slave->fAttenDist;
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float minZ = sBnd.GetMaxs().fZ;
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hsPoint3 p(sBnd.GetMins().fX * dist / minZ, sBnd.GetMins().fY * dist / minZ, dist);
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bnd.Union(&p);
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p.Set(sBnd.GetMaxs().fX * dist / minZ, sBnd.GetMaxs().fY * dist / minZ, dist);
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bnd.Union(&p);
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bnd.Transform(&slave->fLightToWorld);
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slave->fWorldBounds = bnd;
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}
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