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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 "plDirectShadowMaster.h"
#include "plShadowSlave.h"
#include "plPerspDirSlave.h"
#include "plShadowCaster.h"
#include "../plMessage/plShadowCastMsg.h"
#include "plLightInfo.h"
#include "hsMatrix44.h"
#include "hsBounds.h"
#include "hsFastMath.h"
////////////////////////////////////////////////////////////////////////////////////
// Point first, directional lights follow
////////////////////////////////////////////////////////////////////////////////////
plDirectShadowMaster::plDirectShadowMaster()
{
}
plDirectShadowMaster::~plDirectShadowMaster()
{
fIsectPool.SetCount(fIsectPool.GetNumAlloc());
int i;
for( i = 0; i < fIsectPool.GetCount(); i++ )
delete fIsectPool[i];
}
plShadowSlave* plDirectShadowMaster::INewSlave(const plShadowCaster* caster)
{
if( caster->GetPerspective() )
return TRACKED_NEW plPerspDirSlave;
return TRACKED_NEW plDirectShadowSlave;
}
plShadowSlave* plDirectShadowMaster::INextSlave(const plShadowCaster* caster)
{
if( !caster->GetPerspective() )
return plShadowMaster::INextSlave(caster);
int iSlave = fPerspSlavePool.GetCount();
fPerspSlavePool.ExpandAndZero(iSlave+1);
plShadowSlave* slave = fPerspSlavePool[iSlave];
if( !slave )
{
fPerspSlavePool[iSlave] = slave = INewSlave(caster);
}
return slave;
}
plShadowSlave* plDirectShadowMaster::IRecycleSlave(plShadowSlave* slave)
{
if( fSlavePool.GetCount() && (fSlavePool[fSlavePool.GetCount()-1] == slave) )
fSlavePool.SetCount(fSlavePool.GetCount()-1);
else
if( fPerspSlavePool.GetCount() && (fPerspSlavePool[fPerspSlavePool.GetCount()-1] == slave) )
fPerspSlavePool.SetCount(fPerspSlavePool.GetCount()-1);
return nil;
}
void plDirectShadowMaster::IBeginRender()
{
plShadowMaster::IBeginRender();
fPerspSlavePool.SetCount(0);
fIsectPool.SetCount(0);
}
void plDirectShadowMaster::IComputeWorldToLight(const hsBounds3Ext& wBnd, plShadowSlave* slave) const
{
hsMatrix44 kFlipDir;
kFlipDir.Reset();
kFlipDir.NotIdentity();
kFlipDir.fMap[2][2] = -1.f;
hsMatrix44 worldToLight = kFlipDir * fLightInfo->GetWorldToLight();
hsMatrix44 lightToWorld = fLightInfo->GetLightToWorld() * kFlipDir;
hsBounds3Ext bnd = wBnd;
bnd.Transform(&worldToLight);
hsPoint3 pos = bnd.GetCenter();
pos.fZ = bnd.GetMins().fZ;
hsPoint3 wPos = lightToWorld * pos;
lightToWorld.NotIdentity();
lightToWorld.fMap[0][3] = wPos[0];
lightToWorld.fMap[1][3] = wPos[1];
lightToWorld.fMap[2][3] = wPos[2];
// Need worldToLight and hate doing an inverse.
// worldToLight = pureTrans * pureRot;
// lightToWorld = Inv(pureRot) * Inv(pureTran);
// So Inv(pureTran) = pureRot * Inv(pureRot) * Inv(pureTran) = pureRot * lightToWorld
// Make worldToLight pure rotation inverse of lightToWorld
worldToLight.fMap[0][3] = 0;
worldToLight.fMap[1][3] = 0;
worldToLight.fMap[2][3] = 0;
hsMatrix44 trans = worldToLight * lightToWorld;
worldToLight.fMap[0][3] = -trans.fMap[0][3];
worldToLight.fMap[1][3] = -trans.fMap[1][3];
worldToLight.fMap[2][3] = -trans.fMap[2][3];
//#define CHECK_INVERSE
#ifdef CHECK_INVERSE
hsMatrix44 inv;
lightToWorld.GetInverse(&inv);
#endif // CHECK_INVERSE
slave->fWorldToLight = worldToLight;
slave->fLightToWorld = lightToWorld;
}
void plDirectShadowMaster::IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const
{
slave->fView.SetPerspective(false);
}
void plDirectShadowMaster::IComputeISect(const hsBounds3Ext& casterBnd, 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 plDirectShadowMaster::IComputeBounds(const hsBounds3Ext& casterBnd, 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 extended out in light space Z.
// They will extend fAttenDist farther than the center pointof the bound.
hsBounds3Ext bnd = casterBnd;
bnd.Transform(&slave->fWorldToLight);
hsPoint3 farPt = bnd.GetCenter();
farPt.fZ += slave->fAttenDist;
bnd.Union(&farPt);
bnd.Transform(&slave->fLightToWorld);
slave->fWorldBounds = bnd;
}