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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 "plPipeline.h"
#include "plTweak.h"
#include "hsFastMath.h"
#include "plPerspDirSlave.h"
#include <float.h>
void plPerspDirSlave::Init()
{
plShadowSlave::Init();
fFlags |= kCastInCameraSpace;
}
hsPoint3 plPerspDirSlave::IProject(const hsMatrix44& world2NDC, const hsPoint3& pos, hsScalar w) const
{
hsPoint3 retVal;
retVal.fX = world2NDC.fMap[0][0] * pos.fX
+ world2NDC.fMap[0][1] * pos.fY
+ world2NDC.fMap[0][2] * pos.fZ
+ world2NDC.fMap[0][3] * w;
retVal.fY = world2NDC.fMap[1][0] * pos.fX
+ world2NDC.fMap[1][1] * pos.fY
+ world2NDC.fMap[1][2] * pos.fZ
+ world2NDC.fMap[1][3] * w;
retVal.fZ = world2NDC.fMap[2][0] * pos.fX
+ world2NDC.fMap[2][1] * pos.fY
+ world2NDC.fMap[2][2] * pos.fZ
+ world2NDC.fMap[2][3] * w;
hsScalar invW = 1.f / (
world2NDC.fMap[3][0] * pos.fX
+ world2NDC.fMap[3][1] * pos.fY
+ world2NDC.fMap[3][2] * pos.fZ
+ world2NDC.fMap[3][3] * w);
retVal *= invW;
return retVal;
}
hsBounds3Ext plPerspDirSlave::IGetPerspCasterBound(const hsMatrix44& world2NDC) const
{
hsPoint3 corners[8];
fCasterWorldBounds.GetCorners(corners);
hsPoint3 perspCorners[8];
int i;
for( i = 0; i < 8; i++ )
{
perspCorners[i] = IProject(world2NDC, corners[i]);
if( perspCorners[i].fX < -1.f )
perspCorners[i].fX = -1.f;
else if( perspCorners[i].fX > 1.f )
perspCorners[i].fX = 1.f;
if( perspCorners[i].fY < -1.f )
perspCorners[i].fY = -1.f;
else if( perspCorners[i].fY > 1.f )
perspCorners[i].fY = 1.f;
if( perspCorners[i].fZ < 0 )
perspCorners[i].Set(0.f, 0.f, 0.f);
}
hsBounds3Ext bnd;
bnd.MakeEmpty();
for( i = 0; i < 8; i++ )
bnd.Union(&perspCorners[i]);
return bnd;
}
bool plPerspDirSlave::SetupViewTransform(plPipeline* pipe)
{
plViewTransform pipeView = pipe->GetViewTransform();
plConst(hsScalar) kYon(100.f);
plConst(hsScalar) kHither(30.f);
pipeView.SetHither(kHither);
pipeView.SetYon(kYon);
hsMatrix44 cam2NDC = pipeView.GetCameraToNDC();
hsMatrix44 world2NDC = cam2NDC * pipeView.GetWorldToCamera();
fLightDir = fLightToWorld.GetAxis(hsMatrix44::kUp);
hsVector3 worldLiDir = fLightDir;
hsPoint3 pWorldLiDir(worldLiDir.fX, worldLiDir.fY, worldLiDir.fZ);
hsPoint3 perspLiPos = IProject(world2NDC, pWorldLiDir, 0);
hsBool reverseZ = fLightDir.InnerProduct(pipe->GetViewDirWorld()) > 0;
SetFlag(kReverseZ, reverseZ);
SetFlag(kReverseCull, reverseZ);
hsPoint3 lookAt;
plConst(hsBool) kUsePerspCenter(true);
plConst(hsBool) kUseFrustCenter(true);
if( kUsePerspCenter )
{
hsPoint3 lookAtCam = pipeView.GetWorldToCamera() * fCasterWorldBounds.GetCenter();
hsPoint3 lookAtNDC = IProject(pipeView.GetCameraToNDC(), lookAtCam);
lookAt = IProject(world2NDC, fCasterWorldBounds.GetCenter());
}
else if( kUseFrustCenter )
{
plConst(hsScalar) kDist(50.f);
hsPoint3 camFrustCenter(0.f, 0.f, kDist);
lookAt = IProject(cam2NDC, camFrustCenter);
}
else
{
hsBounds3Ext ndcBnd(IGetPerspCasterBound(world2NDC));
lookAt = ndcBnd.GetCenter();
}
hsMatrix44 camNDC2Li;
hsMatrix44 li2CamNDC;
IComputeCamNDCToLight(perspLiPos, lookAt, camNDC2Li, li2CamNDC);
hsScalar minZ, maxZ;
hsScalar cotX, cotY;
plConst(hsBool) kFixedPersp(true);
if( !kFixedPersp )
{
hsBounds3Ext bnd(IGetPerspCasterBound(camNDC2Li * world2NDC));
hsBounds3Ext bnd2(IGetPerspCasterBound(world2NDC));
bnd2.Transform(&camNDC2Li);
plConst(hsBool) kUseBnd2(false);
if( kUseBnd2 )
bnd = bnd2;
minZ = bnd.GetMins().fZ;
maxZ = bnd.GetMaxs().fZ; // THIS IS WRONG
// EAP
// This is my hack to get the Nexus age working. The real problem
// is probably data-side. I take full responsibility for this
// hack-around breaking the entire system, loosing data, causing
// unauthorized credit card transactions, etc.
if (_isnan(bnd.GetMins().fX) || _isnan(bnd.GetMins().fY))
return false;
if (_isnan(bnd.GetMaxs().fX) || _isnan(bnd.GetMaxs().fY))
return false;
// THIS IS EVEN MORE WRONG
plConst(hsBool) kFakeDepth(false);
if( kFakeDepth )
{
plConst(hsScalar) kMin(1.f);
plConst(hsScalar) kMax(30.f);
minZ = kMin;
maxZ = kMax;
}
plConst(hsScalar) kMinMinZ(1.f);
if( minZ < kMinMinZ )
minZ = kMinMinZ;
if( -bnd.GetMins().fX > bnd.GetMaxs().fX )
{
hsAssert(bnd.GetMins().fX < 0, "Empty shadow caster bounds?");
cotX = -minZ / bnd.GetMins().fX;
}
else
{
hsAssert(bnd.GetMaxs().fX > 0, "Empty shadow caster bounds?");
cotX = minZ / bnd.GetMaxs().fX;
}
if( -bnd.GetMins().fY > bnd.GetMaxs().fY )
{
hsAssert(bnd.GetMins().fY < 0, "Empty shadow caster bounds?");
cotY = -minZ / bnd.GetMins().fY;
}
else
{
hsAssert(bnd.GetMaxs().fY > 0, "Empty shadow caster bounds?");
cotY = minZ / bnd.GetMaxs().fY;
}
}
else
{
plConst(hsScalar) kHi(1.f);
hsBounds3Ext bnd;
const hsPoint3 lo(-1.f, -1.f, 0.f);
const hsPoint3 hi(1.f, 1.f, kHi);
bnd.MakeEmpty();
bnd.Union(&lo);
bnd.Union(&hi);
bnd.Transform(&camNDC2Li);
minZ = bnd.GetMins().fZ;
maxZ = bnd.GetMaxs().fZ; // THIS IS WRONG
// EAP
// This is my hack to get the Nexus age working. The real problem
// is probably data-side. I take full responsibility for this
// hack-around breaking the entire system, loosing data, causing
// unauthorized credit card transactions, etc.
if (_isnan(bnd.GetMins().fX) || _isnan(bnd.GetMins().fY))
return false;
if (_isnan(bnd.GetMaxs().fX) || _isnan(bnd.GetMaxs().fY))
return false;
plConst(hsScalar) kMinMinZ(1.f);
if( minZ < kMinMinZ )
minZ = kMinMinZ;
if( -bnd.GetMins().fX > bnd.GetMaxs().fX )
{
hsAssert(bnd.GetMins().fX < 0, "Empty shadow caster bounds?");
cotX = -minZ / bnd.GetMins().fX;
}
else
{
hsAssert(bnd.GetMaxs().fX > 0, "Empty shadow caster bounds?");
cotX = minZ / bnd.GetMaxs().fX;
}
if( -bnd.GetMins().fY > bnd.GetMaxs().fY )
{
hsAssert(bnd.GetMins().fY < 0, "Empty shadow caster bounds?");
cotY = -minZ / bnd.GetMins().fY;
}
else
{
hsAssert(bnd.GetMaxs().fY > 0, "Empty shadow caster bounds?");
cotY = minZ / bnd.GetMaxs().fY;
}
}
hsMatrix44 proj;
proj.Reset();
proj.NotIdentity();
// LightToTexture
// First the LightToTexture, which uses the above pretty much as is.
// Note the remapping to range [0.5..width-0.5] etc. Also, the perspective
// divide is by the 3rd output (not the fourth), so we make the 3rd
// output be W (instead of Z).
// This also means that our translate goes into [i][2] instead of [i][3].
proj.fMap[0][0] = cotX * 0.5f;
proj.fMap[0][2] = 0.5f * (1.f + 0.5f/fWidth);
proj.fMap[1][1] = -cotY * 0.5f;
proj.fMap[1][2] = 0.5f * (1.f + 0.5f/fHeight);
#if 1 // This computes correct Z, but we really just want W in 3rd component. HACKFISH
proj.fMap[2][2] = maxZ / (maxZ - minZ);
proj.fMap[2][3] = -minZ * maxZ / (maxZ - minZ);
#elif 1
proj.fMap[2][2] = 1.f;
proj.fMap[2][3] = 0;
#endif
proj.fMap[3][2] = 1.f;
proj.fMap[3][3] = 0;
// fWorldToTexture = proj * camNDC2Li * pipeView.GetWorldToNDC();
fWorldToTexture = proj * camNDC2Li * world2NDC;
fWorldToTexture.fMap[2][0] = fWorldToTexture.fMap[3][0];
fWorldToTexture.fMap[2][1] = fWorldToTexture.fMap[3][1];
fWorldToTexture.fMap[2][2] = fWorldToTexture.fMap[3][2];
fWorldToTexture.fMap[2][3] = fWorldToTexture.fMap[3][3];
// Now the LightToNDC. This one's a little trickier, because we want to compensate for
// having brought in the viewport to keep our border constant, so we can clamp the
// projected texture and not have the edges smear off to infinity.
cotX -= cotX / (fWidth * 0.5f);
cotY -= cotY / (fHeight * 0.5f);
hsScalar tanX = 1.f / cotX;
hsScalar tanY = 1.f / cotY;
fView.SetScreenSize((UInt16)fWidth, (UInt16)fHeight);
fView.SetCameraTransform(pipe->GetViewTransform().GetWorldToCamera(), pipe->GetViewTransform().GetCameraToWorld());
fView.SetPerspective(true);
fView.SetViewPort(0, 0, (float)fWidth, (float)fHeight, false);
fView.SetView(hsPoint3(-tanX, -tanY, minZ), hsPoint3(tanX, tanY, maxZ));
hsMatrix44 cam2Light = camNDC2Li * pipeView.GetCameraToNDC();
fView.PostMultCameraToNDC(cam2Light);
fLightPos = fLightToWorld.GetTranslate();
SetFlag(kPositional, false);
return true;
}
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]);
}
void plPerspDirSlave::IComputeCamNDCToLight(const hsPoint3& from, const hsPoint3& at, hsMatrix44& camNDC2Li, hsMatrix44& li2CamNDC)
{
hsVector3 atToFrom(&from, &at);
hsScalar distSq = atToFrom.MagnitudeSquared();
atToFrom *= hsFastMath::InvSqrtAppr(distSq);
const hsScalar kMinMag = 0.5f;
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);
hsMatrix44 light2w;
InverseOfPureRotTran(w2light, light2w);
#ifdef CHECK_INVERSE
hsMatrix44 inv;
w2light.GetInverse(&inv);
#endif // CHECK_INVERSE
camNDC2Li = w2light;
li2CamNDC = light2w;
}