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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 "hsMemory.h"
#include "hsSfxAngleFade.h"
#include "hsStream.h"
#include "../plPipeline/plPipeline.h"
//#include "../plPipeline/hsG3DDevice.h"
#include "../plGeometry/hsTriangle3.h"
#include "../plMath/hsFastMath.h"
hsSfxAngleFade::hsSfxAngleFade()
{
}
hsSfxAngleFade::~hsSfxAngleFade()
{
}
hsScalar hsSfxAngleFade::IOpacFromDot(hsScalar dot)
{
if( (fFlags & kTwoSided)
&&(dot < 0) )
dot = -dot;
if( dot <= fTable[0].fCosineDel )
return fTable[0].fOpacity;
int i;
for( i = 0; (i < fTable.GetCount()) && (dot >= fTable[i].fCosineDel); i++ )
dot -= fTable[i].fCosineDel;
if( i >= fTable.GetCount() )
return fTable[fTable.GetCount()-1].fOpacity;
dot *= fTable[i-1].fCosineNorm;
hsScalar opac0 = fTable[i-1].fOpacity;
hsScalar opac1 = fTable[i].fOpacity;
return opac0 + dot * (opac1 - opac0);
}
void hsSfxAngleFade::ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList)
{
if( !(fFlags & kFaceNormals) )
return;
#if 0 // Taken out 2.26.2001 mcn 'cause it accesses the (now defunct) 3DDevice directly
hsPoint3 vPos = fPipeline->GetViewPositionLocal();
hsG3DDevice* dev = fPipeline->Get3DDevice();
fSetVector.Clear();
for( tList.First(); tList.More(); tList.Plus() )
{
hsTriangle3* tri = tList.Current();
hsVector3& norm = tri->fNormal;
hsScalar dot, opac;
hsGVertex3* vtx;
hsGShadeVertex* shade;
hsVector3 vDir;
vtx = tri->GetVertex(0);
if( !fSetVector.IsBitSet(vtx->fShadeIdx) )
{
vDir.Set(&vPos, &vtx->fLocalPos);
dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
dot *= norm.InnerProduct(vDir);
shade = dev->GetShadeEntry(vtx);
opac = IOpacFromDot(dot);
shade->fColor.a *= opac;
fSetVector.SetBit(vtx->fShadeIdx);
}
vtx = tri->GetVertex(1);
if( !fSetVector.IsBitSet(vtx->fShadeIdx) )
{
vDir.Set(&vPos, &vtx->fLocalPos);
dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
dot *= norm.InnerProduct(vDir);
shade = dev->GetShadeEntry(vtx);
opac = IOpacFromDot(dot);
shade->fColor.a *= opac;
fSetVector.SetBit(vtx->fShadeIdx);
}
vtx = tri->GetVertex(2);
if( !fSetVector.IsBitSet(vtx->fShadeIdx) )
{
vDir.Set(&vPos, &vtx->fLocalPos);
dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
dot *= norm.InnerProduct(vDir);
shade = dev->GetShadeEntry(vtx);
opac = IOpacFromDot(dot);
shade->fColor.a *= opac;
fSetVector.SetBit(vtx->fShadeIdx);
}
}
#endif
}
void hsSfxAngleFade::ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList)
{
if( fFlags & kFaceNormals )
return;
hsVector3 vDir =fPipeline->GetViewDirLocal();
hsPoint3 vPos = fPipeline->GetViewPositionLocal();
for( vList.First(); vList.More(); vList.Plus() )
{
hsGShadeVertex* shade = vList.Current();
hsScalar dot;
if( !(fFlags & kDirectional) )
{
vDir.Set(&vPos, &shade->fLocalPos);
dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
dot *= shade->fNormal.InnerProduct(vDir);
}
else
{
dot = shade->fNormal.InnerProduct(vDir);
}
hsScalar opac = IOpacFromDot(dot);
shade->fShade.a *= opac;
}
}
void hsSfxAngleFade::MakeTable(float* cosList, float* opacList, int num)
{
fTable.Reset();
if( !num )
return;
int i;
for( i = 0; i < num; i++ )
{
hsSfxAfTableEntry* t = fTable.Append();
t->fCosineDel = cosList[i];
t->fOpacity = opacList[i];
}
for( i = num-1; i > 0; i-- )
fTable[i].fCosineDel -= fTable[i-1].fCosineDel;
for( i = 0; i < num-1; i++ )
fTable[i].fCosineNorm = hsScalarInvert(fTable[i+1].fCosineDel);
fTable[num-1].fCosineNorm = 0;
hsAssert(fTable.GetCount() == num, "Mismatch making table");
}
void hsSfxAngleFade::Read(hsStream* s)
{
fTable.Reset();
Int32 cnt = s->ReadSwap32();
if( cnt )
{
hsSfxAfTableEntry* arr = new hsSfxAfTableEntry[cnt];
int i;
for( i = 0; i < cnt; i++ )
{
arr[i].fCosineDel = s->ReadSwapScalar();
arr[i].fCosineNorm = s->ReadSwapScalar();
arr[i].fOpacity = s->ReadSwapScalar();
}
fTable.SetArray(arr, cnt);
}
}
void hsSfxAngleFade::Write(hsStream* s)
{
s->WriteSwap32(fTable.GetCount());
for( fTable.First(); fTable.More(); fTable.Plus() )
{
s->WriteSwapScalar(fTable.Current().fCosineDel);
s->WriteSwapScalar(fTable.Current().fCosineNorm);
s->WriteSwapScalar(fTable.Current().fOpacity);
}
}