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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/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
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 "plFadeOpacityMod.h"
#include "plFadeOpacityLay.h"
#include "../plMessage/plRenderMsg.h"
#include "../plMessage/plMatRefMsg.h"
#include "../plSurface/hsGMaterial.h"
#include "../plDrawable/plVisLOSMgr.h"
#include "../plDrawable/plAccessGeometry.h"
#include "../plDrawable/plAccessSpan.h"
#include "../plDrawable/plDrawableSpans.h"
#include "../pnSceneObject/plSceneObject.h"
#include "../pnSceneObject/plDrawInterface.h"
#include "../plScene/plVisMgr.h"
#include "plgDispatch.h"
#include "plPipeline.h"
#include "hsBounds.h"
#include "hsTimer.h"
#include "hsResMgr.h"
/*
curr = (t - t0) / fadeUp;
curr = 1. - (t - t0) / fadeDown;
switch from fadeUp to fadeDown
curr = 1 - (t - t0) / fadeDown;
t - t0 = (1 - curr) * fadeDown
t0 = t - (1 - curr) * fadeDown;
switch from fadeDown to fadeUp
curr = (t - t0) / fadeUp;
curr * fadeUp = t - t0;
t0 = t - curr * fadeUp;
*/
hsBool plFadeOpacityMod::fLOSCheckDisabled = false;
const hsScalar kDefFadeUp(5.f);
const hsScalar kDefFadeDown(1.f);
plFadeOpacityMod::plFadeOpacityMod()
: fFadeUp(kDefFadeUp),
fFadeDown(kDefFadeDown),
fOpCurrent(1.f),
fStart(0),
fFade(kImmediate),
fLastEye(0.f, 0.f, 0.f),
fSetup(false)
{
}
plFadeOpacityMod::~plFadeOpacityMod()
{
}
hsBool plFadeOpacityMod::MsgReceive(plMessage* msg)
{
plRenderMsg* rend = plRenderMsg::ConvertNoRef(msg);
if( rend )
{
IOnRenderMsg(rend);
return true;
}
return plSingleModifier::MsgReceive(msg);
}
void plFadeOpacityMod::SetKey(plKey k)
{
hsKeyedObject::SetKey(k);
if( k )
{
plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey());
}
}
void plFadeOpacityMod::Read(hsStream* s, hsResMgr* mgr)
{
plSingleModifier::Read(s, mgr);
fFadeUp = s->ReadSwapScalar();
fFadeDown = s->ReadSwapScalar();
}
void plFadeOpacityMod::Write(hsStream* s, hsResMgr* mgr)
{
plSingleModifier::Write(s, mgr);
s->WriteSwapScalar(fFadeUp);
s->WriteSwapScalar(fFadeDown);
}
void plFadeOpacityMod::SetTarget(plSceneObject* so)
{
plSingleModifier::SetTarget(so);
fSetup = false;
}
hsBool plFadeOpacityMod::IShouldCheck(plPipeline* pipe)
{
if (pipe->TestVisibleWorld(GetTarget()))
return true;
fFade = kImmediate;
return false;
}
void plFadeOpacityMod::IOnRenderMsg(plRenderMsg* rend)
{
// Okay, are we set up enough to proceed?
if( !IReady() )
return;
// Okay, we're going to check.
hsBool hit = false;
if( !fLOSCheckDisabled )
{
// Should we check to see if we're visible before anything else?
if( !IShouldCheck(rend->Pipeline()) )
return;
hsPoint3 eyePos = rend->Pipeline()->GetViewPositionWorld();
hsPoint3 ourPos = IGetOurPos();
if( fFade != kImmediate )
{
// If we've moved more than 3 feet in a frame, we'll consider this a
// camera cut. In that case, don't fade up or down, just go there.
const hsScalar kCutMagSquared = 3.f * 3.f;
if( hsVector3(&eyePos, &fLastEye).MagnitudeSquared() > kCutMagSquared )
fFade = kImmediate;
}
fLastEye = eyePos;
// Cast the ray from eye to us.
plVisHit hitInfo;
hit = plVisLOSMgr::Instance()->Check(eyePos, ourPos, hitInfo);
}
// If the ray made it, fade us up
// Else fade us down.
if( !hit )
IFadeUp();
else
IFadeDown();
ISetOpacity();
}
hsBool plFadeOpacityMod::IReady()
{
plSceneObject* so = GetTarget();
if( !so )
return false;
if( !so->GetDrawInterface() )
return false;
if( !fSetup )
ISetup(so);
if( !fFadeLays.GetCount() )
return false;
return true;
}
hsPoint3 plFadeOpacityMod::IGetOurPos()
{
hsAssert(GetTarget(), "Weed out target-less earlier");
if( HasFlag(kBoundsCenter) )
{
return GetTarget()->GetDrawInterface()->GetWorldBounds().GetCenter();
}
else
{
return GetTarget()->GetLocalToWorld().GetTranslate();
}
}
void plFadeOpacityMod::ICalcOpacity()
{
double t = hsTimer::GetSysSeconds();
switch( fFade )
{
case kFadeUp:
fOpCurrent = (hsScalar)(t - fStart);
if( fOpCurrent > fFadeUp )
{
fOpCurrent = 1.f;
fFade = kUp;
}
else
{
fOpCurrent /= fFadeUp;
}
break;
case kFadeDown:
fOpCurrent = (hsScalar)(t - fStart);
if( fOpCurrent > fFadeDown )
{
fOpCurrent = 0.f;
fFade = kDown;
}
else
{
fOpCurrent = 1.f - fOpCurrent / fFadeDown;
}
break;
case kUp:
case kDown:
break;
case kImmediate:
default:
hsAssert(false, "Invalid state");
break;
};
}
void plFadeOpacityMod::ISetOpacity()
{
ICalcOpacity();
const int num = fFadeLays.GetCount();
int i;
for( i = 0; i < num; i++ )
fFadeLays[i]->SetOpacity(fOpCurrent);
}
void plFadeOpacityMod::IFadeUp()
{
const double t = hsTimer::GetSysSeconds();
switch( fFade )
{
case kImmediate:
fOpCurrent = 1.f;
fFade = kUp;
break;
case kFadeDown:
{
fStart = t - fOpCurrent * fFadeUp;
fFade = kFadeUp;
}
break;
case kDown:
{
fStart = t;
fFade = kFadeUp;
}
break;
case kUp:
case kFadeUp:
break;
default:
hsAssert(false, "Bad State");
break;
};
}
void plFadeOpacityMod::IFadeDown()
{
const double t = hsTimer::GetSysSeconds();
switch( fFade )
{
case kImmediate:
fOpCurrent = 0.f;
fFade = kDown;
break;
case kFadeUp:
{
fStart = t - (1.f - fOpCurrent) * fFadeDown;
fFade = kFadeDown;
}
break;
case kUp:
{
fStart = t;
fFade = kFadeDown;
}
case kFadeDown:
case kDown:
break;
default:
hsAssert(false, "Bad State");
break;
};
}
void plFadeOpacityMod::ISetup(plSceneObject* so)
{
fFadeLays.Reset();
if( !so )
return;
const plDrawInterface* di = so->GetDrawInterface();
if( !di )
return;
hsTArray<plAccessSpan> src;
plAccessGeometry::Instance()->OpenRO(di, src, false);
int i;
for( i = 0; i < src.GetCount(); i++ )
{
hsGMaterial* mat = src[i].GetMaterial();
int j;
for( j = 0; j < mat->GetNumLayers(); j++ )
{
plLayerInterface* lay = mat->GetLayer(j);
if( !j || !(lay->GetZFlags() & hsGMatState::kZNoZWrite) || (lay->GetMiscFlags() & hsGMatState::kMiscRestartPassHere) )
{
plFadeOpacityLay* fade = NEW(plFadeOpacityLay);
hsgResMgr::ResMgr()->NewKey(lay->GetKey()->GetName(), fade, lay->GetKey()->GetUoid().GetLocation());
fade->AttachViaNotify(lay);
// We should add a ref or something here if we're going to hold on to this (even though we created and "own" it).
fFadeLays.Append(fade);
plMatRefMsg* msg = NEW(plMatRefMsg)(mat->GetKey(), plRefMsg::kOnReplace, i, plMatRefMsg::kLayer);
msg->SetOldRef(lay);
hsgResMgr::ResMgr()->SendRef(fade, msg, plRefFlags::kActiveRef);
plGenRefMsg* toMe = NEW(plGenRefMsg)(GetKey(), plRefMsg::kOnRequest, 0, kRefFadeLay);
hsgResMgr::ResMgr()->SendRef(fade, toMe, plRefFlags::kPassiveRef);
}
}
}
plAccessGeometry::Instance()->Close(src);
fSetup = true;
fFade = kImmediate;
}