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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 "plPipeline.h"
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#include "plTweak.h"
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#include "hsFastMath.h"
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#include "plPerspDirSlave.h"
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#include <float.h>
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#include <math.h>
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#ifdef _MSC_VER
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#define isnan _isnan
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#endif
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void plPerspDirSlave::Init()
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{
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plShadowSlave::Init();
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fFlags |= kCastInCameraSpace;
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}
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hsPoint3 plPerspDirSlave::IProject(const hsMatrix44& world2NDC, const hsPoint3& pos, float w) const
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{
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hsPoint3 retVal;
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retVal.fX = world2NDC.fMap[0][0] * pos.fX
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+ world2NDC.fMap[0][1] * pos.fY
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+ world2NDC.fMap[0][2] * pos.fZ
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+ world2NDC.fMap[0][3] * w;
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retVal.fY = world2NDC.fMap[1][0] * pos.fX
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+ world2NDC.fMap[1][1] * pos.fY
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+ world2NDC.fMap[1][2] * pos.fZ
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+ world2NDC.fMap[1][3] * w;
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retVal.fZ = world2NDC.fMap[2][0] * pos.fX
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+ world2NDC.fMap[2][1] * pos.fY
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+ world2NDC.fMap[2][2] * pos.fZ
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+ world2NDC.fMap[2][3] * w;
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float invW = 1.f / (
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world2NDC.fMap[3][0] * pos.fX
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+ world2NDC.fMap[3][1] * pos.fY
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+ world2NDC.fMap[3][2] * pos.fZ
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+ world2NDC.fMap[3][3] * w);
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retVal *= invW;
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return retVal;
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}
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hsBounds3Ext plPerspDirSlave::IGetPerspCasterBound(const hsMatrix44& world2NDC) const
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{
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hsPoint3 corners[8];
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fCasterWorldBounds.GetCorners(corners);
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hsPoint3 perspCorners[8];
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int i;
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for( i = 0; i < 8; i++ )
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{
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perspCorners[i] = IProject(world2NDC, corners[i]);
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if( perspCorners[i].fX < -1.f )
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perspCorners[i].fX = -1.f;
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else if( perspCorners[i].fX > 1.f )
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perspCorners[i].fX = 1.f;
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if( perspCorners[i].fY < -1.f )
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perspCorners[i].fY = -1.f;
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else if( perspCorners[i].fY > 1.f )
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perspCorners[i].fY = 1.f;
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if( perspCorners[i].fZ < 0 )
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perspCorners[i].Set(0.f, 0.f, 0.f);
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}
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hsBounds3Ext bnd;
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bnd.MakeEmpty();
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for( i = 0; i < 8; i++ )
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bnd.Union(&perspCorners[i]);
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return bnd;
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}
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bool plPerspDirSlave::SetupViewTransform(plPipeline* pipe)
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{
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plViewTransform pipeView = pipe->GetViewTransform();
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plConst(float) kYon(100.f);
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plConst(float) kHither(30.f);
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pipeView.SetHither(kHither);
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pipeView.SetYon(kYon);
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hsMatrix44 cam2NDC = pipeView.GetCameraToNDC();
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hsMatrix44 world2NDC = cam2NDC * pipeView.GetWorldToCamera();
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fLightDir = fLightToWorld.GetAxis(hsMatrix44::kUp);
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hsVector3 worldLiDir = fLightDir;
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hsPoint3 pWorldLiDir(worldLiDir.fX, worldLiDir.fY, worldLiDir.fZ);
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hsPoint3 perspLiPos = IProject(world2NDC, pWorldLiDir, 0);
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hsBool reverseZ = fLightDir.InnerProduct(pipe->GetViewDirWorld()) > 0;
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SetFlag(kReverseZ, reverseZ);
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SetFlag(kReverseCull, reverseZ);
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hsPoint3 lookAt;
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plConst(hsBool) kUsePerspCenter(true);
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plConst(hsBool) kUseFrustCenter(true);
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if( kUsePerspCenter )
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{
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hsPoint3 lookAtCam = pipeView.GetWorldToCamera() * fCasterWorldBounds.GetCenter();
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hsPoint3 lookAtNDC = IProject(pipeView.GetCameraToNDC(), lookAtCam);
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lookAt = IProject(world2NDC, fCasterWorldBounds.GetCenter());
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}
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else if( kUseFrustCenter )
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{
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plConst(float) kDist(50.f);
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hsPoint3 camFrustCenter(0.f, 0.f, kDist);
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lookAt = IProject(cam2NDC, camFrustCenter);
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}
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else
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{
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hsBounds3Ext ndcBnd(IGetPerspCasterBound(world2NDC));
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lookAt = ndcBnd.GetCenter();
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}
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hsMatrix44 camNDC2Li;
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hsMatrix44 li2CamNDC;
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IComputeCamNDCToLight(perspLiPos, lookAt, camNDC2Li, li2CamNDC);
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float minZ, maxZ;
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float cotX, cotY;
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plConst(hsBool) kFixedPersp(true);
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if( !kFixedPersp )
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{
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hsBounds3Ext bnd(IGetPerspCasterBound(camNDC2Li * world2NDC));
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hsBounds3Ext bnd2(IGetPerspCasterBound(world2NDC));
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bnd2.Transform(&camNDC2Li);
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plConst(hsBool) kUseBnd2(false);
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if( kUseBnd2 )
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bnd = bnd2;
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minZ = bnd.GetMins().fZ;
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maxZ = bnd.GetMaxs().fZ; // THIS IS WRONG
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// EAP
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// This is my hack to get the Nexus age working. The real problem
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// is probably data-side. I take full responsibility for this
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// hack-around breaking the entire system, loosing data, causing
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// unauthorized credit card transactions, etc.
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if (isnan(bnd.GetMins().fX) || isnan(bnd.GetMins().fY))
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return false;
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if (isnan(bnd.GetMaxs().fX) || isnan(bnd.GetMaxs().fY))
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return false;
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// THIS IS EVEN MORE WRONG
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plConst(hsBool) kFakeDepth(false);
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if( kFakeDepth )
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{
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plConst(float) kMin(1.f);
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plConst(float) kMax(30.f);
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minZ = kMin;
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maxZ = kMax;
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}
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plConst(float) kMinMinZ(1.f);
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if( minZ < kMinMinZ )
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minZ = kMinMinZ;
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if( -bnd.GetMins().fX > bnd.GetMaxs().fX )
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{
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hsAssert(bnd.GetMins().fX < 0, "Empty shadow caster bounds?");
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cotX = -minZ / bnd.GetMins().fX;
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}
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else
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{
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hsAssert(bnd.GetMaxs().fX > 0, "Empty shadow caster bounds?");
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cotX = minZ / bnd.GetMaxs().fX;
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}
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if( -bnd.GetMins().fY > bnd.GetMaxs().fY )
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{
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hsAssert(bnd.GetMins().fY < 0, "Empty shadow caster bounds?");
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cotY = -minZ / bnd.GetMins().fY;
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}
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else
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{
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hsAssert(bnd.GetMaxs().fY > 0, "Empty shadow caster bounds?");
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cotY = minZ / bnd.GetMaxs().fY;
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}
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}
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else
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{
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plConst(float) kHi(1.f);
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hsBounds3Ext bnd;
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const hsPoint3 lo(-1.f, -1.f, 0.f);
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const hsPoint3 hi(1.f, 1.f, kHi);
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bnd.MakeEmpty();
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bnd.Union(&lo);
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bnd.Union(&hi);
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bnd.Transform(&camNDC2Li);
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minZ = bnd.GetMins().fZ;
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maxZ = bnd.GetMaxs().fZ; // THIS IS WRONG
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// EAP
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// This is my hack to get the Nexus age working. The real problem
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// is probably data-side. I take full responsibility for this
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// hack-around breaking the entire system, loosing data, causing
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// unauthorized credit card transactions, etc.
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if (isnan(bnd.GetMins().fX) || isnan(bnd.GetMins().fY))
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return false;
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if (isnan(bnd.GetMaxs().fX) || isnan(bnd.GetMaxs().fY))
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return false;
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plConst(float) kMinMinZ(1.f);
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if( minZ < kMinMinZ )
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minZ = kMinMinZ;
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if( -bnd.GetMins().fX > bnd.GetMaxs().fX )
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{
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hsAssert(bnd.GetMins().fX < 0, "Empty shadow caster bounds?");
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cotX = -minZ / bnd.GetMins().fX;
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}
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else
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{
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hsAssert(bnd.GetMaxs().fX > 0, "Empty shadow caster bounds?");
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cotX = minZ / bnd.GetMaxs().fX;
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}
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if( -bnd.GetMins().fY > bnd.GetMaxs().fY )
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{
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hsAssert(bnd.GetMins().fY < 0, "Empty shadow caster bounds?");
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cotY = -minZ / bnd.GetMins().fY;
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}
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else
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{
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hsAssert(bnd.GetMaxs().fY > 0, "Empty shadow caster bounds?");
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cotY = minZ / bnd.GetMaxs().fY;
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}
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}
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hsMatrix44 proj;
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proj.Reset();
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proj.NotIdentity();
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// LightToTexture
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// First the LightToTexture, which uses the above pretty much as is.
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// Note the remapping to range [0.5..width-0.5] etc. Also, the perspective
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// divide is by the 3rd output (not the fourth), so we make the 3rd
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// output be W (instead of Z).
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// This also means that our translate goes into [i][2] instead of [i][3].
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proj.fMap[0][0] = cotX * 0.5f;
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proj.fMap[0][2] = 0.5f * (1.f + 0.5f/fWidth);
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proj.fMap[1][1] = -cotY * 0.5f;
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proj.fMap[1][2] = 0.5f * (1.f + 0.5f/fHeight);
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#if 1 // This computes correct Z, but we really just want W in 3rd component. HACKFISH
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proj.fMap[2][2] = maxZ / (maxZ - minZ);
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proj.fMap[2][3] = -minZ * maxZ / (maxZ - minZ);
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#elif 1
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proj.fMap[2][2] = 1.f;
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proj.fMap[2][3] = 0;
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#endif
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proj.fMap[3][2] = 1.f;
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proj.fMap[3][3] = 0;
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// fWorldToTexture = proj * camNDC2Li * pipeView.GetWorldToNDC();
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fWorldToTexture = proj * camNDC2Li * world2NDC;
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fWorldToTexture.fMap[2][0] = fWorldToTexture.fMap[3][0];
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fWorldToTexture.fMap[2][1] = fWorldToTexture.fMap[3][1];
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fWorldToTexture.fMap[2][2] = fWorldToTexture.fMap[3][2];
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fWorldToTexture.fMap[2][3] = fWorldToTexture.fMap[3][3];
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// Now the LightToNDC. This one's a little trickier, because we want to compensate for
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// having brought in the viewport to keep our border constant, so we can clamp the
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// projected texture and not have the edges smear off to infinity.
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cotX -= cotX / (fWidth * 0.5f);
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cotY -= cotY / (fHeight * 0.5f);
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float tanX = 1.f / cotX;
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float tanY = 1.f / cotY;
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fView.SetScreenSize((uint16_t)fWidth, (uint16_t)fHeight);
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fView.SetCameraTransform(pipe->GetViewTransform().GetWorldToCamera(), pipe->GetViewTransform().GetCameraToWorld());
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fView.SetPerspective(true);
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fView.SetViewPort(0, 0, (float)fWidth, (float)fHeight, false);
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fView.SetView(hsPoint3(-tanX, -tanY, minZ), hsPoint3(tanX, tanY, maxZ));
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hsMatrix44 cam2Light = camNDC2Li * pipeView.GetCameraToNDC();
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fView.PostMultCameraToNDC(cam2Light);
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fLightPos = fLightToWorld.GetTranslate();
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SetFlag(kPositional, false);
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return true;
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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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void plPerspDirSlave::IComputeCamNDCToLight(const hsPoint3& from, const hsPoint3& at, hsMatrix44& camNDC2Li, hsMatrix44& li2CamNDC)
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{
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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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const float kMinMag = 0.5f;
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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);
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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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camNDC2Li = w2light;
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li2CamNDC = light2w;
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}
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