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442 lines
12 KiB
442 lines
12 KiB
14 years ago
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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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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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//////////////////////////////////////////////////////////////////////////////
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// //
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// hsVertexShader Class Functions //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// 5.9.2001 mcn - Updated to reflect the new (temporary) vertex color/ //
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// lighting model. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "Max.h"
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#include "stdmat.h"
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#include "istdplug.h"
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#include "dummy.h"
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#include "notetrck.h"
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#include "../MaxMain/plMaxNode.h"
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#include "hsBitVector.h"
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#include "hsMatrix44.h"
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#include "hsTemplates.h"
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#include "../plSurface/hsGMaterial.h"
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#include "UserPropMgr.h"
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#include "hsMaxLayerBase.h"
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#include "hsVertexShader.h"
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#include "hsConverterUtils.h"
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#include "hsControlConverter.h"
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#include "hsExceptionStack.h"
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#include "../plSurface/hsGMaterial.h"
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#include "../plSurface/plLayerInterface.h"
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#include "../plDrawable/plGeometrySpan.h"
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#include "plMaxLightContext.h"
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#include "plRenderGlobalContext.h"
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#include "plLightMapGen.h"
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#define MF_NATIVE_MAX_LIGHT
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#define MF_NO_RAY_SHADOW
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extern UserPropMgr gUserPropMgr;
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extern TimeValue GetTime(Interface *gi);
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//===========================================================================
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// hsVertexShader
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//===========================================================================
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hsVertexShader::hsVertexShader() :
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fConverterUtils(hsConverterUtils::Instance()),
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fInterface(nil),
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fLightMapGen(nil),
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fShaded(0)
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{
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hsGuardBegin("hsVertexShader::hsVertexShader");
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fLocalToWorld.Reset();
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hsGuardEnd;
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}
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hsVertexShader::~hsVertexShader()
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{
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hsGuardBegin("hsVertexShader::~hsVertexShader");
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hsGuardEnd;
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}
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hsVertexShader& hsVertexShader::Instance()
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{
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hsGuardBegin("hsVertexShader::Instance");
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static hsVertexShader instance;
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return instance;
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hsGuardEnd;
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}
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void hsVertexShader::Open()
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{
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hsGuardBegin("hsVertexShader::InitLights");
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fLocalToWorld.Reset();
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fInterface = ::GetCOREInterface();
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fLightMapGen = &plLightMapGen::Instance();
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hsGuardEnd;
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}
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void hsVertexShader::Close()
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{
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hsGuardBegin("hsVertexShader::DeInitLights");
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fLightMapGen = nil;
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hsGuardEnd;
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}
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//// ShadeNode ///////////////////////////////////////////////////////////////
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// Same as the other ShadeNode, only this shades an array of plGeometrySpans.
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void hsVertexShader::ShadeNode(INode* node, hsMatrix44& l2w, hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans)
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{
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// If we're flagged for WaterColor, our vertex colors are already done.
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if( ((plMaxNodeBase*)node)->GetCalcEdgeLens() || node->UserPropExists("XXXWaterColor") )
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return;
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fLightMapGen->InitNode(node);
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fLocalToWorld = l2w;
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hsMatrix44 tempMatrix = w2l; // l2w's inverse
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tempMatrix.GetTranspose( &fNormalToWorld ); // Inverse-transpose of the fLocalToWorld matrix,
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int i;
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for( i = 0; i < spans.GetCount(); i++ )
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IShadeSpan( spans[ i ], node);
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fLightMapGen->DeInitNode();
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fShaded++;
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}
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//// IShadeSpan //////////////////////////////////////////////////////////////
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// Shades a single plGeometrySpan.
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// 5.9.2001 mcn - Updated to support the new (temporary) vertex color/lighting
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// method.
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void hsVertexShader::IShadeSpan( plGeometrySpan *span, INode* node )
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{
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hsColorRGBA preDiffuse, rtDiffuse, matAmbient;
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hsBitVector dirtyVector;
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int i;
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hsBool translucent, shadeIt, addingIt;
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plLayerInterface *layer = nil;
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hsGuardBegin("hsVertexShader::ShadeSpan");
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const char* dbgNodeName = node->GetName();
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if( span->fNumVerts == 0 )
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return;
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fShadeColorTable = TRACKED_NEW hsColorRGBA[ span->fNumVerts ];
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fIllumColorTable = TRACKED_NEW hsColorRGBA[ span->fNumVerts ];
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translucent = IsTranslucent( span->fMaterial );
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/// Get material layer #0
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addingIt = false;
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shadeIt = !( span->fProps & plGeometrySpan::kPropNoPreShade );
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if( span->fMaterial->GetNumLayers() != 0 )
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{
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layer = span->fMaterial->GetLayer( 0 );
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if( layer->GetShadeFlags() & hsGMatState::kShadeNoShade )
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shadeIt = false;
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if( layer->GetBlendFlags() & hsGMatState::kBlendAdd )
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addingIt = true;
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}
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float opacity = 1.f;
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for( i = 0; i < span->fMaterial->GetNumLayers(); i++ )
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{
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plLayerInterface* lay = span->fMaterial->GetLayer(i);
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if( (lay->GetBlendFlags() & hsGMatState::kBlendAlpha)
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&&
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(
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!i
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(lay->GetMiscFlags() & hsGMatState::kMiscRestartPassHere)
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)
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)
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{
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opacity = span->fMaterial->GetLayer(i)->GetOpacity();
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}
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}
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/// Generate color table
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if( shadeIt )
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IShadeVertices( span, &dirtyVector, node, translucent );
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else
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{
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for( i = 0; i < span->fNumVerts; i++ )
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{
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/// This is good for the old way, but not sure about the new way. Test once new way is in again -mcn
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// fShadeColorTable[ i ].Set( 1, 1, 1, 1 );
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// fIllumColorTable[ i ].Set( 0, 0, 0, 1 );
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hsPoint3 position;
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hsVector3 normal;
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hsColorRGBA color, illum;
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span->ExtractVertex( i, &position, &normal, &color, &illum );
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span->ExtractInitColor( i, &color, &illum );
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fShadeColorTable[ i ].Set( color.r, color.g, color.b, color.a );
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fIllumColorTable[ i ].Set( illum.r, illum.g, illum.b, 1 );
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}
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}
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/// Get mat colors to modulate by
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if( layer == nil )
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{
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preDiffuse.Set( 1, 1, 1, 1 );
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rtDiffuse.Set( 1, 1, 1, 1 );
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matAmbient.Set( 0, 0, 0, 0 );
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}
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else
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{
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if( layer->GetShadeFlags() & hsGMatState::kShadeWhite )
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{
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preDiffuse.Set( 1, 1, 1, 1 );
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rtDiffuse.Set( 1, 1, 1, 1 );
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matAmbient.Set( 0, 0, 0, 0 );
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}
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else
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{
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preDiffuse = layer->GetPreshadeColor(); // This is for vertex-based lighting, which basically ignores preshading
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rtDiffuse = layer->GetRuntimeColor(); // This is for vertex-based lighting, which basically ignores preshading
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matAmbient = layer->GetAmbientColor();
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matAmbient.a = 0;
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}
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preDiffuse.a = opacity;
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rtDiffuse.a = opacity;
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}
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#if 0
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/// Multiply by the material color, and scale by opacity if we're additive blending
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/// Apply colors now, multiplying by the material color as we go
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for( i = 0; i < span->fNumVerts; i++ )
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{
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fShadeColorTable[ i ] *= matDiffuse;
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fShadeColorTable[ i ] += matAmbient;
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fIllumColorTable[ i ] *= matDiffuse;
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fIllumColorTable[ i ] += matAmbient;
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}
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if( addingIt )
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{
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for( i = 0; i < span->fNumVerts; i++ )
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{
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float opacity = fShadeColorTable[ i ].a;
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fShadeColorTable[ i ] *= opacity;
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fIllumColorTable[ i ] *= opacity;
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}
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}
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#else
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/// Combine shade and illum together into the diffuse color
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if( ( span->fProps & plGeometrySpan::kLiteMask ) != plGeometrySpan::kLiteMaterial )
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{
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/// The two vertex lighting formulas take in a vetex color pre-processed, i.e. in
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/// the form of: vtxColor = ( maxVtxColor * materialDiffuse + maxIllumColor )
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span->fProps |= plGeometrySpan::kDiffuseFoldedIn;
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if( !shadeIt )
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{
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for( i = 0; i < span->fNumVerts; i++ )
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{
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fIllumColorTable[ i ].a = 0;
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fShadeColorTable[ i ] = (fShadeColorTable[ i ] * rtDiffuse) + fIllumColorTable[ i ];
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fIllumColorTable[ i ].Set( 0, 0, 0, 0 );
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}
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}
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else
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{
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for( i = 0; i < span->fNumVerts; i++ )
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{
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fIllumColorTable[ i ].a = 1.f;
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// Following needs to be changed to allow user input vertex colors to modulate
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// the runtime light values.
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// fShadeColorTable[ i ] = fIllumColorTable[ i ] * rtDiffuse;
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fShadeColorTable[ i ] = fShadeColorTable[ i ] * fIllumColorTable[ i ] * rtDiffuse;
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fIllumColorTable[ i ].Set( 0, 0, 0, 0 );
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}
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}
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}
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else
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{
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if( !shadeIt )
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{
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// Not shaded, so runtime lit, so we want BLACK vertex colors
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for( i = 0; i < span->fNumVerts; i++ )
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{
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fShadeColorTable[ i ].Set( 0, 0, 0, 0 );
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fIllumColorTable[ i ].Set( 0, 0, 0, 0 );
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}
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}
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else
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{
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for( i = 0; i < span->fNumVerts; i++ )
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{
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fShadeColorTable[ i ] *= fIllumColorTable[ i ];
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fIllumColorTable[ i ].Set( 0, 0, 0, 0 );
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}
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}
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}
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#endif
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/// Loop and stuff
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for( i = 0; i < span->fNumVerts; i++ )
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span->StuffVertex( i, fShadeColorTable + i, fIllumColorTable + i );
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delete [] fShadeColorTable;
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delete [] fIllumColorTable;
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hsGuardEnd;
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}
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//// IShadeVertices //////////////////////////////////////////////////////////
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// Shades an array of vertices from a plGeometrySpan.
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// 5.9.2001 mcn - Updated for the new lighting model. Now on runtime, we
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// want the following properties on each vertex:
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// diffuseColor = vertexColor * matDiffuse + matAmbient (including alpha)
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// specularColor = ( illumniation + pre-shading ) * matDiffuse + matAmbient
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// We do the mat modulation outside of this function, so we
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// just gotta make sure the two arrays get the right values.
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void hsVertexShader::IShadeVertices( plGeometrySpan *span, hsBitVector *dirtyVector, INode* node, hsBool translucent )
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{
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hsGuardBegin( "hsVertexShader::IShadeVertices" );
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plMaxNode* maxNode = (plMaxNode*)node;
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if( maxNode->CanConvert() && (nil != maxNode->GetLightMapComponent()) )
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return;
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int index;
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hsPoint3 position;
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hsVector3 normal;
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hsColorRGBA color, illum;
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plTmpVertex3 *vertices;
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/// Allocate temp vertex array
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vertices = TRACKED_NEW plTmpVertex3[ span->fNumVerts ];
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for( index = 0; index < span->fNumVerts; index++ )
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{
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span->ExtractVertex( index, &position, &normal, &color, &illum );
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span->ExtractInitColor( index, &color, &illum );
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/// fShadeColorTable is the shaded portion. fIllumColorTable is the illuminated portion;
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/// for more and less confusing details, see above.
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fShadeColorTable[ index ].Set( color.r, color.g, color.b, color.a );
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fIllumColorTable[ index ].Set( illum.r, illum.g, illum.b, 1 );
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position = fLocalToWorld * position;
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normal = fNormalToWorld * normal;
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vertices[ index ].fLocalPos = position;
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vertices[ index ].fNormal = normal;
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vertices[ index ].fNormal.Normalize();
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}
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const char* dbgNodeName = node->GetName();
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TimeValue t = fInterface->GetTime();
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Box3 bbox;
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node->EvalWorldState(t).obj->GetDeformBBox(t, bbox, &node->GetObjectTM(t));
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plMaxLightContext ctx(bbox, t);
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for( index = 0; index < span->fNumVerts; index++ )
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INativeShadeVtx(fIllumColorTable[index], ctx, vertices[ index ], translucent);
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// Delete temp arrays
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delete [] vertices;
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hsGuardEnd;
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}
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void hsVertexShader::INativeShadeVtx(hsColorRGBA& shade, plMaxLightContext& ctx, const plTmpVertex3& vtx, hsBool translucent)
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{
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ctx.SetPoint(vtx.fLocalPos, vtx.fNormal);
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Color color = fLightMapGen->ShadePoint(ctx);
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shade.r += color.r;
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shade.g += color.g;
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shade.b += color.b;
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// To handle two-sided translucency here, we should compute the shade on each side and sum them.
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if( translucent )
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{
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ctx.SetPoint(vtx.fLocalPos, -vtx.fNormal);
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color = fLightMapGen->ShadePoint(ctx);
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shade.r += color.r;
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shade.g += color.g;
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shade.b += color.b;
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}
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}
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void hsVertexShader::INativeShadowVtx(hsColorRGBA& shade, plMaxLightContext& ctx, const plTmpVertex3& vtx, hsBool translucent)
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{
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ctx.SetPoint(vtx.fLocalPos, vtx.fNormal);
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Color color = fLightMapGen->ShadowPoint(ctx);
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shade.r += color.r;
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shade.g += color.g;
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shade.b += color.b;
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}
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hsBool hsVertexShader::IsTranslucent( hsGMaterial *material )
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{
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hsGuardBegin("hsVertexShader::IsTranslucent");
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if( material )
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{
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plLayerInterface* layer = material->GetLayer(0);
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if( layer && ( layer->GetShadeFlags() & hsGMatState::kShadeSoftShadow ) )
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{
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return true;
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||
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}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
hsGuardEnd;
|
||
|
}
|
||
|
|
||
|
|