/*==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 . 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 "plDirectShadowMaster.h" #include "plShadowSlave.h" #include "plPerspDirSlave.h" #include "plShadowCaster.h" #include "../plMessage/plShadowCastMsg.h" #include "plLightInfo.h" #include "hsMatrix44.h" #include "hsBounds.h" #include "hsFastMath.h" //////////////////////////////////////////////////////////////////////////////////// // Point first, directional lights follow //////////////////////////////////////////////////////////////////////////////////// plDirectShadowMaster::plDirectShadowMaster() { } plDirectShadowMaster::~plDirectShadowMaster() { fIsectPool.SetCount(fIsectPool.GetNumAlloc()); int i; for( i = 0; i < fIsectPool.GetCount(); i++ ) delete fIsectPool[i]; } plShadowSlave* plDirectShadowMaster::INewSlave(const plShadowCaster* caster) { if( caster->GetPerspective() ) return TRACKED_NEW plPerspDirSlave; return TRACKED_NEW plDirectShadowSlave; } plShadowSlave* plDirectShadowMaster::INextSlave(const plShadowCaster* caster) { if( !caster->GetPerspective() ) return plShadowMaster::INextSlave(caster); int iSlave = fPerspSlavePool.GetCount(); fPerspSlavePool.ExpandAndZero(iSlave+1); plShadowSlave* slave = fPerspSlavePool[iSlave]; if( !slave ) { fPerspSlavePool[iSlave] = slave = INewSlave(caster); } return slave; } plShadowSlave* plDirectShadowMaster::IRecycleSlave(plShadowSlave* slave) { if( fSlavePool.GetCount() && (fSlavePool[fSlavePool.GetCount()-1] == slave) ) fSlavePool.SetCount(fSlavePool.GetCount()-1); else if( fPerspSlavePool.GetCount() && (fPerspSlavePool[fPerspSlavePool.GetCount()-1] == slave) ) fPerspSlavePool.SetCount(fPerspSlavePool.GetCount()-1); return nil; } void plDirectShadowMaster::IBeginRender() { plShadowMaster::IBeginRender(); fPerspSlavePool.SetCount(0); fIsectPool.SetCount(0); } void plDirectShadowMaster::IComputeWorldToLight(const hsBounds3Ext& wBnd, plShadowSlave* slave) const { hsMatrix44 kFlipDir; kFlipDir.Reset(); kFlipDir.NotIdentity(); kFlipDir.fMap[2][2] = -1.f; hsMatrix44 worldToLight = kFlipDir * fLightInfo->GetWorldToLight(); hsMatrix44 lightToWorld = fLightInfo->GetLightToWorld() * kFlipDir; hsBounds3Ext bnd = wBnd; bnd.Transform(&worldToLight); hsPoint3 pos = bnd.GetCenter(); pos.fZ = bnd.GetMins().fZ; hsPoint3 wPos = lightToWorld * pos; lightToWorld.NotIdentity(); lightToWorld.fMap[0][3] = wPos[0]; lightToWorld.fMap[1][3] = wPos[1]; lightToWorld.fMap[2][3] = wPos[2]; // Need worldToLight and hate doing an inverse. // worldToLight = pureTrans * pureRot; // lightToWorld = Inv(pureRot) * Inv(pureTran); // So Inv(pureTran) = pureRot * Inv(pureRot) * Inv(pureTran) = pureRot * lightToWorld // Make worldToLight pure rotation inverse of lightToWorld worldToLight.fMap[0][3] = 0; worldToLight.fMap[1][3] = 0; worldToLight.fMap[2][3] = 0; hsMatrix44 trans = worldToLight * lightToWorld; worldToLight.fMap[0][3] = -trans.fMap[0][3]; worldToLight.fMap[1][3] = -trans.fMap[1][3]; worldToLight.fMap[2][3] = -trans.fMap[2][3]; //#define CHECK_INVERSE #ifdef CHECK_INVERSE hsMatrix44 inv; lightToWorld.GetInverse(&inv); #endif // CHECK_INVERSE slave->fWorldToLight = worldToLight; slave->fLightToWorld = lightToWorld; } void plDirectShadowMaster::IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const { slave->fView.SetPerspective(false); } void plDirectShadowMaster::IComputeISect(const hsBounds3Ext& casterBnd, plShadowSlave* slave) const { int iIsect = fIsectPool.GetCount(); fIsectPool.ExpandAndZero(iIsect+1); if( !fIsectPool[iIsect] ) { fIsectPool[iIsect] = TRACKED_NEW plBoundsIsect; } plBoundsIsect* isect = fIsectPool[iIsect]; const hsBounds3Ext& wBnd = slave->fWorldBounds; isect->SetBounds(wBnd); slave->fIsect = isect; } void plDirectShadowMaster::IComputeBounds(const hsBounds3Ext& casterBnd, plShadowSlave* slave) const { // Plan here is to look at the bounds in the slave's local space. // Our slave's bounds will clearly contain the shadow caster's bounds. It will also // contain the bnd's corners extended out in light space Z. // They will extend fAttenDist farther than the center pointof the bound. hsBounds3Ext bnd = casterBnd; bnd.Transform(&slave->fWorldToLight); hsPoint3 farPt = bnd.GetCenter(); farPt.fZ += slave->fAttenDist; bnd.Union(&farPt); bnd.Transform(&slave->fLightToWorld); slave->fWorldBounds = bnd; }