/*==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 "HeadSpin.h" #include "Max.h" #include "../MaxMain/plMaxNode.h" #include "plRenderGlobalContext.h" plRenderGlobalContext::plRenderGlobalContext(Interface* ip, TimeValue t) { fInterface = ip; renderer = ip->GetProductionRenderer(); projType = PROJ_PERSPECTIVE; devWidth = 640; devHeight = 480; xscale = 1.6f; yscale = -1.6f; xc = 320.f; yc = 240.f; antialias = 1; camToWorld.IdentityMatrix(); worldToCam.IdentityMatrix(); nearRange = 0; farRange = 10000.f; devAspect = 1.f; // PIXEL aspect ratio of device pixel H/W frameDur = 1.f; envMap = nil; globalLightLevel.White(); atmos = nil; pToneOp = nil; // The tone operator, may be NULL time = t; wireMode = false; // wire frame render mode? wire_thick = 1.f; // global wire thickness force2Side = false; // is force two-sided rendering enabled inMtlEdit = false; // rendering in mtl editor? fieldRender = false; // are we rendering fields first_field = 1; // is this the first field or the second? field_order = 1; // which field is first: 0->even first, 1->odd first objMotBlur = true; // is object motion blur enabled nBlurFrames = 10; // number of object motion blur time slices SetRenderElementMgr(ip->GetRenderElementMgr(RS_Production)); } plRenderGlobalContext::~plRenderGlobalContext() { int i; for( i = 0; i < fInstList.GetCount(); i++ ) { fInstList[i].Cleanup(); } } void plRenderGlobalContext::Update(TimeValue t) { time = t; int i; for( i = 0; i < fInstList.GetCount(); i++ ) fInstList[i].Update(time); } void plRenderGlobalContext::MakeRenderInstances(plMaxNode* root, TimeValue t) { time = t; int i; for( i = 0; i < root->NumberOfChildren(); i++ ) IMakeRenderInstances((plMaxNode*)root->GetChildNode(i), t, false); for( i = 0; i < fInstList.GetCount() - 1; i++ ) fInstList[i].SetNext(&fInstList[i+1]); } void plRenderGlobalContext::IMakeRenderInstances(plMaxNode* node, TimeValue t, hsBool isBarney) { const char* dbgNodeName = node->GetName(); if( !isBarney ) isBarney = node->GetIsBarney(); hsBool doMe = isBarney || (node->CanConvert() && node->GetDrawable()); if( !doMe ) return; int idx = fInstList.GetCount(); plRenderInstance* inst = fInstList.Push(); if( !inst->GetFromNode(node, t, idx) ) fInstList.Pop(); int i; for( i = 0; i < node->NumberOfChildren(); i++ ) IMakeRenderInstances((plMaxNode *)node->GetChildNode(i), t, isBarney); } void plRenderGlobalContext::IntersectRay(RenderInstance *inst, Ray& origRay, ISect &isct, ISectList &xplist, BOOL findExit) { const float kFarAway = 1.e5f; Ray ray; if( findExit ) { ray.p = origRay.p + origRay.dir * kFarAway; ray.dir = -ray.dir; } else { ray = origRay; } float at; Point3 norm; DWORD faceIdx; Point3 bary; int hit = inst->mesh->IntersectRay(ray, at, norm, faceIdx, bary); if( hit ) { ISect thisHit; thisHit.t = findExit ? kFarAway - at : at; thisHit.exit = findExit; thisHit.backFace = findExit; thisHit.inst = inst; thisHit.fnum = faceIdx; thisHit.bc = bary; Point3 worldP = (ray.p + at * ray.dir); thisHit.p = inst->GetINode()->GetObjectTM(time) * worldP; thisHit.pc = worldToCam * thisHit.p; thisHit.mtlNum = inst->mesh->faces[faceIdx].getMatID(); Mtl* mtl = inst->GetINode()->GetMtl(); thisHit.matreq = mtl ? mtl->Requirements(thisHit.mtlNum) : 0; thisHit.next = nil; if( thisHit.matreq & (MTLREQ_TRANSP | MTLREQ_ADDITIVE_TRANSP) ) { // advance the ray and try again. This one goes in the xplist. ISect* xHit = GetNewISect(); *xHit = thisHit; xplist.Add(xHit); const float kAdvanceHack = 0.5f; Ray newRay; newRay.p = origRay.p + origRay.dir * (thisHit.t + kAdvanceHack); newRay.dir = origRay.dir; IntersectRay(inst, newRay, isct, xplist, findExit); } else { xplist.Prune(thisHit.t); isct = thisHit; } } } BOOL plRenderGlobalContext::IntersectWorld(Ray &ray, int skipID, ISect &hit, ISectList &xplist, int blurFrame) { hit.t = -1.f; xplist.Init(); int i; for( i = 0; i < fInstList.GetCount(); i++ ) { if( skipID != i ) { ISect thisHit; hit.t = -1.f; IntersectRay(&fInstList[i], ray, thisHit, xplist, false); if( thisHit.t >= 0 ) { if( (hit.t < 0) || (thisHit.t < hit.t) ) { // grab our new winner. hit = thisHit; } } } } return (hit.t >= 0) || !xplist.IsEmpty(); }