/*==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 . 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 "hsMemory.h" #include "hsSfxAngleFade.h" #include "hsStream.h" #include "../plPipeline/plPipeline.h" //#include "../plPipeline/hsG3DDevice.h" #include "../plGeometry/hsTriangle3.h" #include "../plMath/hsFastMath.h" hsSfxAngleFade::hsSfxAngleFade() { } hsSfxAngleFade::~hsSfxAngleFade() { } hsScalar hsSfxAngleFade::IOpacFromDot(hsScalar dot) { if( (fFlags & kTwoSided) &&(dot < 0) ) dot = -dot; if( dot <= fTable[0].fCosineDel ) return fTable[0].fOpacity; int i; for( i = 0; (i < fTable.GetCount()) && (dot >= fTable[i].fCosineDel); i++ ) dot -= fTable[i].fCosineDel; if( i >= fTable.GetCount() ) return fTable[fTable.GetCount()-1].fOpacity; dot *= fTable[i-1].fCosineNorm; hsScalar opac0 = fTable[i-1].fOpacity; hsScalar opac1 = fTable[i].fOpacity; return opac0 + dot * (opac1 - opac0); } void hsSfxAngleFade::ProcessPreInterpTris(hsExpander& tList, hsExpander& vList) { if( !(fFlags & kFaceNormals) ) return; #if 0 // Taken out 2.26.2001 mcn 'cause it accesses the (now defunct) 3DDevice directly hsPoint3 vPos = fPipeline->GetViewPositionLocal(); hsG3DDevice* dev = fPipeline->Get3DDevice(); fSetVector.Clear(); for( tList.First(); tList.More(); tList.Plus() ) { hsTriangle3* tri = tList.Current(); hsVector3& norm = tri->fNormal; hsScalar dot, opac; hsGVertex3* vtx; hsGShadeVertex* shade; hsVector3 vDir; vtx = tri->GetVertex(0); if( !fSetVector.IsBitSet(vtx->fShadeIdx) ) { vDir.Set(&vPos, &vtx->fLocalPos); dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); dot *= norm.InnerProduct(vDir); shade = dev->GetShadeEntry(vtx); opac = IOpacFromDot(dot); shade->fColor.a *= opac; fSetVector.SetBit(vtx->fShadeIdx); } vtx = tri->GetVertex(1); if( !fSetVector.IsBitSet(vtx->fShadeIdx) ) { vDir.Set(&vPos, &vtx->fLocalPos); dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); dot *= norm.InnerProduct(vDir); shade = dev->GetShadeEntry(vtx); opac = IOpacFromDot(dot); shade->fColor.a *= opac; fSetVector.SetBit(vtx->fShadeIdx); } vtx = tri->GetVertex(2); if( !fSetVector.IsBitSet(vtx->fShadeIdx) ) { vDir.Set(&vPos, &vtx->fLocalPos); dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); dot *= norm.InnerProduct(vDir); shade = dev->GetShadeEntry(vtx); opac = IOpacFromDot(dot); shade->fColor.a *= opac; fSetVector.SetBit(vtx->fShadeIdx); } } #endif } void hsSfxAngleFade::ProcessPreInterpShadeVerts(hsExpander& vList) { if( fFlags & kFaceNormals ) return; hsVector3 vDir =fPipeline->GetViewDirLocal(); hsPoint3 vPos = fPipeline->GetViewPositionLocal(); for( vList.First(); vList.More(); vList.Plus() ) { hsGShadeVertex* shade = vList.Current(); hsScalar dot; if( !(fFlags & kDirectional) ) { vDir.Set(&vPos, &shade->fLocalPos); dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); dot *= shade->fNormal.InnerProduct(vDir); } else { dot = shade->fNormal.InnerProduct(vDir); } hsScalar opac = IOpacFromDot(dot); shade->fShade.a *= opac; } } void hsSfxAngleFade::MakeTable(float* cosList, float* opacList, int num) { fTable.Reset(); if( !num ) return; int i; for( i = 0; i < num; i++ ) { hsSfxAfTableEntry* t = fTable.Append(); t->fCosineDel = cosList[i]; t->fOpacity = opacList[i]; } for( i = num-1; i > 0; i-- ) fTable[i].fCosineDel -= fTable[i-1].fCosineDel; for( i = 0; i < num-1; i++ ) fTable[i].fCosineNorm = hsScalarInvert(fTable[i+1].fCosineDel); fTable[num-1].fCosineNorm = 0; hsAssert(fTable.GetCount() == num, "Mismatch making table"); } void hsSfxAngleFade::Read(hsStream* s) { fTable.Reset(); Int32 cnt = s->ReadSwap32(); if( cnt ) { hsSfxAfTableEntry* arr = new hsSfxAfTableEntry[cnt]; int i; for( i = 0; i < cnt; i++ ) { arr[i].fCosineDel = s->ReadSwapScalar(); arr[i].fCosineNorm = s->ReadSwapScalar(); arr[i].fOpacity = s->ReadSwapScalar(); } fTable.SetArray(arr, cnt); } } void hsSfxAngleFade::Write(hsStream* s) { s->WriteSwap32(fTable.GetCount()); for( fTable.First(); fTable.More(); fTable.Plus() ) { s->WriteSwapScalar(fTable.Current().fCosineDel); s->WriteSwapScalar(fTable.Current().fCosineNorm); s->WriteSwapScalar(fTable.Current().fOpacity); } }