/*==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 "max.h"
#include "texutil.h"
#include "iparamb2.h"
#include
#include "bmmlib.h"
#include "bitmap.h"
#include "Layers/plPlasmaMAXLayer.h"
#include "plBMSampler.h"
plBMSampler::plBMSampler(plPlasmaMAXLayer *layer, Bitmap *bm) : fBM(bm), fInitialized(false)
{
// Get our parameters
if( fBM && layer && layer->GetSamplerInfo( &fData ) )
{
u1 = fData.fClipU + fData.fClipW;
v1 = fData.fClipV + fData.fClipH;
bmw = fBM->Width();
bmh = fBM->Height();
fbmw = float(bmw-1);
fbmh = float(bmh-1);
clipx = int(fData.fClipU*fbmw);
clipy = int(fData.fClipV*fbmh);
fclipw = fData.fClipW*fbmw;
fcliph = fData.fClipH*fbmh;
cliph = fcliph;
fInitialized = true;
}
}
int plBMSampler::PlaceUV(ShadeContext &sc, float &u, float &v, int iu, int iv)
{
if (!fInitialized)
return 1;
if (uu1||v>v1)
return 0;
u = (u-fData.fClipU)/fData.fClipW;
v = (v-fData.fClipV)/fData.fClipH;
return 1;
}
void plBMSampler::PlaceUVFilter(ShadeContext &sc, float &u, float &v, int iu, int iv)
{
if (!fInitialized)
return;
u = (u-fData.fClipU)/fData.fClipW;
v = (v-fData.fClipV)/fData.fClipH;
}
AColor plBMSampler::Sample(ShadeContext& sc, float u,float v)
{
AColor none(0.0f, 0.0f, 0.0f, 0.0f);
if (!fInitialized)
return none;
BMM_Color_64 c;
int x,y;
float fu,fv;
fu = frac(u);
fv = 1.0f-frac(v);
if (fData.fEnableCrop)
{
if (fData.fCropPlacement)
{
if (!PlaceUV(sc,fu, fv, int(u), int(v)))
return AColor(0,0,0,0);
x = (int)(fu*fbmw+0.5f);
y = (int)(fv*fbmh+0.5f);
}
else
{
x = mod(clipx + (int)(fu*fclipw+0.5f),bmw);
y = mod(clipy + (int)(fv*fcliph+0.5f),bmh);
}
}
else
{
x = (int)(fu*fbmw+0.5f);
y = (int)(fv*fbmh+0.5f);
}
fBM->GetLinearPixels(x,y,1,&c);
switch(fData.fAlphaSource)
{
case plBMSamplerData::kDiscard:
c.a = 0xffff;
break;
case plBMSamplerData::kFromRGB:
c.a = (c.r+c.g+c.b)/3;
break;
// TBD
// XPCOL needs to be handled in bitmap for filtering.
// Need to open a bitmap with this property.
// case ALPHA_XPCOL: break;
}
return c;
}
AColor plBMSampler::SampleFilter(ShadeContext& sc, float u,float v, float du, float dv)
{
AColor none(0.0f, 0.0f, 0.0f, 0.0f);
if (!fInitialized)
return none;
fBM->SetFilter(BMM_FILTER_PYRAMID);
BMM_Color_64 c;
float fu,fv;
fu = frac(u);
fv = 1.0f-frac(v);
if (fData.fEnableCrop)
{
if (fData.fCropPlacement)
{
PlaceUVFilter(sc,fu, fv, int(u), int(v));
du /= fData.fClipW;
dv /= fData.fClipH;
float du2 = 0.5f*du;
float ua = fu-du2;
float ub = fu+du2;
if (ub<=0.0f||ua>=1.0f) return none;
float dv2 = 0.5f*dv;
float va = fv-dv2;
float vb = fv+du2;
if (vb<=0.0f||va>=1.0f) return none;
BOOL clip = 0;
if (ua<0.0f) { ua=0.0f; clip = 1; }
if (ub>1.0f) { ub=1.0f; clip = 1; }
if (va<0.0f) { va=0.0f; clip = 1; }
if (vb>1.0f) { vb=1.0f; clip = 1; }
fBM->GetFiltered(fu,fv,du,dv,&c);
switch(fData.fAlphaSource)
{
case plBMSamplerData::kDiscard:
c.a = 0xffff;
break;
case plBMSamplerData::kFromRGB:
c.a = (c.r + c.g + c.b)/3;
break;
}
AColor ac(c);
if (clip)
{
float f = ((ub-ua)/du) * ((vb-va)/dv);
ac *= f;
}
return ac;
}
else
{
fu = (fData.fClipU + fData.fClipW*fu);
fv = (fData.fClipV + fData.fClipH*fv);
du *= fData.fClipW;
dv *= fData.fClipH;
fBM->GetFiltered(fu,fv,du,dv,&c);
}
}
else
fBM->GetFiltered(fu,fv,du,dv,&c);
switch (fData.fAlphaSource)
{
case plBMSamplerData::kDiscard:
c.a = 0xffff;
break;
case plBMSamplerData::kFromRGB:
c.a = (c.r + c.g + c.b)/3;
break;
}
return c;
}