/*==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; }