/*==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 "plShadowCaster.h" #include "../plMessage/plShadowCastMsg.h" #include "../pnSceneObject/plSceneObject.h" #include "../pnSceneObject/plDrawInterface.h" #include "../plDrawable/plDrawableSpans.h" #include "../plDrawable/plSpanTypes.h" #include "../plSurface/hsGMaterial.h" #include "../plSurface/plLayerInterface.h" #include "../plMessage/plRenderMsg.h" #include "plgDispatch.h" #include "plShadowMaster.h" hsBool plShadowCaster::fShadowCastDisabled = false; hsBool plShadowCaster::fCanShadowCast = true; plShadowCaster::plShadowCaster() : fMaxOpacity(0), fCastFlags(0), fAttenScale(1.f), fBlurScale(0.f), fBoost(1.f) { } plShadowCaster::~plShadowCaster() { Deactivate(); } void plShadowCaster::Read(hsStream* stream, hsResMgr* mgr) { plMultiModifier::Read(stream, mgr); fCastFlags = stream->ReadByte(); // HACKTESTPERSP // if( !(fCastFlags & kPerspective) ) // fCastFlags |= kPerspective; // else fCastFlags &= ~kPerspective; fBoost = stream->ReadSwapScalar(); fAttenScale = stream->ReadSwapScalar(); fBlurScale = stream->ReadSwapScalar(); Activate(); } void plShadowCaster::Write(hsStream* stream, hsResMgr* mgr) { plMultiModifier::Write(stream, mgr); stream->WriteByte(fCastFlags); stream->WriteSwapScalar(fBoost); stream->WriteSwapScalar(fAttenScale); stream->WriteSwapScalar(fBlurScale); } void plShadowCaster::Activate() const { plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey()); } void plShadowCaster::Deactivate() const { plgDispatch::Dispatch()->UnRegisterForExactType(plRenderMsg::Index(), GetKey()); } void plShadowCaster::ICollectAllSpans() { fSpans.SetCount(0); int i; for( i = 0; i < GetNumTargets(); i++ ) { plSceneObject* so = GetTarget(i); // Nil target? Shouldn't happen. if( so ) { const plDrawInterface* di = so->GetDrawInterface(); // Nil di- either it hasn't loaded yet, or we've been applied to something that isn't visible (oops). if( di && !di->GetProperty(plDrawInterface::kDisable) ) { int j; for( j = 0; j < di->GetNumDrawables(); j++ ) { plDrawableSpans* dr = plDrawableSpans::ConvertNoRef(di->GetDrawable(j)); // Nil dr - it hasn't loaded yet. if( dr ) { plDISpanIndex& diIndex = dr->GetDISpans(di->GetDrawableMeshIndex(j)); if( !diIndex.IsMatrixOnly() ) { int k; for( k = 0; k < diIndex.GetCount(); k++ ) { const plSpan* span = dr->GetSpan(diIndex[k]); // if( !(span->fProps & plSpan::kPropNoShadowCast) ) { fSpans.Append(DrawSpan().Set(dr, span, diIndex[k])); } } } } } } } } } hsBool plShadowCaster::IOnRenderMsg(plRenderMsg* msg) { if( ShadowCastDisabled() ) return true; const UInt8 shadowQuality = UInt8(plShadowMaster::GetGlobalShadowQuality() * 3.9f); if( !GetKey()->GetUoid().GetLoadMask().MatchesQuality(shadowQuality) ) return true; // Don't really like having to gather these guys up every frame, // but with the avatar customization, it's all pretty volatile, // subject to infrequent change, but change without warning. // The number of actual targets (and hence shadow casting spans) // for any ShadowCasterModifier should always be on the order of // 10, so chances are we can get away with this. If not, we can // figure some way of caching, like a broadcast message warning us // that an avatar customization event has occurred. ICollectAllSpans(); // Max opacity used to fade out shadows during link //find max opacity of all spans //clear shadowBits of all spans fMaxOpacity = 0.f; int i; for( i = 0; i < fSpans.GetCount(); i++ ) { hsGMaterial* mat = fSpans[i].fDraw->GetSubMaterial(fSpans[i].fSpan->fMaterialIdx); if( mat ) { plLayerInterface* baseLay = mat->GetLayer(0); if( baseLay && (baseLay->GetOpacity() > fMaxOpacity) ) fMaxOpacity = baseLay->GetOpacity(); } fSpans[i].fSpan->ClearShadowBits(); } if( fMaxOpacity > 0 ) { plShadowCastMsg* cast = TRACKED_NEW plShadowCastMsg(GetKey(), this, msg->Pipeline()); cast->Send(); } return true; } #include "plProfile.h" plProfile_CreateTimer("ShadowCaster", "RenderSetup", ShadowCaster); hsBool plShadowCaster::MsgReceive(plMessage* msg) { plRenderMsg* rendMsg = plRenderMsg::ConvertNoRef(msg); if( rendMsg ) { plProfile_BeginLap(ShadowCaster, this->GetKey()->GetUoid().GetObjectName()); IOnRenderMsg(rendMsg); plProfile_EndLap(ShadowCaster, this->GetKey()->GetUoid().GetObjectName()); return true; } return plMultiModifier::MsgReceive(msg); }