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219 lines
6.1 KiB
219 lines
6.1 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "hsTypes.h" |
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#include "plPointShadowMaster.h" |
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#include "plShadowSlave.h" |
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#include "plShadowCaster.h" |
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#include "plMessage/plShadowCastMsg.h" |
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#include "plLightInfo.h" |
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#include "hsMatrix44.h" |
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#include "hsBounds.h" |
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#include "hsFastMath.h" |
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static const hsScalar kMinMinZ = 1.f; // totally random arbitrary number (has to be > 0). |
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static inline void QuickNorm( hsVector3& a, hsScalar& b ) |
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{ |
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hsScalar len = hsFastMath::InvSqrtAppr((a).MagnitudeSquared()); |
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a *= len; |
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b *= len; |
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} |
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static inline hsVector3 CrossProd(const hsVector3& a, const hsPoint3& b) |
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{ |
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return hsVector3(a.fY*b.fZ - a.fZ*b.fY, a.fZ*b.fX - a.fX*b.fZ, a.fX*b.fY - a.fY*b.fX); |
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} |
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static inline void InverseOfPureRotTran(const hsMatrix44& src, hsMatrix44& inv) |
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{ |
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inv = src; |
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// We know this is a pure rotation and translation matrix, so |
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// we won't have to do a full inverse. Okay kids, don't try this |
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// at home. |
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inv.fMap[0][1] = src.fMap[1][0]; |
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inv.fMap[0][2] = src.fMap[2][0]; |
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inv.fMap[1][0] = src.fMap[0][1]; |
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inv.fMap[1][2] = src.fMap[2][1]; |
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inv.fMap[2][0] = src.fMap[0][2]; |
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inv.fMap[2][1] = src.fMap[1][2]; |
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hsPoint3 newTran(-src.fMap[0][3], -src.fMap[1][3], -src.fMap[2][3]); |
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inv.fMap[0][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[0][0]); |
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inv.fMap[1][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[1][0]); |
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inv.fMap[2][3] = newTran.InnerProduct((hsVector3*)&inv.fMap[2][0]); |
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} |
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//////////////////////////////////////////////////////////////////////////////////// |
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// Point first |
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//////////////////////////////////////////////////////////////////////////////////// |
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plPointShadowMaster::plPointShadowMaster() |
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{ |
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fLastUp.Set(0,0,0); |
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} |
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plPointShadowMaster::~plPointShadowMaster() |
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{ |
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fIsectPool.SetCount(fIsectPool.GetNumAlloc()); |
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int i; |
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for( i = 0; i < fIsectPool.GetCount(); i++ ) |
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delete fIsectPool[i]; |
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} |
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plShadowSlave* plPointShadowMaster::INewSlave(const plShadowCaster* caster) |
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{ |
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return TRACKED_NEW plPointShadowSlave; |
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} |
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void plPointShadowMaster::IBeginRender() |
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{ |
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plShadowMaster::IBeginRender(); |
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fIsectPool.SetCount(0); |
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} |
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void plPointShadowMaster::IComputeWorldToLight(const hsBounds3Ext& bnd, plShadowSlave* slave) const |
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{ |
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const hsScalar kMinMag = 0.5f; |
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hsPoint3 from = fLightInfo->GetLightToWorld().GetTranslate(); |
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hsPoint3 at = bnd.GetCenter(); |
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hsVector3 atToFrom(&from, &at); |
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hsScalar distSq = atToFrom.MagnitudeSquared(); |
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atToFrom *= hsFastMath::InvSqrtAppr(distSq); |
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hsPoint2 depth; |
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bnd.TestPlane(atToFrom, depth); |
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hsScalar fromDepth = atToFrom.InnerProduct(from); |
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hsScalar dist = fromDepth - depth.fY; |
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static hsScalar kMinDist = 3.f; |
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if( dist < kMinDist ) |
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{ |
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atToFrom *= kMinDist - dist; |
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from += atToFrom; |
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} |
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hsVector3 up(0,0,1.f); |
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if( CrossProd(up, (at - from)).MagnitudeSquared() < kMinMag ) |
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{ |
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up.Set(0, 1.f, 0); |
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} |
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hsMatrix44 w2light; |
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w2light.MakeCamera(&from, &at, &up); // mf_flip_up - mf |
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hsMatrix44 light2w; |
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InverseOfPureRotTran(w2light, light2w); |
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#ifdef CHECK_INVERSE |
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hsMatrix44 inv; |
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w2light.GetInverse(&inv); |
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#endif // CHECK_INVERSE |
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slave->fWorldToLight = w2light; |
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slave->fLightToWorld = light2w; |
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} |
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void plPointShadowMaster::IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const |
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{ |
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slave->fView.SetPerspective(true); |
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} |
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void plPointShadowMaster::IComputeISect(const hsBounds3Ext& bnd, plShadowSlave* slave) const |
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{ |
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int iIsect = fIsectPool.GetCount(); |
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fIsectPool.ExpandAndZero(iIsect+1); |
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if( !fIsectPool[iIsect] ) |
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{ |
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fIsectPool[iIsect] = TRACKED_NEW plBoundsIsect; |
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} |
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plBoundsIsect* isect = fIsectPool[iIsect]; |
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const hsBounds3Ext& wBnd = slave->fWorldBounds; |
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isect->SetBounds(wBnd); |
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slave->fIsect = isect; |
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} |
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void plPointShadowMaster::IComputeBounds(const hsBounds3Ext& wBnd, plShadowSlave* slave) const |
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{ |
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// Plan here is to look at the bounds in the slave's local space. |
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// Our slave's bounds will clearly contain the shadow caster's bounds. It will also |
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// contain the bnd's corners projected out along the ray from the slave's position |
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// through each corner. They will extend fAttenDist farther than the center point |
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// of the bound. |
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hsBounds3Ext sBnd = wBnd; |
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sBnd.Transform(&slave->fWorldToLight); |
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hsBounds3Ext bnd = sBnd; |
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hsScalar dist = sBnd.GetCenter().fZ; |
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dist += slave->fAttenDist; |
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hsScalar minZ = sBnd.GetMaxs().fZ; |
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hsPoint3 p(sBnd.GetMins().fX * dist / minZ, sBnd.GetMins().fY * dist / minZ, dist); |
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bnd.Union(&p); |
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p.Set(sBnd.GetMaxs().fX * dist / minZ, sBnd.GetMaxs().fY * dist / minZ, dist); |
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bnd.Union(&p); |
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bnd.Transform(&slave->fLightToWorld); |
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slave->fWorldBounds = bnd; |
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} |
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