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319 lines
7.8 KiB
319 lines
7.8 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 "HeadSpin.h" |
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#include "hsTemplates.h" |
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#include "hsWindows.h" |
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#include <Max.h> |
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#pragma hdrstop |
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#include "plRenderInstance.h" |
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class plNilView : public View |
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{ |
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public: |
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Point2 ViewToScreen(Point3 p) { return Point2(p.x,p.y); } |
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plNilView() |
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{ |
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projType = 1; |
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fov = M_PI * 0.25f; |
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pixelSize = 1.f; |
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affineTM.IdentityMatrix(); |
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worldToView.IdentityMatrix(); |
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screenW=640.0f; screenH = 480.0f; |
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} |
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}; |
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static plNilView nilView; |
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plRenderInstance::plRenderInstance() |
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: fNext(nil), |
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fNode(nil), |
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fObject(nil), |
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fDeleteMesh(false) |
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{ |
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mtl = nil; |
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mesh = nil; |
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flags = 0; |
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wireSize = 1.f; |
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vis = 1.f; |
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nodeID = 0; |
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objMotBlurFrame = 0; |
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objBlurID = 0; |
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objToWorld.IdentityMatrix(); |
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objToCam.IdentityMatrix(); |
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normalObjToCam.IdentityMatrix(); |
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camToObj.IdentityMatrix(); |
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obBox.Init(); |
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center = Point3(0,0,0); |
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radsq = 0; |
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} |
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plRenderInstance::~plRenderInstance() |
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{ |
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} |
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void plRenderInstance::Cleanup() |
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{ |
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if( mesh && fDeleteMesh ) |
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{ |
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mesh->DeleteThis(); |
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mesh = nil; |
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fDeleteMesh = false; |
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} |
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} |
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BOOL plRenderInstance::Update(TimeValue& t) |
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{ |
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fObject = fNode->EvalWorldState(t).obj; |
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if( !fObject ) |
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return false; |
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// this shouldn't happen, we shouldn't be trying to make |
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// renderinstances from non GEOMOBJECT's |
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if( fObject->SuperClassID() != GEOMOBJECT_CLASS_ID ) |
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return false; |
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if( mesh && fDeleteMesh ) |
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{ |
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mesh->DeleteThis(); |
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mesh = nil; |
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} |
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fDeleteMesh = false; |
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mesh = ((GeomObject*)fObject)->GetRenderMesh(t, fNode, nilView, fDeleteMesh); |
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if( !mesh ) |
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return false; |
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vis = fNode->GetVisibility(t); |
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if( vis < 0.0f ) |
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{ |
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vis = 0.0f; |
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SetFlag(INST_HIDE, 1); |
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return false; |
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} |
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if (vis > 1.0f) vis = 1.0f; |
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SetFlag(INST_HIDE, 0); |
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objMotBlurFrame = NO_MOTBLUR; |
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objBlurID = 0; |
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objToWorld = fNode->GetObjectTM(t); |
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objToCam = objToWorld; |
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camToObj = Inverse(objToCam); |
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normalObjToCam.IdentityMatrix(); |
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Matrix3 inv = camToObj; |
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int i; |
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for( i = 0; i < 3; i++ ) |
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normalObjToCam.SetRow(i, inv.GetColumn3(i)); |
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obBox = mesh->getBoundingBox(nil); |
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center = obBox.Center(); |
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radsq = LengthSquared(obBox.Width()); |
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return true; |
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} |
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BOOL plRenderInstance::GetFromNode(INode* node, TimeValue& t, int idx) |
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{ |
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fNext = nil; |
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fValid = Interval(t, t); |
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fNode = node; |
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mtl = node->GetMtl(); |
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if( mtl ) |
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{ |
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wireSize = mtl->WireSize(); |
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} |
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nodeID = idx; |
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ClearLights(); |
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return Update(t); |
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} |
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BOOL plRenderInstance::CastsShadowsFrom(const ObjLightDesc& constLt) |
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{ |
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ObjLightDesc& lt = const_cast<ObjLightDesc&>(constLt); |
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if( !fNode->CastShadows() ) |
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return false; |
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if( !lt.ls.shadow ) |
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return false; |
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if( lt.GetExclList() && lt.GetExclList()->TestFlag(NT_AFFECT_SHADOWCAST) ) |
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{ |
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int idx = lt.GetExclList()->FindNode(fNode); |
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BOOL isInc = lt.GetExclList()->TestFlag(NT_INCLUDE); |
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if( idx >= 0 ) |
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{ |
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return isInc; |
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} |
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else |
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{ |
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return !isInc; |
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} |
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} |
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return true; |
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} |
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Point3 plRenderInstance::GetFaceNormal(int fnum) |
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{ |
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Face* f = &mesh->faces[fnum]; |
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Point3 a = GetCamVert(f->v[1]) - GetCamVert(f->v[0]); |
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Point3 b = GetCamVert(f->v[2]) - GetCamVert(f->v[0]); |
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Point3 n = CrossProd(a, b).Normalize(); |
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return n; |
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} |
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Point3 plRenderInstance::GetFaceVertNormal(int fnum, int vertNum) |
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{ |
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Point3 retNorm; |
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int smGroup=0; |
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Face* f = &mesh->faces[fnum]; |
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// Get the rendered vertex. Don't use the device position, fPos. |
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RVertex &rv = mesh->getRVert(f->v[vertNum]); |
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// Number of normals at the vertex |
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int numNormalsAtVert = (rv.rFlags & NORCT_MASK); |
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// Specified normal ? |
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int specNrml = (rv.rFlags & SPECIFIED_NORMAL); |
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if (specNrml || (numNormalsAtVert == 1)) |
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{ |
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// The normal case is one normal per vertex (a vertex not beng shared by more than one smoothing group) |
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// We'll assign vertex normals here. |
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// If the object is faceted, this will be the same as the face normal. |
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retNorm = rv.rn.getNormal(); |
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} |
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else |
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{ |
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int found = 0; |
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for(int j=0;j<numNormalsAtVert; j++) |
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{ |
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smGroup = rv.ern[j].getSmGroup(); |
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// Since this vertex is shared by more than one smoothing group, it has multiple normals. |
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// This is fairly rare and doesn't occur in faceted objects. |
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// Just pick the first normal and use that as the vertex normal. |
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int faceSmGroup = f->getSmGroup(); |
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if ((smGroup & faceSmGroup) == faceSmGroup) |
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{ |
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retNorm = rv.ern[j].getNormal(); |
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found++; |
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// NOTE: Remove this to really check smoothing groups |
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break; |
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} |
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} |
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} |
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retNorm = retNorm * normalObjToCam; |
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retNorm.Normalize(); |
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return retNorm; |
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} |
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Point3 plRenderInstance::GetCamVert(int vertnum) |
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{ |
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return objToCam*mesh->verts[vertnum]; |
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} |
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void plRenderInstance::GetObjVerts(int fnum, Point3 obp[3]) |
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{ |
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Face* f = &mesh->faces[fnum]; |
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obp[0] = mesh->verts[f->v[0]]; |
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obp[1] = mesh->verts[f->v[1]]; |
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obp[2] = mesh->verts[f->v[2]]; |
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} |
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void plRenderInstance::GetCamVerts(int fnum, Point3 cp[3]) |
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{ |
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Face* f = &mesh->faces[fnum]; |
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cp[0] = objToCam*mesh->verts[f->v[0]]; |
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cp[1] = objToCam*mesh->verts[f->v[1]]; |
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cp[2] = objToCam*mesh->verts[f->v[2]]; |
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} |
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Mtl* plRenderInstance::GetMtl(int fnum) |
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{ |
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if( !mtl ) |
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return nil; |
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if( TestFlag(INST_MTL_BYFACE) ) |
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{ |
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if( mtl->ClassID() != Class_ID(MULTI_CLASS_ID,0) ) |
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return mtl; |
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Face* f = &mesh->faces[fnum]; |
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int matIndex = f->getMatID(); |
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return mtl->GetSubMtl(matIndex); |
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} |
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else |
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{ |
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return mtl; |
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} |
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} |
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ULONG plRenderInstance::MtlRequirements(int mtlNum, int faceNum) |
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{ |
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if( !mtl ) |
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return 0; |
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if( TestFlag(INST_MTL_BYFACE) ) |
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{ |
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Mtl* faceMtl = GetMtl(faceNum); |
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return faceMtl ? faceMtl->Requirements(mtlNum) : 0; |
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} |
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return mtl->Requirements(mtlNum); |
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} |