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216 lines
7.5 KiB
216 lines
7.5 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 "plShadowSlave.h" |
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#include "plTweak.h" |
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#include <float.h> |
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static const hsScalar kMinMinZ = 1.f; // totally random arbitrary number (has to be > 0). |
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bool plShadowSlave::ISetupOrthoViewTransform() |
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{ |
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hsBounds3Ext bnd = fCasterWorldBounds; |
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bnd.Transform(&fWorldToLight); |
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hsScalar minZ = bnd.GetMins().fZ; |
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hsScalar maxZ = bnd.GetCenter().fZ + fAttenDist; |
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hsScalar minX = bnd.GetMins().fX; |
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hsScalar maxX = bnd.GetMaxs().fX; |
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hsScalar minY = bnd.GetMins().fY; |
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hsScalar maxY = bnd.GetMaxs().fY; |
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hsMatrix44 proj; |
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proj.Reset(); |
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proj.NotIdentity(); |
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// First the LightToTexture, which uses the above pretty much as is. |
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// Note the remapping to range [0.5..width-0.5] etc. |
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// About this kAdjustBias. According to the docs, it should be 0.5, |
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// and on the perspective projection 0.5 works great. But on the |
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// directional (ortho) projection, it just makes the mapping wrong, |
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// and an offset of zero works great. This could be a driver bug, or |
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// hardware "dependency" (read IHV bug), but whatever, zero is working |
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// now. Might need to adjust for new drivers or other hardware. |
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const hsScalar kAdjustBias = 0.0f; |
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proj.fMap[0][0] = 1.f / (maxX - minX); |
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proj.fMap[0][3] = -minX / (maxX - minX) + kAdjustBias / fWidth; |
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proj.fMap[1][1] = -1.f / (maxY - minY); |
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proj.fMap[1][3] = -minY / (maxY - minY) + kAdjustBias / fHeight; |
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proj.fMap[2][2] = 1.f; |
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proj.fMap[3][3] = 1.f; |
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fWorldToTexture = proj * fWorldToLight; |
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// Now the LightToNDC. This one's a little trickier, because we want to compensate for |
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// having brought in the viewport to keep our border constant, so we can clamp the |
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// projected texture and not have the edges smear off to infinity. |
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// Like the adjust bias above, this part is correct in theory, but only |
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// screws things up (increases Z-acne). |
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#if 0 |
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hsScalar delX = maxX - minX; |
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minX += delX / (fWidth * 0.5f); |
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maxX -= delX / (fWidth * 0.5f); |
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hsScalar delY = maxY - minY; |
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minY += delY / (fHeight * 0.5f); |
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maxY -= delY / (fHeight * 0.5f); |
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#endif |
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fView.SetView(hsPoint3(minX, minY, minZ), hsPoint3(maxX, maxY, maxZ)); |
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fView.SetScreenSize((UInt16)fWidth, (UInt16)fHeight); |
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fView.SetCameraTransform(fWorldToLight, fLightToWorld); |
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fView.SetPerspective(false); |
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fView.SetViewPort(0, 0, hsScalar(fWidth), hsScalar(fHeight), false); |
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fLightDir = fLightToWorld.GetAxis(hsMatrix44::kUp); |
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SetFlag(kPositional, false); |
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SetFlag(kReverseCull, true); |
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return true; |
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} |
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bool plShadowSlave::ISetupPerspViewTransform() |
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{ |
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hsBounds3Ext bnd = fCasterWorldBounds; |
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bnd.Transform(&fWorldToLight); |
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hsScalar minZ = bnd.GetMins().fZ; |
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hsScalar maxZ = bnd.GetCenter().fZ + fAttenDist; |
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if( minZ < kMinMinZ ) |
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minZ = kMinMinZ; |
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// EAP |
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// This is my hack to get the Nexus age working. The real problem |
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// is probably data-side. I take full responsibility for this |
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// hack-around breaking the entire system, loosing data, causing |
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// unauthorized credit card transactions, etc. |
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if (_isnan(bnd.GetMins().fX) || _isnan(bnd.GetMins().fY)) |
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return false; |
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if (_isnan(bnd.GetMaxs().fX) || _isnan(bnd.GetMaxs().fY)) |
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return false; |
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hsScalar cotX, cotY; |
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if( -bnd.GetMins().fX > bnd.GetMaxs().fX ) |
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{ |
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hsAssert(bnd.GetMins().fX < 0, "Empty shadow caster bounds?"); |
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cotX = -minZ / bnd.GetMins().fX; |
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} |
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else |
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{ |
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hsAssert(bnd.GetMaxs().fX > 0, "Empty shadow caster bounds?"); |
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cotX = minZ / bnd.GetMaxs().fX; |
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} |
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if( -bnd.GetMins().fY > bnd.GetMaxs().fY ) |
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{ |
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hsAssert(bnd.GetMins().fY < 0, "Empty shadow caster bounds?"); |
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cotY = -minZ / bnd.GetMins().fY; |
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} |
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else |
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{ |
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hsAssert(bnd.GetMaxs().fY > 0, "Empty shadow caster bounds?"); |
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cotY = minZ / bnd.GetMaxs().fY; |
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} |
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hsMatrix44 proj; |
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proj.Reset(); |
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proj.NotIdentity(); |
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// First the LightToTexture, which uses the above pretty much as is. |
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// Note the remapping to range [0.5..width-0.5] etc. Also, the perspective |
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// divide is by the 3rd output (not the fourth), so we make the 3rd |
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// output be W (instead of Z). |
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// This also means that our translate goes into [i][2] instead of [i][3]. |
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#if 0 |
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proj.fMap[0][0] = cotX * 0.5f; |
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proj.fMap[0][2] = -0.5f * (1.f + 0.5f/fWidth); |
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proj.fMap[1][1] = cotY * 0.5f; |
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proj.fMap[1][2] = -0.5f * (1.f + 0.5f/fHeight); |
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#else |
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plConst(hsScalar) kBiasScale(1.f); |
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plConst(hsScalar) kBiasTrans(1.f); |
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proj.fMap[0][0] = cotX * 0.5f * ( hsScalar(fWidth-2.f) / hsScalar(fWidth) ) * kBiasScale; |
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proj.fMap[0][2] = 0.5f * (1.f - kBiasTrans * 0.5f/fWidth); |
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proj.fMap[1][1] = -cotY * 0.5f * ( hsScalar(fHeight-2.f) / hsScalar(fHeight) ) * kBiasScale; |
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proj.fMap[1][2] = 0.5f * (1.f - kBiasTrans * 0.5f/fHeight); |
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#endif |
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#if 0 // This computes correct Z, but we really just want W in 3rd component. HACKFISH |
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proj.fMap[2][2] = maxZ / (maxZ - minZ); |
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proj.fMap[2][3] = -minZ * maxZ / (maxZ - minZ); |
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#elif 1 |
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proj.fMap[2][2] = 1.f; |
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proj.fMap[2][3] = 0; |
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#endif |
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proj.fMap[3][2] = 1.f; |
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proj.fMap[3][3] = 0; |
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fWorldToTexture = proj * fWorldToLight; |
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// Now the LightToNDC. This one's a little trickier, because we want to compensate for |
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// having brought in the viewport to keep our border constant, so we can clamp the |
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// projected texture and not have the edges smear off to infinity. |
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cotX -= cotX / (fWidth * 0.5f); |
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cotY -= cotY / (fHeight * 0.5f); |
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hsScalar tanX = 1.f / cotX; |
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hsScalar tanY = 1.f / cotY; |
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fView.SetView(hsPoint3(-tanX, -tanY, minZ), hsPoint3(tanX, tanY, maxZ)); |
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fView.SetScreenSize((UInt16)fWidth, (UInt16)fHeight); |
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fView.SetCameraTransform(fWorldToLight, fLightToWorld); |
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fView.SetPerspective(true); |
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fView.SetViewPort(0, 0, hsScalar(fWidth), hsScalar(fHeight), false); |
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fLightPos = fLightToWorld.GetTranslate(); |
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SetFlag(kPositional, true); |
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return true; |
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}
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