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189 lines
5.3 KiB
189 lines
5.3 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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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 "plDirectShadowMaster.h" |
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#include "plShadowSlave.h" |
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#include "plPerspDirSlave.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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//////////////////////////////////////////////////////////////////////////////////// |
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// Point first, directional lights follow |
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//////////////////////////////////////////////////////////////////////////////////// |
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plDirectShadowMaster::plDirectShadowMaster() |
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{ |
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} |
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plDirectShadowMaster::~plDirectShadowMaster() |
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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* plDirectShadowMaster::INewSlave(const plShadowCaster* caster) |
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{ |
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if( caster->GetPerspective() ) |
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return TRACKED_NEW plPerspDirSlave; |
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return TRACKED_NEW plDirectShadowSlave; |
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} |
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plShadowSlave* plDirectShadowMaster::INextSlave(const plShadowCaster* caster) |
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{ |
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if( !caster->GetPerspective() ) |
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return plShadowMaster::INextSlave(caster); |
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int iSlave = fPerspSlavePool.GetCount(); |
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fPerspSlavePool.ExpandAndZero(iSlave+1); |
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plShadowSlave* slave = fPerspSlavePool[iSlave]; |
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if( !slave ) |
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{ |
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fPerspSlavePool[iSlave] = slave = INewSlave(caster); |
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} |
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return slave; |
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} |
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plShadowSlave* plDirectShadowMaster::IRecycleSlave(plShadowSlave* slave) |
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{ |
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if( fSlavePool.GetCount() && (fSlavePool[fSlavePool.GetCount()-1] == slave) ) |
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fSlavePool.SetCount(fSlavePool.GetCount()-1); |
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else |
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if( fPerspSlavePool.GetCount() && (fPerspSlavePool[fPerspSlavePool.GetCount()-1] == slave) ) |
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fPerspSlavePool.SetCount(fPerspSlavePool.GetCount()-1); |
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return nil; |
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} |
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void plDirectShadowMaster::IBeginRender() |
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{ |
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plShadowMaster::IBeginRender(); |
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fPerspSlavePool.SetCount(0); |
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fIsectPool.SetCount(0); |
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} |
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void plDirectShadowMaster::IComputeWorldToLight(const hsBounds3Ext& wBnd, plShadowSlave* slave) const |
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{ |
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hsMatrix44 kFlipDir; |
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kFlipDir.Reset(); |
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kFlipDir.NotIdentity(); |
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kFlipDir.fMap[2][2] = -1.f; |
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hsMatrix44 worldToLight = kFlipDir * fLightInfo->GetWorldToLight(); |
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hsMatrix44 lightToWorld = fLightInfo->GetLightToWorld() * kFlipDir; |
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hsBounds3Ext bnd = wBnd; |
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bnd.Transform(&worldToLight); |
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hsPoint3 pos = bnd.GetCenter(); |
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pos.fZ = bnd.GetMins().fZ; |
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hsPoint3 wPos = lightToWorld * pos; |
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lightToWorld.NotIdentity(); |
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lightToWorld.fMap[0][3] = wPos[0]; |
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lightToWorld.fMap[1][3] = wPos[1]; |
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lightToWorld.fMap[2][3] = wPos[2]; |
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// Need worldToLight and hate doing an inverse. |
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// worldToLight = pureTrans * pureRot; |
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// lightToWorld = Inv(pureRot) * Inv(pureTran); |
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// So Inv(pureTran) = pureRot * Inv(pureRot) * Inv(pureTran) = pureRot * lightToWorld |
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// Make worldToLight pure rotation inverse of lightToWorld |
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worldToLight.fMap[0][3] = 0; |
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worldToLight.fMap[1][3] = 0; |
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worldToLight.fMap[2][3] = 0; |
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hsMatrix44 trans = worldToLight * lightToWorld; |
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worldToLight.fMap[0][3] = -trans.fMap[0][3]; |
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worldToLight.fMap[1][3] = -trans.fMap[1][3]; |
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worldToLight.fMap[2][3] = -trans.fMap[2][3]; |
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//#define CHECK_INVERSE |
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#ifdef CHECK_INVERSE |
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hsMatrix44 inv; |
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lightToWorld.GetInverse(&inv); |
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#endif // CHECK_INVERSE |
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slave->fWorldToLight = worldToLight; |
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slave->fLightToWorld = lightToWorld; |
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} |
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void plDirectShadowMaster::IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const |
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{ |
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slave->fView.SetPerspective(false); |
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} |
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void plDirectShadowMaster::IComputeISect(const hsBounds3Ext& casterBnd, 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 plDirectShadowMaster::IComputeBounds(const hsBounds3Ext& casterBnd, 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 extended out in light space Z. |
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// They will extend fAttenDist farther than the center pointof the bound. |
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hsBounds3Ext bnd = casterBnd; |
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bnd.Transform(&slave->fWorldToLight); |
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hsPoint3 farPt = bnd.GetCenter(); |
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farPt.fZ += slave->fAttenDist; |
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bnd.Union(&farPt); |
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bnd.Transform(&slave->fLightToWorld); |
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slave->fWorldBounds = bnd; |
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}
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