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312 lines
8.4 KiB
312 lines
8.4 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 "plDistOpacityMod.h" |
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#include "plFadeOpacityLay.h" |
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#include "plSurface/hsGMaterial.h" |
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#include "plDrawable/plAccessGeometry.h" |
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#include "plDrawable/plAccessSpan.h" |
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#include "plMessage/plMatRefMsg.h" |
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// If we're tracking the camera |
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#include "plMessage/plRenderMsg.h" |
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#include "plPipeline.h" |
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// If we're tracking the avater |
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#include "plMessage/plAvatarMsg.h" |
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#include "plAvatar/plArmatureMod.h" |
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#include "plgDispatch.h" |
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#include "hsResMgr.h" |
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#include "hsQuat.h" |
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plDistOpacityMod::plDistOpacityMod() |
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: fSetup(false) |
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{ |
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fDists[kNearTrans] = 0; |
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fDists[kNearOpaq] = 0; |
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fDists[kFarOpaq] = 0; |
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fDists[kFarTrans] = 0; |
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fRefPos.Set(0, 0, 0); |
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} |
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plDistOpacityMod::~plDistOpacityMod() |
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{ |
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} |
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void plDistOpacityMod::SetKey(plKey k) |
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{ |
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plSingleModifier::SetKey(k); |
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plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey()); |
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plgDispatch::Dispatch()->RegisterForExactType(plArmatureUpdateMsg::Index(), GetKey()); |
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} |
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float plDistOpacityMod::ICalcOpacity(const hsPoint3& targPos, const hsPoint3& refPos) const |
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{ |
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float dist = hsVector3(&targPos, &refPos).Magnitude(); |
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if( dist > fDists[kFarTrans] ) |
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return 0; |
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if( dist < fDists[kNearTrans] ) |
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return 0; |
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if( dist > fDists[kFarOpaq] ) |
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{ |
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dist -= fDists[kFarOpaq]; |
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dist /= (fDists[kFarTrans] - fDists[kFarOpaq]); |
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hsAssert(dist >= 0, "unexpected interpolation param - neg"); |
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hsAssert(dist <= 1.f, "unexpected interpolation param - > one"); |
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return 1.f - dist; |
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} |
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if( dist < fDists[kNearOpaq] ) |
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{ |
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dist -= fDists[kNearTrans]; |
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dist /= (fDists[kNearOpaq] - fDists[kNearTrans]); |
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hsAssert(dist >= 0, "unexpected interpolation param - neg"); |
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hsAssert(dist <= 1.f, "unexpected interpolation param - > one"); |
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return dist; |
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} |
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return 1.f; |
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} |
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void plDistOpacityMod::ISetOpacity() |
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{ |
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if( !GetTarget() ) |
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return; |
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if( !fSetup ) |
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ISetup(); |
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float opacity = ICalcOpacity(GetTarget()->GetLocalToWorld().GetTranslate(), fRefPos); |
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const int num = fFadeLays.GetCount(); |
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int i; |
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for( i = 0; i < num; i++ ) |
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fFadeLays[i]->SetOpacity(opacity); |
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} |
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bool plDistOpacityMod::MsgReceive(plMessage* msg) |
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{ |
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plArmatureUpdateMsg* arm = plArmatureUpdateMsg::ConvertNoRef(msg); |
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if( arm && arm->IsLocal() ) |
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{ |
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arm->fArmature->GetPositionAndRotationSim(&fRefPos, nil); |
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return true; |
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} |
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plRenderMsg* rend = plRenderMsg::ConvertNoRef(msg); |
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if( rend ) |
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{ |
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if( HasFlag(kTrackCamera) ) |
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fRefPos = rend->Pipeline()->GetViewPositionWorld(); |
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ISetOpacity(); |
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return true; |
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} |
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plGenRefMsg* ref = plGenRefMsg::ConvertNoRef(msg); |
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if( ref ) |
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{ |
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switch(ref->fType) |
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{ |
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case kRefFadeLay: |
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if( ref->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) ) |
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{ |
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plFadeOpacityLay* lay = plFadeOpacityLay::ConvertNoRef(ref->GetRef()); |
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int idx = fFadeLays.Find(lay); |
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if( idx != fFadeLays.kMissingIndex ) |
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fFadeLays.Remove(idx); |
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} |
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break; |
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}; |
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return true; |
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} |
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return plSingleModifier::MsgReceive(msg); |
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} |
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void plDistOpacityMod::Read(hsStream* s, hsResMgr* mgr) |
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{ |
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plSingleModifier::Read(s, mgr); |
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int i; |
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for( i = 0; i < kNumDists; i++ ) |
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fDists[i] = s->ReadLEScalar(); |
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ICheckDists(); |
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fSetup = false; |
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} |
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void plDistOpacityMod::Write(hsStream* s, hsResMgr* mgr) |
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{ |
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plSingleModifier::Write(s, mgr); |
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int i; |
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for( i = 0; i < kNumDists; i++ ) |
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s->WriteLEScalar(fDists[i]); |
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} |
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void plDistOpacityMod::SetTarget(plSceneObject* so) |
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{ |
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plSingleModifier::SetTarget(so); |
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fSetup = false; |
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} |
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void plDistOpacityMod::SetFarDist(float opaque, float transparent) |
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{ |
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fDists[kFarOpaq] = opaque; |
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fDists[kFarTrans] = transparent; |
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ICheckDists(); |
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} |
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void plDistOpacityMod::SetNearDist(float transparent, float opaque) |
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{ |
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fDists[kNearOpaq] = opaque; |
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fDists[kNearTrans] = transparent; |
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ICheckDists(); |
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} |
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class MatLayer |
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{ |
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public: |
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hsGMaterial* fMat; |
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plLayerInterface* fLay; |
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}; |
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void plDistOpacityMod::ISetup() |
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{ |
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fFadeLays.Reset(); |
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plSceneObject* so = GetTarget(); |
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if( !so ) |
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return; |
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const plDrawInterface* di = so->GetDrawInterface(); |
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if( !di ) |
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return; |
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hsTArray<MatLayer> todo; |
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hsTArray<plAccessSpan> src; |
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plAccessGeometry::Instance()->OpenRO(di, src, false); |
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// We are guaranteed that each Max object will be given a unique |
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// copy of materials and associated layers. But within an object, |
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// a given layer may be shared across materials. |
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// So we'll build a list of the layers that need a FadeOpacityLay applied, |
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// making sure we don't include any layer more than once (strip repeats). |
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// This would be grossly inefficient if the numbers involved weren't all |
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// very small. So an n^2 search isn't bad if n <= 2. |
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int i; |
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for( i = 0; i < src.GetCount(); i++ ) |
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{ |
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hsGMaterial* mat = src[i].GetMaterial(); |
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int j; |
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for( j = 0; j < mat->GetNumLayers(); j++ ) |
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{ |
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plLayerInterface* lay = mat->GetLayer(j); |
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if( !j || !(lay->GetZFlags() & hsGMatState::kZNoZWrite) || (lay->GetMiscFlags() & hsGMatState::kMiscRestartPassHere) ) |
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{ |
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int k; |
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for( k = 0; k < todo.GetCount(); k++ ) |
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{ |
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if( lay == todo[k].fLay ) |
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break; |
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} |
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if( k == todo.GetCount() ) |
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{ |
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MatLayer* push = todo.Push(); |
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push->fMat = mat; |
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push->fLay = lay; |
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} |
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} |
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} |
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} |
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plAccessGeometry::Instance()->Close(src); |
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for( i = 0; i < todo.GetCount(); i++ ) |
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{ |
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hsGMaterial* mat = todo[i].fMat; |
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plLayerInterface* lay = todo[i].fLay; |
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plFadeOpacityLay* fade = new plFadeOpacityLay; |
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hsgResMgr::ResMgr()->NewKey(lay->GetKey()->GetName(), fade, lay->GetKey()->GetUoid().GetLocation()); |
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fade->AttachViaNotify(lay); |
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// We should add a ref or something here if we're going to hold on to this (even though we created and "own" it). |
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fFadeLays.Append(fade); |
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plMatRefMsg* msg = new plMatRefMsg(mat->GetKey(), plRefMsg::kOnReplace, i, plMatRefMsg::kLayer); |
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msg->SetOldRef(lay); |
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hsgResMgr::ResMgr()->SendRef(fade, msg, plRefFlags::kActiveRef); |
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plGenRefMsg* toMe = new plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefFadeLay); |
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hsgResMgr::ResMgr()->SendRef(fade, toMe, plRefFlags::kPassiveRef); |
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} |
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fSetup = true; |
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}
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