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234 lines
6.6 KiB
234 lines
6.6 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 "hsMemory.h" |
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#include "hsSfxAngleFade.h" |
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#include "hsStream.h" |
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#include "../plPipeline/plPipeline.h" |
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//#include "../plPipeline/hsG3DDevice.h" |
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#include "../plGeometry/hsTriangle3.h" |
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#include "../plMath/hsFastMath.h" |
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hsSfxAngleFade::hsSfxAngleFade() |
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{ |
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} |
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hsSfxAngleFade::~hsSfxAngleFade() |
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{ |
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} |
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hsScalar hsSfxAngleFade::IOpacFromDot(hsScalar dot) |
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{ |
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if( (fFlags & kTwoSided) |
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&&(dot < 0) ) |
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dot = -dot; |
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if( dot <= fTable[0].fCosineDel ) |
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return fTable[0].fOpacity; |
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int i; |
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for( i = 0; (i < fTable.GetCount()) && (dot >= fTable[i].fCosineDel); i++ ) |
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dot -= fTable[i].fCosineDel; |
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if( i >= fTable.GetCount() ) |
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return fTable[fTable.GetCount()-1].fOpacity; |
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dot *= fTable[i-1].fCosineNorm; |
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hsScalar opac0 = fTable[i-1].fOpacity; |
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hsScalar opac1 = fTable[i].fOpacity; |
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return opac0 + dot * (opac1 - opac0); |
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} |
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void hsSfxAngleFade::ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) |
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{ |
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if( !(fFlags & kFaceNormals) ) |
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return; |
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#if 0 // Taken out 2.26.2001 mcn 'cause it accesses the (now defunct) 3DDevice directly |
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hsPoint3 vPos = fPipeline->GetViewPositionLocal(); |
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hsG3DDevice* dev = fPipeline->Get3DDevice(); |
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fSetVector.Clear(); |
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for( tList.First(); tList.More(); tList.Plus() ) |
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{ |
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hsTriangle3* tri = tList.Current(); |
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hsVector3& norm = tri->fNormal; |
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hsScalar dot, opac; |
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hsGVertex3* vtx; |
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hsGShadeVertex* shade; |
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hsVector3 vDir; |
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vtx = tri->GetVertex(0); |
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if( !fSetVector.IsBitSet(vtx->fShadeIdx) ) |
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{ |
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vDir.Set(&vPos, &vtx->fLocalPos); |
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); |
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dot *= norm.InnerProduct(vDir); |
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shade = dev->GetShadeEntry(vtx); |
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opac = IOpacFromDot(dot); |
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shade->fColor.a *= opac; |
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fSetVector.SetBit(vtx->fShadeIdx); |
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} |
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vtx = tri->GetVertex(1); |
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if( !fSetVector.IsBitSet(vtx->fShadeIdx) ) |
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{ |
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vDir.Set(&vPos, &vtx->fLocalPos); |
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); |
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dot *= norm.InnerProduct(vDir); |
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shade = dev->GetShadeEntry(vtx); |
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opac = IOpacFromDot(dot); |
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shade->fColor.a *= opac; |
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fSetVector.SetBit(vtx->fShadeIdx); |
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} |
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vtx = tri->GetVertex(2); |
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if( !fSetVector.IsBitSet(vtx->fShadeIdx) ) |
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{ |
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vDir.Set(&vPos, &vtx->fLocalPos); |
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); |
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dot *= norm.InnerProduct(vDir); |
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shade = dev->GetShadeEntry(vtx); |
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opac = IOpacFromDot(dot); |
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shade->fColor.a *= opac; |
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fSetVector.SetBit(vtx->fShadeIdx); |
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} |
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} |
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#endif |
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} |
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void hsSfxAngleFade::ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) |
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{ |
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if( fFlags & kFaceNormals ) |
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return; |
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hsVector3 vDir =fPipeline->GetViewDirLocal(); |
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hsPoint3 vPos = fPipeline->GetViewPositionLocal(); |
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for( vList.First(); vList.More(); vList.Plus() ) |
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{ |
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hsGShadeVertex* shade = vList.Current(); |
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hsScalar dot; |
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if( !(fFlags & kDirectional) ) |
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{ |
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vDir.Set(&vPos, &shade->fLocalPos); |
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared()); |
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dot *= shade->fNormal.InnerProduct(vDir); |
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} |
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else |
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{ |
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dot = shade->fNormal.InnerProduct(vDir); |
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} |
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hsScalar opac = IOpacFromDot(dot); |
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shade->fShade.a *= opac; |
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} |
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} |
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void hsSfxAngleFade::MakeTable(float* cosList, float* opacList, int num) |
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{ |
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fTable.Reset(); |
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if( !num ) |
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return; |
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int i; |
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for( i = 0; i < num; i++ ) |
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{ |
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hsSfxAfTableEntry* t = fTable.Append(); |
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t->fCosineDel = cosList[i]; |
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t->fOpacity = opacList[i]; |
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} |
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for( i = num-1; i > 0; i-- ) |
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fTable[i].fCosineDel -= fTable[i-1].fCosineDel; |
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for( i = 0; i < num-1; i++ ) |
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fTable[i].fCosineNorm = hsScalarInvert(fTable[i+1].fCosineDel); |
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fTable[num-1].fCosineNorm = 0; |
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hsAssert(fTable.GetCount() == num, "Mismatch making table"); |
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} |
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void hsSfxAngleFade::Read(hsStream* s) |
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{ |
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fTable.Reset(); |
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Int32 cnt = s->ReadSwap32(); |
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if( cnt ) |
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{ |
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hsSfxAfTableEntry* arr = new hsSfxAfTableEntry[cnt]; |
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int i; |
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for( i = 0; i < cnt; i++ ) |
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{ |
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arr[i].fCosineDel = s->ReadSwapScalar(); |
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arr[i].fCosineNorm = s->ReadSwapScalar(); |
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arr[i].fOpacity = s->ReadSwapScalar(); |
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} |
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fTable.SetArray(arr, cnt); |
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} |
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} |
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void hsSfxAngleFade::Write(hsStream* s) |
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{ |
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s->WriteSwap32(fTable.GetCount()); |
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for( fTable.First(); fTable.More(); fTable.Plus() ) |
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{ |
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s->WriteSwapScalar(fTable.Current().fCosineDel); |
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s->WriteSwapScalar(fTable.Current().fCosineNorm); |
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s->WriteSwapScalar(fTable.Current().fOpacity); |
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} |
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}
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