/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "Engine/StdH.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include ///////////////////////////////////////////////////////////////////// // CLightSource // constructor CLightSource::CLightSource(void) { // set invalid properties, must be initialized by its entity ls_ulFlags = (ULONG) -1; ls_rHotSpot = -1; ls_rFallOff = -1; ls_colColor = 0; ls_colAmbient = 0; ls_ubLightAnimationObject = (UBYTE) -1; ls_ubPolygonalMask = (UBYTE) -1; ls_penEntity = NULL; ls_plftLensFlare = NULL; ls_paoLightAnimation = NULL; ls_paoAmbientLightAnimation = NULL; } // destructor CLightSource::~CLightSource(void) { // discard all linked shadow layers DiscardShadowLayers(); // if this isn't dynamic light if(!(ls_ulFlags&LSF_DYNAMIC) && ls_penEntity!=NULL) { UpdateTerrains(); } // delete possible lens flare infos in renderer extern void DeleteLensFlare(CLightSource *pls); DeleteLensFlare(this); } // read/write from a stream void CLightSource::Read_t( CTStream *pstrm) // throw char * { // if the light information is really saved here if (pstrm->PeekID_t()==CChunkID("LIGH")) { // light source pstrm->ExpectID_t("LIGH"); // this light source must not be non-persistent ASSERT(!(ls_ulFlags&LSF_NONPERSISTENT)); // read number of layers INDEX ctLayers; *pstrm>>ctLayers; // for each shadow layer for(INDEX iLayer=0; iLayer>iBrush; *pstrm>>iMip; *pstrm>>iSector; *pstrm>>iPolygon; // find the shadow map CBrush3D *pbrBrush = &ls_penEntity->en_pwoWorld->wo_baBrushes.ba_abrBrushes[iBrush]; CBrushMip *pbm = pbrBrush->GetBrushMipByIndex(iMip); ASSERT(pbm!=NULL); pbm->bm_abscSectors.Lock(); CBrushSector *pbsc = &pbm->bm_abscSectors[iSector]; pbm->bm_abscSectors.Unlock(); CBrushPolygon *pbpo = &pbsc->bsc_abpoPolygons[iPolygon]; CBrushShadowMap *pbsm = &pbpo->bpo_smShadowMap; // read the index of the layer in the shadow map INDEX iLayerInShadowMap; *pstrm>>iLayerInShadowMap; // for each layer in the shadow map INDEX iLayerInShadowMapCurrent = 0; BOOL bLayerFound = FALSE; FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, pbsm->bsm_lhLayers, itbsl) { // if it is that layer if (iLayerInShadowMapCurrent==iLayerInShadowMap) { // attach the layer to the light source itbsl->bsl_plsLightSource = this; ls_lhLayers.AddTail(itbsl->bsl_lnInLightSource); bLayerFound = TRUE; break; } iLayerInShadowMapCurrent++; } // some layer must be found ASSERT(bLayerFound); } } } void CLightSource::Write_t( CTStream *pstrm) // throw char * { // if this light source is non-persistent if (ls_ulFlags&LSF_NONPERSISTENT) { // don't save it return; } pstrm->WriteID_t("LIGH"); // light source // write number of layers *pstrm<bsl_pbsmShadowMap->GetBrushPolygon(); CBrushSector *pbsc = pbpo->bpo_pbscSector; CBrushMip *pbm = pbsc->bsc_pbmBrushMip; CBrush3D *pbr = pbm->bm_pbrBrush; // write their indices *pstrm<en_pwoWorld->wo_baBrushes.ba_abrBrushes.Index(pbr); *pstrm<GetMipIndex(); pbm->bm_abscSectors.Lock(); *pstrm<bm_abscSectors.Index(pbsc); pbm->bm_abscSectors.Unlock(); *pstrm<bsc_abpoPolygons.Index(pbpo); // find the index of the layer in its shadow map INDEX iLayerInShadowMap = 0; FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, itbsl->bsl_pbsmShadowMap->bsm_lhLayers, itbsl2) { if (itbsl2->bsl_plsLightSource->ls_ulFlags&LSF_NONPERSISTENT) { continue; } if (&*itbsl == &*itbsl2) { break; } iLayerInShadowMap++; } // write that index *pstrm<bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC); } } // discard all linked shadow layers void CLightSource::DiscardShadowLayers(void) { // for each shadow layer FORDELETELIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) { // invalidate its shadow map itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC); // delete the layer delete &*itbsl; } } // test if a polygon has a layer from this light source BOOL CLightSource::PolygonHasLayer(CBrushPolygon &bpo) { // for each shadow layer in the polygon FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bpo.bpo_smShadowMap.bsm_lhLayers, itbsl) { // if it is from this light source if (itbsl->bsl_plsLightSource==this) { // it does have return TRUE; } } // otherwise, it doesn't have return FALSE; } // set layer parameters void CLightSource::SetLayerParameters(CBrushShadowLayer &bsl, CBrushPolygon &bpo, class CLightRectangle &lr) { // remember the rectangle of the layer bsl.bsl_pixMinU = lr.lr_pixMinU; bsl.bsl_pixMinV = lr.lr_pixMinV; bsl.bsl_pixSizeU = lr.lr_pixSizeU; bsl.bsl_pixSizeV = lr.lr_pixSizeV; bsl.bsl_ulFlags |= BSLF_RECTANGLE; // invalidate the shadow map bpo.bpo_smShadowMap.Invalidate(ls_ulFlags&LSF_DYNAMIC); // if the light casts shadows if (ls_ulFlags&LSF_CASTSHADOWS) { // queue the shadow map for calculating bpo.bpo_smShadowMap.QueueForCalculation(); } } // add a layer to a polygon void CLightSource::AddLayer(CBrushPolygon &bpo) { // find the influenced rectangle CLightRectangle lr; bpo.bpo_smShadowMap.FindLightRectangle(*this, lr); // if there is no influence if ((lr.lr_pixSizeU==0) || (lr.lr_pixSizeV==0)) { // do nothing return; } // create a new layer CBrushShadowLayer &bsl = *new CBrushShadowLayer; bsl.bsl_colLastAnim = 0x12345678; // attach it to light source and shadow map bsl.bsl_plsLightSource = this; ls_lhLayers.AddTail(bsl.bsl_lnInLightSource); bsl.bsl_pbsmShadowMap = &bpo.bpo_smShadowMap; // if the light is dark light if (ls_ulFlags & LSF_DARKLIGHT) { // add to end of list bpo.bpo_smShadowMap.bsm_lhLayers.AddTail(bsl.bsl_lnInShadowMap); // if the light is normal light } else { // add to beginning of list bpo.bpo_smShadowMap.bsm_lhLayers.AddHead(bsl.bsl_lnInShadowMap); } // initially it has no shadow bsl.bsl_pubLayer = NULL; bsl.bsl_ulFlags = 0; SetLayerParameters(bsl, bpo, lr); } void CLightSource::UpdateLayer(CBrushShadowLayer &bsl) { CBrushPolygon &bpo = *bsl.bsl_pbsmShadowMap->GetBrushPolygon(); // find the influenced rectangle CLightRectangle lr; bsl.bsl_pbsmShadowMap->FindLightRectangle(*this, lr); // if there is no influence if ((lr.lr_pixSizeU==0) || (lr.lr_pixSizeV==0)) { // invalidate its shadow map bsl.bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC); bpo.bpo_ulFlags &= ~BPOF_MARKEDLAYER; // delete the layer delete &bsl; return; } // discard shadows on the layer bsl.DiscardShadows(); SetLayerParameters(bsl, bpo, lr); } static inline BOOL IsPolygonInfluencedByDirectionalLight(CBrushPolygon *pbpo) { ULONG ulFlags = pbpo->bpo_ulFlags; // if polygon has no directional light if (!(ulFlags&(BPOF_HASDIRECTIONALLIGHT|BPOF_HASDIRECTIONALAMBIENT))) { // not influenced return FALSE; } // if has no shadows BOOL bIsTransparent = (ulFlags&BPOF_PORTAL) && !(ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT)); BOOL bTakesShadow = !(ulFlags&BPOF_FULLBRIGHT); if (bIsTransparent || !bTakesShadow) { // not influenced return FALSE; } // influenced return TRUE; } // find all shadow maps that should have layers from this light source void CLightSource::FindShadowLayersDirectional(BOOL bSelectedOnly) { // for each layer of the light source {FORDELETELIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) { CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon(); // if only selected polygons are checked, and this one is not selected if (bSelectedOnly && !(pbpo->bpo_ulFlags&BPOF_SELECTED)) { // skip it continue; } // if the polygon is influenced if (IsPolygonInfluencedByDirectionalLight(pbpo)) { // mark it pbpo->bpo_ulFlags |= BPOF_MARKEDLAYER; // update its parameters UpdateLayer(*itbsl); // if the polygon is not influenced } else { // invalidate its shadow map itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC); // delete the layer delete &*itbsl; } }} // for each entity in the world {FOREACHINDYNAMICCONTAINER(ls_penEntity->en_pwoWorld->wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // for each polygon in sector FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) { CBrushPolygon *pbpo = itbpo; // if only selected polygons are checked, and this one is not selected if (bSelectedOnly && !(pbpo->bpo_ulFlags&BPOF_SELECTED)) { // skip it continue; } // if the polygon is not marked but it is influenced if (!(pbpo->bpo_ulFlags&BPOF_MARKEDLAYER) &&IsPolygonInfluencedByDirectionalLight(pbpo)) { // add a layer to the polygon AddLayer(*pbpo); } } } } } }} // for each layer of the light source {FOREACHINLIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) { CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon(); // unmark the polygon pbpo->bpo_ulFlags &= ~BPOF_MARKEDLAYER; }} } static const FLOAT3D *_pvOrigin; static FLOATaabbox3D _boxLight; static BOOL _bCastShadows; static FLOAT _rRange; static FLOAT _fEpsilon; static INDEX _iDynamic; // 0=disallow, 1=maybe (depend on flag), 2=allow static inline BOOL IsPolygonInfluencedByPointLight(CBrushPolygon *pbpo) { ULONG ulFlags = pbpo->bpo_ulFlags; // if has no shadows BOOL bIsTransparent = (ulFlags&BPOF_PORTAL) && !(ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT)); BOOL bTakesShadow = !(ulFlags&BPOF_FULLBRIGHT); if( bIsTransparent || !bTakesShadow) { // not influenced return FALSE; } // if in range of light if( _boxLight.HasContactWith(pbpo->bpo_boxBoundingBox)) { // find distance of light from the plane const FLOAT fDistance = pbpo->bpo_pbplPlane->bpl_plAbsolute.PointDistance(*_pvOrigin); // if the polygon is in range, (and not behind for diffuse lights) if( fDistance<=_rRange && (!_bCastShadows || fDistance>_fEpsilon)) { // if this light is allowed on this polygon if( _iDynamic==2 || (!(ulFlags&BPOF_NODYNAMICLIGHTS) && _iDynamic==1)) { // influenced return TRUE; } } } // not influenced return FALSE; } CEntity *_penLightUpdating = NULL; void CLightSource::FindShadowLayersPoint(BOOL bSelectedOnly) { // find bounding sphere and bounding box of the light influence _rRange = ls_rFallOff; _pvOrigin = &ls_penEntity->en_plPlacement.pl_PositionVector; _boxLight = FLOATaabbox3D(*_pvOrigin, _rRange); _bCastShadows = ls_ulFlags & LSF_CASTSHADOWS; _fEpsilon = (ls_fFarClipDistance+ls_fNearClipDistance)*1.1f; // determine whether this light influences polygon _iDynamic = 2; if( ls_ulFlags&LSF_NONPERSISTENT) { extern INDEX shd_iAllowDynamic; if( ((ULONG)shd_iAllowDynamic) > 2) shd_iAllowDynamic = 1L; // clamp fast _iDynamic = shd_iAllowDynamic; } // for each layer of the light source DOUBLE3D dvOrigin = FLOATtoDOUBLE(*_pvOrigin); {FORDELETELIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) { CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon(); CEntity *penWithPolygon = pbpo->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity; // fixup for fast moving brush shadow recalculation if (_penLightUpdating!=NULL && _penLightUpdating!=penWithPolygon) { continue; } // if only selected polygons are checked, and this one is not selected if (bSelectedOnly && !(pbpo->bpo_ulFlags&BPOF_SELECTED)) { // skip it continue; } // if the polygon is influenced if (IsPolygonInfluencedByPointLight(pbpo)) { // mark it pbpo->bpo_ulFlags |= BPOF_MARKEDLAYER; // update its parameters UpdateLayer(*itbsl); // if the polygon is not influenced } else { // invalidate its shadow map itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC); // delete the layer delete &*itbsl; } }} // if it is a movable entity if (ls_penEntity->en_ulPhysicsFlags&EPF_MOVABLE) { CMovableEntity *pen = (CMovableEntity *)ls_penEntity; // for each polygon cached near the entity CStaticStackArray &apbpo = pen->en_apbpoNearPolygons; for (INDEX iPolygon=0; iPolygonbpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity; // fixup for fast moving brush shadow recalculation if (_penLightUpdating!=NULL && _penLightUpdating!=penWithPolygon) { continue; } // if the polygon is not marked but it is influenced if (!(pbpo->bpo_ulFlags&BPOF_MARKEDLAYER) &&IsPolygonInfluencedByPointLight(pbpo)) { // add a layer to the polygon AddLayer(*pbpo); } } // if it is not a movable entity } else { // for each entity in the world {FOREACHINDYNAMICCONTAINER(ls_penEntity->en_pwoWorld->wo_cenEntities, CEntity, iten) { // fixup for fast moving brush shadow recalculation if (_penLightUpdating!=NULL && _penLightUpdating!=&*iten) { continue; } // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // if the mip doesn't have contact with the light if (!itbm->bm_boxBoundingBox.HasContactWith(_boxLight)) { // skip it continue; } // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // if the sector doesn't have contact with the light if (!itbsc->bsc_boxBoundingBox.HasContactWith(_boxLight) ||(itbsc->bsc_bspBSPTree.bt_pbnRoot!=NULL &&!(itbsc->bsc_bspBSPTree.TestSphere( dvOrigin, FLOATtoDOUBLE(_rRange))>=0) )) { // skip it continue; } // for each polygon in sector FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) { // if only selected polygons are checked, and this one is not selected if (bSelectedOnly && !(itbpo->bpo_ulFlags&BPOF_SELECTED)) { // skip it continue; } // if the polygon is not marked but it is influenced if (!(itbpo->bpo_ulFlags&BPOF_MARKEDLAYER) &&IsPolygonInfluencedByPointLight(itbpo)) { // add a layer to the polygon AddLayer(*itbpo); } } } } } }} } // for each layer of the light source {FOREACHINLIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) { CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon(); // unmark the polygon pbpo->bpo_ulFlags &= ~BPOF_MARKEDLAYER; }} } void CLightSource::FindShadowLayers(BOOL bSelectedOnly) { // if the light is used for lens flares only if (ls_ulFlags&LSF_LENSFLAREONLY) { // do nothing return; } // use spatial classification!!!! // find the influenced polygons if (ls_ulFlags&LSF_DIRECTIONAL) { FindShadowLayersDirectional(bSelectedOnly); } else { FindShadowLayersPoint(bSelectedOnly); } } // Update shadow map on all terrains in world without moving void CLightSource::UpdateTerrains(void) { if(ls_penEntity==NULL) { return; } CPlacement3D &pl = ls_penEntity->en_plPlacement; UpdateTerrains(pl,pl); } // Update shadow map on all terrains in world void CLightSource::UpdateTerrains(CPlacement3D plOld, CPlacement3D plNew) { // if this is dynamic light if(ls_ulFlags&LSF_DYNAMIC) { // do not terrain update shadow map return; } // for each entity in the world {FOREACHINDYNAMICCONTAINER(ls_penEntity->en_pwoWorld->wo_cenEntities, CEntity, iten) { // if it is terrain entity if(iten->en_RenderType == CEntity::RT_TERRAIN) { CTerrain *ptrTerrain = iten->GetTerrain(); ASSERT(ptrTerrain!=NULL); // Calculate bboxes of light at old position and new position FLOATaabbox3D bboxLightOld = FLOATaabbox3D(plOld.pl_PositionVector,ls_rFallOff); FLOATaabbox3D bboxLightNew = FLOATaabbox3D(plNew.pl_PositionVector,ls_rFallOff); FLOATaabbox3D bboxLightPos = FLOATaabbox3D(plNew.pl_PositionVector); if(ls_ulFlags&LSF_DIRECTIONAL) { ptrTerrain->UpdateShadowMap(); } else { if(bboxLightPos.HasContactWith(bboxLightOld)) { FLOATaabbox3D bboxLightAll = bboxLightOld; bboxLightAll |= bboxLightNew; ptrTerrain->UpdateShadowMap(&bboxLightAll,TRUE); } else { // Update part of shadow map where light was before moving ptrTerrain->UpdateShadowMap(&bboxLightOld,TRUE); // Update part of shadow map where light is now ptrTerrain->UpdateShadowMap(&bboxLightNew,TRUE); } } } }} } // set properties of the light source without discarding shadows void CLightSource::SetLightSourceWithNoDiscarding( const CLightSource &lsOriginal) { // just copy all properties ls_ulFlags = lsOriginal.ls_ulFlags; ls_rHotSpot = lsOriginal.ls_rHotSpot; ls_rFallOff = lsOriginal.ls_rFallOff; ls_colColor = lsOriginal.ls_colColor & ~0xFF; ls_colAmbient = lsOriginal.ls_colAmbient & ~0xFF; ls_ubLightAnimationObject = lsOriginal.ls_ubLightAnimationObject; ls_ubPolygonalMask = lsOriginal.ls_ubPolygonalMask; ls_fNearClipDistance = lsOriginal.ls_fNearClipDistance; ls_fFarClipDistance = lsOriginal.ls_fFarClipDistance; ls_plftLensFlare = lsOriginal.ls_plftLensFlare; ls_paoLightAnimation = lsOriginal.ls_paoLightAnimation; ls_paoAmbientLightAnimation = lsOriginal.ls_paoAmbientLightAnimation; } // set properties of the light source and discard shadows if neccessary void CLightSource::SetLightSource(const CLightSource &lsOriginal) { // test if layers should be discarded BOOL bDiscardLayers = ls_rFallOff != lsOriginal.ls_rFallOff || ls_ubPolygonalMask != lsOriginal.ls_ubPolygonalMask || ls_ulFlags != lsOriginal.ls_ulFlags || ls_fNearClipDistance != lsOriginal.ls_fNearClipDistance || ls_fFarClipDistance != lsOriginal.ls_fFarClipDistance ; // test if shadows should be uncached BOOL bUncacheShadows = bDiscardLayers || ls_rHotSpot != lsOriginal.ls_rHotSpot || ls_colColor != lsOriginal.ls_colColor || ls_colAmbient != lsOriginal.ls_colAmbient || ls_ubLightAnimationObject != lsOriginal.ls_ubLightAnimationObject ; // discard shadows if needed if( bDiscardLayers) { DiscardShadowLayers(); } else if( bUncacheShadows) { UncacheShadowMaps(); } // set the light properties SetLightSourceWithNoDiscarding(lsOriginal); // find all shadow maps that should have layers from this light source if needed if( bDiscardLayers) { FindShadowLayers(FALSE); } UpdateTerrains(); } // get color of light accounting for possible animation COLOR CLightSource::GetLightColor(void) const { // no animation? if( ls_paoLightAnimation==NULL) return ls_colColor; // animation! UBYTE ubR, ubG, ubB; GetLightColor( ubR, ubG, ubB); return RGBToColor( ubR, ubG, ubB); } void CLightSource::GetLightColor( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB) const { // no animation? ColorToRGB( ls_colColor, ubR, ubG, ubB); if( ls_paoLightAnimation==NULL) return; // animation! FLOAT fRatio; COLOR col0, col1; UBYTE ubMR, ubMG, ubMB; ls_paoLightAnimation->GetFrame( (SLONG&)col0, (SLONG&)col1, fRatio); LerpColor( col0, col1, fRatio, ubMR, ubMG, ubMB); ubR = ( ((((SLONG)ubR)<<8)|ubR) * ((((SLONG)ubMR)<<8)|ubMR) ) >>24; ubG = ( ((((SLONG)ubG)<<8)|ubG) * ((((SLONG)ubMG)<<8)|ubMG) ) >>24; ubB = ( ((((SLONG)ubB)<<8)|ubB) * ((((SLONG)ubMB)<<8)|ubMB) ) >>24; } // get ambient color of light accounting for possible animation COLOR CLightSource::GetLightAmbient(void) const { if( ls_paoAmbientLightAnimation==NULL) return ls_colAmbient; UBYTE ubAR, ubAG, ubAB; GetLightAmbient( ubAR, ubAG, ubAB); return RGBToColor( ubAR, ubAG, ubAB); } void CLightSource::GetLightAmbient( UBYTE &ubAR, UBYTE &ubAG, UBYTE &ubAB) const { ColorToRGB( ls_colAmbient, ubAR, ubAG, ubAB); if( ls_paoAmbientLightAnimation==NULL) return; FLOAT fRatio; COLOR col0, col1; UBYTE ubMR, ubMG, ubMB; ls_paoAmbientLightAnimation->GetFrame( (SLONG&)col0, (SLONG&)col1, fRatio); LerpColor( col0, col1, fRatio, ubMR, ubMG, ubMB); ubAR = ( ((((SLONG)ubAR)<<8)|ubAR) * ((((SLONG)ubMR)<<8)|ubMR) ) >>24; ubAG = ( ((((SLONG)ubAG)<<8)|ubAG) * ((((SLONG)ubMG)<<8)|ubMG) ) >>24; ubAB = ( ((((SLONG)ubAB)<<8)|ubAB) * ((((SLONG)ubMB)<<8)|ubMB) ) >>24; }