mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-26 20:25:54 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
438 lines
13 KiB
C++
438 lines
13 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Memory.h>
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#include <Engine/Base/FileName.h>
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#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Math/Matrix.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/Fog_internal.h>
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#include <Engine/Graphics/GfxProfile.h>
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#include <Engine/Graphics/ImageInfo.h>
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// asm shortcuts
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#define O offset
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#define Q qword ptr
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#define D dword ptr
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#define W word ptr
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#define B byte ptr
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// current fog parameters
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BOOL _fog_bActive = FALSE;
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CFogParameters _fog_fp;
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CTexParams _fog_tpLocal;
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FLOAT _fog_fViewerH = 0.0f;
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FLOAT3D _fog_vViewPosAbs;
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FLOAT3D _fog_vViewDirAbs;
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FLOAT3D _fog_vHDirAbs;
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FLOAT3D _fog_vHDirView;
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FLOAT _fog_fMulZ=0;
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FLOAT _fog_fMulH=0;
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FLOAT _fog_fAddH=0;
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ULONG _fog_ulAlpha=0;
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ULONG _fog_ulTexture=0;
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ULONG _fog_ulFormat=0;
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PIX _fog_pixSizeH=0;
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PIX _fog_pixSizeL=0;
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FLOAT _fog_fStart=0; // where in height fog starts
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FLOAT _fog_fEnd=0; // where in height fog ends
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UBYTE *_fog_pubTable=NULL;
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extern INDEX gfx_bRenderFog;
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extern BOOL _bMultiPlayer;
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// prepares fog and haze parameters and eventualy converts texture
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ULONG PrepareTexture( UBYTE *pubTexture, PIX pixSizeI, PIX pixSizeJ)
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{
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// need to upload from RGBA format
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const PIX pixTextureSize = pixSizeI*pixSizeJ;
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#if (defined USE_PORTABLE_C)
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STUBBED("PrepareTexture");
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#elif (defined __MSVC_INLINE__)
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__asm {
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mov esi,D [pubTexture]
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mov edi,D [pubTexture]
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mov ecx,D [pixTextureSize]
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lea edi,[esi+ecx]
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pixLoop:
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movzx eax,B [esi]
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or eax,0xFFFFFF00
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bswap eax
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mov D [edi],eax
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add esi,1
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add edi,4
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dec ecx
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jnz pixLoop
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}
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#elif (defined __GNU_INLINE__)
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__asm__ __volatile__ (
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"leal 0(%%esi, %%ecx), %%edi \n\t"
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"0: \n\t" // pixLoop
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"movzbl (%%esi), %%eax \n\t"
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"orl $0xFFFFFF00, %%eax \n\t"
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"bswapl %%eax \n\t"
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"movl %%eax, (%%edi) \n\t"
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"addl $1, %%esi \n\t"
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"addl $4, %%edi \n\t"
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"decl %%ecx \n\t"
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"jnz 0b \n\t" // pixLoop
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: // no outputs.
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: "S" (pubTexture), "D" (pubTexture), "c" (pixTextureSize)
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: "eax", "cc", "memory"
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);
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#else
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#error Write inline ASM for your platform.
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#endif
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// determine internal format
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extern INDEX gap_bAllowGrayTextures;
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extern INDEX tex_bFineFog;
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if( gap_bAllowGrayTextures) return TS.ts_tfLA8;
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if( tex_bFineFog) return TS.ts_tfRGBA8;
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return TS.ts_tfRGBA4;
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}
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// start fog with given parameters
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void StartFog( CFogParameters &fp, const FLOAT3D &vViewPosAbs, const FLOATmatrix3D &mAbsToView)
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{
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ASSERT( !_fog_bActive);
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if( _bMultiPlayer) gfx_bRenderFog = 1;
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if( !gfx_bRenderFog) return;
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_fog_bActive = TRUE;
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_fog_fp = fp;
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_fog_vHDirAbs = -_fog_fp.fp_vFogDir;
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_fog_vViewPosAbs = vViewPosAbs;
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_fog_vViewDirAbs(1) = -mAbsToView(3, 1);
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_fog_vViewDirAbs(2) = -mAbsToView(3, 2);
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_fog_vViewDirAbs(3) = -mAbsToView(3, 3);
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_fog_fViewerH = _fog_vViewPosAbs%-_fog_fp.fp_vFogDir;
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_fog_vHDirView = _fog_vHDirAbs*mAbsToView;
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// calculate fog mapping factors
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_fog_fMulZ = 1/(_fog_fp.fp_fFar);
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_fog_fMulH = 1/(_fog_fp.fp_fH3-_fog_fp.fp_fH0);
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_fog_fAddH = _fog_fp.fp_fH3+_fog_fViewerH;
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// calculate fog table size wanted
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extern INDEX tex_iFogSize;
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tex_iFogSize = Clamp( tex_iFogSize, 4L, 8L);
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PIX pixSizeH = ClampUp( _fog_fp.fp_iSizeH, 1L<<tex_iFogSize);
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PIX pixSizeL = ClampUp( _fog_fp.fp_iSizeL, 1L<<tex_iFogSize);
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BOOL bNoDiscard = TRUE;
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// if fog table is not allocated in right size
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if( (_fog_pixSizeH!=pixSizeH || _fog_pixSizeL!=pixSizeL) && _fog_pubTable!=NULL) {
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FreeMemory( _fog_pubTable); // free it
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_fog_pubTable = NULL;
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}
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// allocate table if needed
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if( _fog_pubTable==NULL) {
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// allocate byte table (for intensity values) and ULONG table (color values for uploading) right behind!
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_fog_pubTable = (UBYTE*)AllocMemory( pixSizeH*pixSizeL * (sizeof(UBYTE)+sizeof(ULONG)));
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_fog_pixSizeH = pixSizeH;
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_fog_pixSizeL = pixSizeL;
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_fog_tpLocal.Clear();
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bNoDiscard = FALSE;
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}
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// update fog alpha value
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_fog_ulAlpha = (_fog_fp.fp_colColor&CT_AMASK)>>CT_ASHIFT;
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// get parameters
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const FLOAT fH0 = _fog_fp.fp_fH0; // lowest point in LUT ->texture t=1
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const FLOAT fH1 = _fog_fp.fp_fH1; // bottom of fog in LUT
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const FLOAT fH2 = _fog_fp.fp_fH2; // top of fog in LUT
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const FLOAT fH3 = _fog_fp.fp_fH3; // highest point in LUT ->texture t=0
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const FLOAT fFar = _fog_fp.fp_fFar; // farthest point in LUT ->texture s=1
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const FLOAT fDensity = _fog_fp.fp_fDensity;
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const AttenuationType at = _fog_fp.fp_atType;
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const FogGraduationType fgt = _fog_fp.fp_fgtType;
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const FLOAT fHFogSize = fH2-fH1;
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const FLOAT fHV = -_fog_fViewerH;
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const FLOAT fEpsilon = 0.001f;
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ASSERT( fHFogSize>0);
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// for each row (height in fog)
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for( PIX pixH=0; pixH<pixSizeH; pixH++)
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{
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// get fog height of the point from row coordinate in texture
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FLOAT fHP = fH3+FLOAT(pixH)/pixSizeH*(fH0-fH3);
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// sort viewer and point and get A (lower) and B (higher) fog coord
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// making sure that they are never same
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FLOAT fHA, fHB;
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if (fHP<fHV-fEpsilon) {
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fHA=fHP;
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fHB=fHV;
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} else if (fHP>fHV+fEpsilon) {
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fHA=fHV;
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fHB=fHP;
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} else {
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fHA=fHV-fEpsilon;
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fHB=fHP+fEpsilon;
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}
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// get distance between the two points in height axis
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FLOAT fDH = fHB-fHA;
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FLOAT fOoDH = 1/fDH;
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// calculate relative part of height that goes through the fog
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FLOAT fA2 = (fH2-fHA)*fOoDH;
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fA2 = Clamp(fA2,0.0f,1.0f);
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FLOAT fA1 = (fH1-fHA)*fOoDH;
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fA1 = Clamp(fA1,0.0f,1.0f);
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FLOAT fA = fA2-fA1;
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fA = Clamp(fA,0.0f,1.0f);
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// if not constant graduation
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if( fgt!=FGT_CONSTANT) {
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// calculate fog height for two points, limited to be inside fog
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FLOAT fFH0 = (fHFogSize-Clamp(fHA-fH1, 0.0f, fHFogSize));
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FLOAT fFH1 = (fHFogSize-Clamp(fHB-fH1, 0.0f, fHFogSize));
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// multiply the heights by graduation factor
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fFH0 *= _fog_fp.fp_fGraduation;
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fFH1 *= _fog_fp.fp_fGraduation;
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FLOAT fDens;
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// if linear graduation
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if (fgt==FGT_LINEAR) {
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// get linear integrated density factor
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fDens = (fFH0+fFH1)/2.0f;
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// if exponential graduation
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} else {
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ASSERT(fgt==FGT_EXP);
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// sort the two heights and make sure they are not same
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FLOAT fFA, fFB;
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if (fFH0<fFH1-fEpsilon) {
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fFA=fFH0;
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fFB=fFH1;
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} else if (fFH0>fFH1+fEpsilon) {
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fFA=fFH1;
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fFB=fFH0;
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} else {
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fFA=fFH1-fEpsilon;
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fFB=fFH0+fEpsilon;
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}
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// calculate exponential integrated density factor normally
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fDens = 1.0f+(exp(-fFB)-exp(-fFA))/(fFB-fFA);
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}
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// limit the intergrated density factor
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fDens = Clamp(fDens, 0.0f, 1.0f);
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// relative size multiplied by integrated density factor gives total fog sum
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fA *= fDens;
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}
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// do per-row loop
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switch(at)
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{
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// linear fog
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case AT_LINEAR: {
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// calculate linear step for the fog parameter
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FLOAT fT = 0.0f;
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FLOAT fTStep = 1.0f/pixSizeL *fFar*fDensity*fA *255;
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// fog is just clamped fog parameter in each pixel
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for( INDEX pixL=0; pixL<pixSizeL; pixL++) {
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_fog_pubTable[pixH*pixSizeL+pixL] = Clamp( FloatToInt(fT), 0L, 255L);
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fT += fTStep;
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}
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} break;
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// exp fog
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case AT_EXP: {
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// calculate linear step for the fog parameter
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FLOAT fT = 0.0f;
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FLOAT fTStep = 1.0f/pixSizeL*fFar*fDensity*fA;
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// fog is exp(-t) function of fog parameter, now calculate
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// step (actually multiplication) for the fog
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FLOAT fExp = 255.0f;
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FLOAT fExpMul = exp(-fTStep);
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for( INDEX pixL=0; pixL<pixSizeL; pixL++) {
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_fog_pubTable[pixH*pixSizeL+pixL] = 255-FloatToInt(fExp);
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fExp *= fExpMul;
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}
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} break;
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case AT_EXP2: {
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// calculate linear step for the fog parameter
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FLOAT fT = 0.0f;
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FLOAT fTStep = 1.0f/pixSizeL*fFar*fDensity*fA;
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// fog is exp(-t^2) function of fog parameter, now calculate
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// first and second order step (actually multiplication) for the fog
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FLOAT fExp2 = 255.0f;
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FLOAT fExp2Mul = exp(-fTStep*fTStep);
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FLOAT fExp2MulMul = exp(-2*fTStep*fTStep);
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for( INDEX pixL=0; pixL<pixSizeL; pixL++) {
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_fog_pubTable[pixH*pixSizeL+pixL] = 255-FloatToInt(fExp2);
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fExp2 *= fExp2Mul;
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fExp2Mul *= fExp2MulMul;
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}
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} break;
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}
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}
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// determine where fog starts and ends
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_fog_fStart = LowerLimit(0.0f);
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_fog_fEnd = UpperLimit(0.0f);
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INDEX pix;
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if( _fog_pubTable[pixSizeL-1]) {
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// going from bottom
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for( pix=pixSizeH-1; pix>0; pix--) {
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if( (_fog_pubTable[(pix+1)*pixSizeL-1]*_fog_ulAlpha)>>8) break;
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}
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if( pix<(pixSizeH-1)) _fog_fEnd = (FLOAT)(pix+1) / (FLOAT)(pixSizeH-1);
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} else {
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// going from top
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for( pix=0; pix<pixSizeH; pix++) {
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if( (_fog_pubTable[(pix+1)*pixSizeL-1]*_fog_ulAlpha)>>8) break;
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}
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if( pix>0) _fog_fStart = (FLOAT)(pix-1) / (FLOAT)(pixSizeH-1);
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}
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// prepare and upload the fog table
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_fog_tpLocal.tp_bSingleMipmap = TRUE;
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const ULONG ulFormat = PrepareTexture( _fog_pubTable, _fog_pixSizeL, _fog_pixSizeH);
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if( _fog_ulFormat!=ulFormat) {
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_fog_ulFormat = ulFormat;
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bNoDiscard = FALSE;
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} // set'n'upload
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gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
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gfxSetTexture( _fog_ulTexture, _fog_tpLocal);
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gfxUploadTexture( (ULONG*)(_fog_pubTable + _fog_pixSizeL*_fog_pixSizeH),
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_fog_pixSizeL, _fog_pixSizeH, ulFormat, bNoDiscard);
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}
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// stop fog
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void StopFog(void)
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{
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_fog_bActive = FALSE;
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}
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// current haze parameters
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BOOL _haze_bActive = FALSE;
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CHazeParameters _haze_hp;
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CTexParams _haze_tpLocal;
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PIX _haze_pixSize=0;
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FLOAT _haze_fStart=0; // where in depth haze starts
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UBYTE *_haze_pubTable=NULL;
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FLOAT3D _haze_vViewPosAbs;
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FLOAT3D _haze_vViewDirAbs;
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FLOAT _haze_fMul=0;
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FLOAT _haze_fAdd=0;
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ULONG _haze_ulAlpha=0;
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ULONG _haze_ulTexture=0;
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ULONG _haze_ulFormat=0;
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// start haze with given parameters
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void StartHaze( CHazeParameters &hp,
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const FLOAT3D &vViewPosAbs, const FLOATmatrix3D &mAbsToView)
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{
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ASSERT( !_haze_bActive);
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if( _bMultiPlayer) gfx_bRenderFog = 1;
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if( !gfx_bRenderFog) return;
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_haze_bActive = TRUE;
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_haze_hp = hp;
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_haze_vViewPosAbs = vViewPosAbs;
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_haze_vViewDirAbs(1) = -mAbsToView(3, 1);
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_haze_vViewDirAbs(2) = -mAbsToView(3, 2);
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_haze_vViewDirAbs(3) = -mAbsToView(3, 3);
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// calculate haze mapping factors
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_haze_fMul = 1/(_haze_hp.hp_fFar-_haze_hp.hp_fNear);
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_haze_fAdd = -_haze_hp.hp_fNear;
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PIX pixSize = _haze_hp.hp_iSize;
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BOOL bNoDiscard = TRUE;
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// if haze table is not allocated in right size
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if( _haze_pixSize!=pixSize && _haze_pubTable!=NULL) {
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FreeMemory( _haze_pubTable); // free it
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_haze_pubTable = NULL;
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}
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// allocate table if needed
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if( _haze_pubTable==NULL) {
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// allocate byte table (for intensity values) and ULONG table (color values for uploading) right behind!
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_haze_pubTable = (UBYTE*)AllocMemory(pixSize *(sizeof(UBYTE)+sizeof(ULONG)));
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_haze_pixSize = pixSize;
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_haze_tpLocal.Clear();
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bNoDiscard = FALSE;
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}
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// update fog alpha value
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_haze_ulAlpha = (_haze_hp.hp_colColor&CT_AMASK)>>CT_ASHIFT;
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// get parameters
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FLOAT fNear = _haze_hp.hp_fNear;
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FLOAT fFar = _haze_hp.hp_fFar;
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FLOAT fDensity = _haze_hp.hp_fDensity;
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AttenuationType at = _haze_hp.hp_atType;
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// generate table
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INDEX pix;
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for( pix=0; pix<pixSize; pix++) {
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FLOAT fD = FLOAT(pix)/pixSize*(fFar-fNear);
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FLOAT fT = fDensity*fD;
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FLOAT fHaze=0.0f;
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switch(at) {
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case AT_LINEAR: fHaze = Clamp(fT,0.0f,1.0f); break;
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case AT_EXP: fHaze = 1-exp(-fT); break;
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case AT_EXP2: fHaze = 1-exp(-fT*fT); break;
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}
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const UBYTE ubValue = NormFloatToByte(fHaze);
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_haze_pubTable[pix] = ubValue;
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}
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// determine where haze starts
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for( pix=1; pix<pixSize; pix++) if( (_haze_pubTable[pix]*_haze_ulAlpha)>>8) break;
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_haze_fStart = (FLOAT)(pix-1) / (FLOAT)(pixSize-1);
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// prepare haze table
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_haze_tpLocal.tp_bSingleMipmap = TRUE;
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const ULONG ulFormat = PrepareTexture( _haze_pubTable, _haze_pixSize, 1);
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if( _haze_ulFormat!=ulFormat) {
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_haze_ulFormat = ulFormat;
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bNoDiscard = FALSE;
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} // set'n'upload
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gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
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gfxSetTexture( _haze_ulTexture, _haze_tpLocal);
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gfxUploadTexture( (ULONG*)(_haze_pubTable + _haze_pixSize*1), _haze_pixSize, 1, ulFormat, bNoDiscard);
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}
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// stop haze
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void StopHaze(void)
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{
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_haze_bActive = FALSE;
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}
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