mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
742 lines
25 KiB
C++
742 lines
25 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "stdh.h"
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Brushes/BrushTransformed.h>
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#include <Engine/Brushes/BrushArchive.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Light/LightSource.h>
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#include <Engine/Light/Gradient.h>
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#include <Engine/Entities/ShadingInfo.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/World/World.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Light/Shadows_internal.h>
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#define VERSION_CURRENT 1
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// max allowed size of shadowmap in pixels
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#define MAX_SHADOWMAP_SIZE 65536
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CBrushShadowLayer::CBrushShadowLayer()
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{
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bsl_ulFlags = 0;
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bsl_pbsmShadowMap = NULL;
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bsl_plsLightSource = NULL;
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bsl_pixMinU = 0;
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bsl_pixMinV = 0;
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bsl_pixSizeU = 0;
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bsl_pixSizeV = 0;
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bsl_slSizeInPixels = 0;
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bsl_pubLayer = NULL;
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bsl_colLastAnim = C_BLACK;
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}
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// destructor
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CBrushShadowLayer::~CBrushShadowLayer(void)
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{
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DiscardShadows();
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}
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// discard shadows but keep the layer
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void CBrushShadowLayer::DiscardShadows(void)
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{
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// if the layer is calculated
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if (bsl_pubLayer!=NULL) {
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// free its memory
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FreeMemory(bsl_pubLayer);
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bsl_pubLayer = NULL;
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bsl_slSizeInPixels = 0;
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}
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bsl_ulFlags&=~(BSLF_CALCULATED|BSLF_ALLDARK|BSLF_ALLLIGHT);
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}
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/*
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* Discard shadow on the polygon.
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*/
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void CBrushPolygon::DiscardShadows(void)
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{
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bpo_smShadowMap.DiscardAllLayers();
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InitializeShadowMap();
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}
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/* Initialize shadow map for the polygon. */
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void CBrushPolygon::InitializeShadowMap(void)
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{
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// reset shadow mapping to be default for its plane
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bpo_mdShadow = CMappingDefinition();
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// init the bounding box of the shadow map as empty
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MEXaabbox2D boxPolygonMap;
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// for each edge in polygon
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FOREACHINSTATICARRAY(bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
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// find coordinates for first vertex
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FLOAT3D v0, v1;
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itbpe->GetVertexCoordinatesRelative(v0, v1);
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// find mapping coordinates for first vertex
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MEX2D vTexture;
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bpo_mdShadow.GetTextureCoordinates(
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bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, v0, vTexture);
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// add the vertex to the box
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boxPolygonMap |= vTexture;
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}
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// extract mexel dimensions from the bounding box
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MEX2D vmexShadowMin = boxPolygonMap.Min();
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MEX mexMinU = vmexShadowMin(1);
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MEX mexMinV = vmexShadowMin(2);
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MEX2D vmexShadowSize = boxPolygonMap.Size();
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MEX mexSizeU = vmexShadowSize(1);
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MEX mexSizeV = vmexShadowSize(2);
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// mip level is initially minimum mip level that generates needed precision for the polygon
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// (size=(2^ub)*0.5m) (-1 is for *0.5m)
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INDEX iMipLevel = (MAX_MEX_LOG2+bpo_bppProperties.bpp_sbShadowClusterSize-1);
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// expand shadow map for the sake of dark corners
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if( bpo_ulFlags&BPOF_DARKCORNERS) {
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mexSizeU += 2<<iMipLevel;
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mexSizeV += 2<<iMipLevel;
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}
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// round the dimensions up to power of 2
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INDEX iSizeULog2 = (INDEX)ceil(Log2(mexSizeU));
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INDEX iSizeVLog2 = (INDEX)ceil(Log2(mexSizeV));
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mexSizeU = 1<<iSizeULog2;
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mexSizeV = 1<<iSizeVLog2;
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// calculate dimensions in pixels and eventually reduce shadowmap size
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PIX pixSizeU = mexSizeU>>iMipLevel;
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PIX pixSizeV = mexSizeV>>iMipLevel;
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INDEX iMipAdj = ClampTextureSize( MAX_SHADOWMAP_SIZE, _pGfx->gl_pixMaxTextureDimension, pixSizeU, pixSizeV);
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pixSizeU = ClampDn( pixSizeU>>iMipAdj, 1L);
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pixSizeV = ClampDn( pixSizeV>>iMipAdj, 1L);
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iMipLevel += iMipAdj;
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// move shadow map offset for the sake of dark corners
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if( bpo_ulFlags&BPOF_DARKCORNERS) {
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mexMinU -= 1<<iMipLevel;
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mexMinV -= 1<<iMipLevel;
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}
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// recalculate dimensions and offsets in mex back from the dimensions in pixels
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mexSizeU = (pixSizeU<<iMipLevel);
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mexSizeV = (pixSizeV<<iMipLevel);
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MEX mexOffsetU = -mexMinU;
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MEX mexOffsetV = -mexMinV;
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// remember size of polygon (not necessarily 2^n) (min is always (0,0))
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bpo_smShadowMap.sm_pixPolygonSizeU = Min( (PIX)((vmexShadowSize(1)>>iMipLevel)+3), pixSizeU);
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bpo_smShadowMap.sm_pixPolygonSizeV = Min( (PIX)((vmexShadowSize(2)>>iMipLevel)+3), pixSizeV);
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// safety check
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ASSERT( bpo_smShadowMap.sm_pixPolygonSizeU <= _pGfx->gl_pixMaxTextureDimension &&
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bpo_smShadowMap.sm_pixPolygonSizeV <= _pGfx->gl_pixMaxTextureDimension &&
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(bpo_smShadowMap.sm_pixPolygonSizeU*bpo_smShadowMap.sm_pixPolygonSizeV) <= MAX_SHADOWMAP_SIZE);
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// initialize the shadow map
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bpo_smShadowMap.Initialize(iMipLevel, mexOffsetU, mexOffsetV, mexSizeU, mexSizeV);
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// discard polygon mask if calculated
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if (bpo_smShadowMap.bsm_pubPolygonMask != NULL) {
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FreeMemory(bpo_smShadowMap.bsm_pubPolygonMask);
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bpo_smShadowMap.bsm_pubPolygonMask = NULL;
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}
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// discard all cached shading infos for models
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DiscardShadingInfos();
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}
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// get shadow/light percentage at given coordinates in shadow layer
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FLOAT CBrushShadowLayer::GetLightStrength(PIX pixU, PIX pixV, FLOAT fLRRatio, FLOAT fUDRatio)
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{
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// if full dark layer
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if (bsl_ulFlags&BSLF_ALLDARK) {
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// full dark
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return 0.0f;
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}
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// if there is no layer mask, full light layer or the coordinates are out of the layer
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if (bsl_pubLayer==NULL || (bsl_ulFlags&BSLF_ALLLIGHT) ||
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(pixU<bsl_pixMinU) || (pixV<bsl_pixMinV) ||
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(pixU>=bsl_pixMinU+bsl_pixSizeU) || (pixV>=bsl_pixMinV+bsl_pixSizeV)) {
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// full light
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return 1.0f;
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}
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// get the coordinates of the four pixels
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PIX pixU0 = pixU-bsl_pixMinU; PIX pixU1 = Min(pixU0+1, bsl_pixSizeU-1);
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PIX pixV0 = pixV-bsl_pixMinV; PIX pixV1 = Min(pixV0+1, bsl_pixSizeV-1);
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ULONG ulOffsetUL = pixU0+pixV0*bsl_pixSizeU;
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ULONG ulOffsetUR = pixU1+pixV0*bsl_pixSizeU;
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ULONG ulOffsetDL = pixU0+pixV1*bsl_pixSizeU;
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ULONG ulOffsetDR = pixU1+pixV1*bsl_pixSizeU;
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// get light at the four pixels
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FLOAT fUL=0.0f, fUR=0.0f, fDL=0.0f, fDR=0.0f;
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if (bsl_pubLayer[ulOffsetUL/8]&(1<<(ulOffsetUL%8))) { fUL = 1.0f; };
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if (bsl_pubLayer[ulOffsetUR/8]&(1<<(ulOffsetUR%8))) { fUR = 1.0f; };
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if (bsl_pubLayer[ulOffsetDL/8]&(1<<(ulOffsetDL%8))) { fDL = 1.0f; };
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if (bsl_pubLayer[ulOffsetDR/8]&(1<<(ulOffsetDR%8))) { fDR = 1.0f; };
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// return interpolated value
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return Lerp( Lerp(fUL, fUR, fLRRatio), Lerp(fDL, fDR, fLRRatio), fUDRatio);
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}
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void CBrushShadowMap::ReadLayers_t( CTStream *pstrm) // throw char *
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{
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BOOL bUncalculated = FALSE;
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// if the old version of layers information is really saved here
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if (pstrm->PeekID_t()==CChunkID("SHLY")) { // shadow layers
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pstrm->ExpectID_t("SHLY");
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// read number of layers
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INDEX ctLayers;
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*pstrm>>ctLayers;
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// for each shadow layer
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for(INDEX iLayer=0; iLayer<ctLayers; iLayer++) {
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// create a new layer
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CBrushShadowLayer *pbsl = new CBrushShadowLayer;
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pbsl->bsl_colLastAnim = 0x12345678;
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// attach it to the shadow map
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bsm_lhLayers.AddTail(pbsl->bsl_lnInShadowMap);
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// make the layer point to its shadow map
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pbsl->bsl_pbsmShadowMap = this;
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// make the light pointer dummy (it is set while loading lights)
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pbsl->bsl_plsLightSource = NULL;
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// read the layer data
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*pstrm>>pbsl->bsl_ulFlags; // flags
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// if it is new version
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if (pbsl->bsl_ulFlags&BSLF_RECTANGLE) {
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SLONG slLayerSize;
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*pstrm>>slLayerSize;
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if (slLayerSize != 0) {
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pbsl->bsl_pubLayer = (UBYTE *)AllocMemory(slLayerSize);
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pstrm->Read_t(pbsl->bsl_pubLayer, slLayerSize); // the bit packed layer mask
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} else {
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bUncalculated = TRUE;
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pbsl->bsl_pubLayer = NULL;
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}
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// read layer rectangle
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*pstrm>>pbsl->bsl_pixMinU;
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*pstrm>>pbsl->bsl_pixMinV;
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*pstrm>>pbsl->bsl_pixSizeU;
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*pstrm>>pbsl->bsl_pixSizeV;
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// if it is old version
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} else {
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// skip it
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SLONG slLayerSize;
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*pstrm>>slLayerSize;
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if (slLayerSize != 0) {
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pstrm->Seek_t(slLayerSize, CTStream::SD_CUR);
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pbsl->bsl_pubLayer = NULL;
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bUncalculated = TRUE;
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} else {
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bUncalculated = TRUE;
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pbsl->bsl_pubLayer = NULL;
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}
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// destroy it
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pbsl->bsl_lnInShadowMap.Remove();
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delete pbsl;
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}
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}
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// if the new version of layers information is really saved here
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} else if (pstrm->PeekID_t()==CChunkID("SHLA")) { // shadow layers
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pstrm->ExpectID_t("SHLA");
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// read polygon size
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*pstrm>>sm_pixPolygonSizeU;
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*pstrm>>sm_pixPolygonSizeV;
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// read number of layers
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INDEX ctLayers;
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*pstrm>>ctLayers;
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// for each shadow layer
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for(INDEX iLayer=0; iLayer<ctLayers; iLayer++) {
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// create a new layer
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CBrushShadowLayer *pbsl = new CBrushShadowLayer;
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pbsl->bsl_colLastAnim = 0x12345678;
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// attach it to the shadow map
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bsm_lhLayers.AddTail(pbsl->bsl_lnInShadowMap);
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// make the layer point to its shadow map
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pbsl->bsl_pbsmShadowMap = this;
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// make the light pointer dummy (it is set while loading lights)
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pbsl->bsl_plsLightSource = NULL;
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// read the layer data
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*pstrm>>pbsl->bsl_ulFlags; // flags
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SLONG slLayerSize;
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*pstrm>>slLayerSize;
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if (slLayerSize != 0) {
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pstrm->Seek_t(slLayerSize, CTStream::SD_CUR);
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}
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bUncalculated = TRUE;
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pbsl->bsl_pubLayer = NULL;
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pbsl->bsl_ulFlags&=~BSLF_CALCULATED;
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// read layer rectangle
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*pstrm>>pbsl->bsl_pixMinU;
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*pstrm>>pbsl->bsl_pixMinV;
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*pstrm>>pbsl->bsl_pixSizeU;
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*pstrm>>pbsl->bsl_pixSizeV;
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}
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// if the new version of layers information is really saved here
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} else if (pstrm->PeekID_t()==CChunkID("SHAL")) { // shadow layers
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pstrm->ExpectID_t("SHAL");
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// read version number
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INDEX iVersion;
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*pstrm>>iVersion;
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ASSERT(iVersion==VERSION_CURRENT);
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// read polygon size
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*pstrm>>sm_pixPolygonSizeU;
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*pstrm>>sm_pixPolygonSizeV;
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// read number of layers
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INDEX ctLayers;
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*pstrm>>ctLayers;
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// for each shadow layer
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for(INDEX iLayer=0; iLayer<ctLayers; iLayer++) {
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// create a new layer
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CBrushShadowLayer *pbsl = new CBrushShadowLayer;
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pbsl->bsl_colLastAnim = 0x12345678;
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// attach it to the shadow map
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bsm_lhLayers.AddTail(pbsl->bsl_lnInShadowMap);
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// make the layer point to its shadow map
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pbsl->bsl_pbsmShadowMap = this;
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// make the light pointer dummy (it is set while loading lights)
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pbsl->bsl_plsLightSource = NULL;
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// read the layer data
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*pstrm>>pbsl->bsl_ulFlags; // flags
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*pstrm>>pbsl->bsl_slSizeInPixels;
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if (pbsl->bsl_slSizeInPixels != 0) {
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SLONG slLayerSize = (pbsl->bsl_slSizeInPixels+7)/8;
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pbsl->bsl_pubLayer = (UBYTE *)AllocMemory(slLayerSize);
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pstrm->Read_t(pbsl->bsl_pubLayer, slLayerSize); // the bit packed layer mask
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} else {
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bUncalculated = TRUE;
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pbsl->bsl_pubLayer = NULL;
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}
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// read layer rectangle
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*pstrm>>pbsl->bsl_pixMinU;
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*pstrm>>pbsl->bsl_pixMinV;
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*pstrm>>pbsl->bsl_pixSizeU;
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*pstrm>>pbsl->bsl_pixSizeV;
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// fixup for old levels before alllight and alldark flags
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if ((pbsl->bsl_ulFlags&BSLF_CALCULATED)
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&& (pbsl->bsl_pubLayer==NULL)
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&&!(pbsl->bsl_ulFlags&BSLF_ALLLIGHT)
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&&!(pbsl->bsl_ulFlags&BSLF_ALLDARK)) {
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pbsl->bsl_ulFlags|=BSLF_ALLLIGHT;
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}
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}
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}
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// if some layers are uncalculated
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if (bUncalculated) {
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extern CWorld *_pwoCurrentLoading; // world that is currently loading
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// add the shadow map for calculation
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_pwoCurrentLoading->wo_baBrushes.ba_lhUncalculatedShadowMaps
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.AddTail(bsm_lnInUncalculatedShadowMaps);
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}
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}
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void CBrushShadowMap::WriteLayers_t( CTStream *pstrm) // throw char *
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{
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pstrm->WriteID_t("SHAL"); // shadow layers
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// write version number
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*pstrm<<INDEX(VERSION_CURRENT);
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// write polygon size
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*pstrm<<sm_pixPolygonSizeU;
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*pstrm<<sm_pixPolygonSizeV;
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// write number of layers
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INDEX ctLayers = 0;
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{FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
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if (itbsl->bsl_plsLightSource->ls_ulFlags&LSF_NONPERSISTENT) {
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continue;
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}
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ctLayers++;
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}}
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*pstrm<<ctLayers;
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// for each shadow layer
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FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
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CBrushShadowLayer &bsl = *itbsl;
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if (itbsl->bsl_plsLightSource->ls_ulFlags&LSF_NONPERSISTENT) {
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continue;
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}
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// write the layer data
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*pstrm<<bsl.bsl_ulFlags; // flags
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if (bsl.bsl_pubLayer == NULL ) {
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*pstrm<<SLONG(0);
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} else {
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*pstrm<<bsl.bsl_slSizeInPixels;
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SLONG slLayerSize = (bsl.bsl_slSizeInPixels+7)/8;
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pstrm->Write_t(bsl.bsl_pubLayer, slLayerSize); // the bit packed layer mask
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}
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// write layer rectangle
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*pstrm<<bsl.bsl_pixMinU;
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*pstrm<<bsl.bsl_pixMinV;
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*pstrm<<bsl.bsl_pixSizeU;
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*pstrm<<bsl.bsl_pixSizeV;
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}
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}
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// constructor
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CBrushShadowMap::CBrushShadowMap(void)
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{
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bsm_pubPolygonMask = NULL; // no polygon mask is calculated initially
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sm_pixPolygonSizeU = -1; // polygon size must be calculated
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sm_pixPolygonSizeV = -1;
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}
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// discard all layers on this shadow map
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void CBrushShadowMap::DiscardAllLayers(void)
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{
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// for each shadow layer
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FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
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// delete it
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delete &*itbsl;
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}
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// uncache the shadow map
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Uncache();
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}
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// discard shadows on all layers on this shadow map
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void CBrushShadowMap::DiscardShadows(void)
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{
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// for each shadow layer
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FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
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// discard shadows on it
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itbsl->DiscardShadows();
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}
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}
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// remove shadow layers without valid light source
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void CBrushShadowMap::RemoveDummyLayers(void)
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{
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// for each shadow layer
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FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
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// if dummy
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if (itbsl->bsl_plsLightSource==NULL) {
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// remove it
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delete &*itbsl;
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}
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}
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}
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// destructor
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CBrushShadowMap::~CBrushShadowMap(void)
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{
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// discard all layers before deleting the object itself
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DiscardAllLayers();
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// discard polygon mask if calculated
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if (bsm_pubPolygonMask != NULL) {
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FreeMemory(bsm_pubPolygonMask);
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bsm_pubPolygonMask = NULL;
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}
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}
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// queue the shadow map for calculation
|
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void CBrushShadowMap::QueueForCalculation(void)
|
|
{
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|
// if not already queued
|
|
if (!bsm_lnInUncalculatedShadowMaps.IsLinked()) {
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// find the world of the polygon
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CBrushPolygon *pbpo = GetBrushPolygon();
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CBrushSector *pbsc = pbpo->bpo_pbscSector;
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CBrushMip *pbm = pbsc->bsc_pbmBrushMip;
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CBrush3D *pbr = pbm->bm_pbrBrush;
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CWorld *pwo = pbr->br_penEntity->GetWorld();
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// queue the shadow map in the world
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pwo->wo_baBrushes.ba_lhUncalculatedShadowMaps.AddTail(bsm_lnInUncalculatedShadowMaps);
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}
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}
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|
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|
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// calculate the rectangle where a light influences the shadow map
|
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void CBrushShadowMap::FindLightRectangle(CLightSource &ls, class CLightRectangle &lr)
|
|
{
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|
// get needed data
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CBrushPolygon &bpoPolygon = *GetBrushPolygon();
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const FLOATplane3D &plPlane = bpoPolygon.bpo_pbplPlane->bpl_plAbsolute;
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INDEX iMipLevel = sm_iFirstMipLevel;
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FLOAT3D vLight;
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PIX pixMinU, pixMinV, pixMaxU, pixMaxV;
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|
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// if the light is directional
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if( ls.ls_ulFlags&LSF_DIRECTIONAL)
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|
{
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|
pixMinU = 0;
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pixMinV = 0;
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// rectangle is around entire shadowmap
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// pixMaxU = PIX(sm_mexWidth >>iMipLevel);
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// pixMaxV = PIX(sm_mexHeight>>iMipLevel);
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// rectangle is around entire polygon
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pixMaxU = Min( sm_pixPolygonSizeU+16L, sm_mexWidth >>iMipLevel);
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pixMaxV = Min( sm_pixPolygonSizeV+16L, sm_mexHeight>>iMipLevel);
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}
|
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// if the light is point
|
|
else
|
|
{
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|
// light position is at the light entity
|
|
vLight = ls.ls_penEntity->GetPlacement().pl_PositionVector;
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// find the point where the light is closest to the polygon
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FLOAT3D vHotPoint = plPlane.ProjectPoint(vLight);
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lr.lr_fLightPlaneDistance = plPlane.PointDistance(vLight);
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|
|
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CEntity *penWithPolygon = bpoPolygon.bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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ASSERT(penWithPolygon!=NULL);
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const FLOATmatrix3D &mPolygonRotation = penWithPolygon->en_mRotation;
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const FLOAT3D &vPolygonTranslation = penWithPolygon->GetPlacement().pl_PositionVector;
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|
|
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vHotPoint = (vHotPoint-vPolygonTranslation)*!mPolygonRotation;
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|
|
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Vector<MEX, 2> vmexHotPoint;
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|
bpoPolygon.bpo_mdShadow.GetTextureCoordinates(
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bpoPolygon.bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, vHotPoint, vmexHotPoint);
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|
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if( !(bpoPolygon.bpo_ulFlags&BPOF_DARKCORNERS)) {
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lr.lr_fpixHotU = FLOAT(vmexHotPoint(1)+sm_mexOffsetX+(1<<iMipLevel))/(1L<<iMipLevel);
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lr.lr_fpixHotV = FLOAT(vmexHotPoint(2)+sm_mexOffsetY+(1<<iMipLevel))/(1L<<iMipLevel);
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} else {
|
|
lr.lr_fpixHotU = FLOAT(vmexHotPoint(1)+sm_mexOffsetX)/(1L<<iMipLevel);
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lr.lr_fpixHotV = FLOAT(vmexHotPoint(2)+sm_mexOffsetY)/(1L<<iMipLevel);
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|
}
|
|
// calculate maximum radius of light on the polygon
|
|
MEX mexFallOff = MEX( sqrt(ls.ls_rFallOff*ls.ls_rFallOff -
|
|
lr.lr_fLightPlaneDistance*lr.lr_fLightPlaneDistance)*1024.0f);
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|
// find rectangle coordinates from that
|
|
pixMinU = ((vmexHotPoint(1)+sm_mexOffsetX-mexFallOff)>>iMipLevel);
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|
pixMinV = ((vmexHotPoint(2)+sm_mexOffsetY-mexFallOff)>>iMipLevel);
|
|
pixMaxU = ((vmexHotPoint(1)+sm_mexOffsetX+mexFallOff)>>iMipLevel)+1;
|
|
pixMaxV = ((vmexHotPoint(2)+sm_mexOffsetY+mexFallOff)>>iMipLevel)+1;
|
|
// clamp the rectangle to the size of shadow map
|
|
// pixMinU = Min( Max(pixMinU, 0L), sm_mexWidth >>iMipLevel);
|
|
// pixMinV = Min( Max(pixMinV, 0L), sm_mexHeight>>iMipLevel);
|
|
// pixMaxU = Min( Max(pixMaxU, 0L), sm_mexWidth >>iMipLevel);
|
|
// pixMaxV = Min( Max(pixMaxV, 0L), sm_mexHeight>>iMipLevel);
|
|
// clamp the rectangle to the size of polygon
|
|
pixMinU = Min( Max(pixMinU, 0L), Min(sm_pixPolygonSizeU+16L, sm_mexWidth >>iMipLevel));
|
|
pixMinV = Min( Max(pixMinV, 0L), Min(sm_pixPolygonSizeV+16L, sm_mexHeight>>iMipLevel));
|
|
pixMaxU = Min( Max(pixMaxU, 0L), Min(sm_pixPolygonSizeU+16L, sm_mexWidth >>iMipLevel));
|
|
pixMaxV = Min( Max(pixMaxV, 0L), Min(sm_pixPolygonSizeV+16L, sm_mexHeight>>iMipLevel));
|
|
}
|
|
// all done
|
|
lr.lr_pixMinU = pixMinU;
|
|
lr.lr_pixMinV = pixMinV;
|
|
lr.lr_pixSizeU = pixMaxU-pixMinU;
|
|
lr.lr_pixSizeV = pixMaxV-pixMinV;
|
|
ASSERT(lr.lr_pixSizeU>=0);
|
|
ASSERT(lr.lr_pixSizeV>=0);
|
|
}
|
|
|
|
|
|
// check if all layers are up to date
|
|
void CBrushShadowMap::CheckLayersUpToDate(void)
|
|
{
|
|
// do nothing if the shadow map is not cached at all or hasn't got any animating lights
|
|
if( ((sm_pulDynamicShadowMap==NULL || (sm_ulFlags&SMF_DYNAMICBLACK))
|
|
&& !(sm_ulFlags&SMF_ANIMATINGLIGHTS))
|
|
|| sm_pulCachedShadowMap==NULL) return;
|
|
|
|
// for each layer
|
|
FOREACHINLIST( CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl)
|
|
{ // ignore if the layer is all dark
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
if( bsl.bsl_ulFlags&BSLF_ALLDARK) continue;
|
|
// light source must be valid
|
|
CLightSource &ls = *bsl.bsl_plsLightSource;
|
|
ASSERT( &ls!=NULL);
|
|
if( &ls==NULL) continue;
|
|
// if the layer is not up to date
|
|
if( bsl.bsl_colLastAnim != ls.GetLightColor()) {
|
|
// invalidate entire shadow map
|
|
Invalidate( ls.ls_ulFlags&LSF_DYNAMIC);
|
|
if( !(ls.ls_ulFlags&LSF_DYNAMIC)) return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// test if there is any dynamic layer
|
|
BOOL CBrushShadowMap::HasDynamicLayers(void)
|
|
{
|
|
// for each layer
|
|
FOREACHINLIST( CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl)
|
|
{ // light source must be valid
|
|
CLightSource &ls = *itbsl->bsl_plsLightSource;
|
|
ASSERT( &ls!=NULL);
|
|
if( &ls==NULL) continue;
|
|
// if the layer is dynamic, it has
|
|
if( ls.ls_ulFlags&LSF_DYNAMIC) return TRUE;
|
|
}
|
|
// hasn't
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
|
|
// returns TRUE if shadowmap is all flat along with colFlat variable set to that color
|
|
BOOL CBrushShadowMap::IsShadowFlat( COLOR &colFlat)
|
|
{
|
|
// fail if flat shadows are not allowed
|
|
extern INDEX shd_bAllowFlats;
|
|
extern INDEX shd_iForceFlats;
|
|
shd_iForceFlats = Clamp( shd_iForceFlats, 0L, 2L);
|
|
if( !shd_bAllowFlats && shd_iForceFlats<1) return FALSE;
|
|
|
|
COLOR col;
|
|
UBYTE ubR,ubG,ubB, ubR1,ubG1,ubB1;
|
|
SLONG slR=0,slG=0,slB=0;
|
|
INDEX ctPointLights=0;
|
|
CBrushPolygon *pbpo = GetBrushPolygon();
|
|
|
|
// if the shadowmap is not using the shading mode
|
|
if (pbpo->bpo_bppProperties.bpp_ubShadowBlend != BPT_BLEND_SHADE) {
|
|
// it must not be flat
|
|
return FALSE;
|
|
}
|
|
|
|
// initial color is sector color
|
|
col = AdjustColor( pbpo->bpo_pbscSector->bsc_colAmbient, _slShdHueShift, _slShdSaturation);
|
|
ColorToRGB( col, ubR,ubG,ubB);
|
|
slR += ubR; slG += ubG; slB += ubB;
|
|
|
|
// if gradient layer is present
|
|
const ULONG ulGradientType = pbpo->bpo_bppProperties.bpp_ubGradientType;
|
|
if( ulGradientType>0)
|
|
{
|
|
CGradientParameters gp;
|
|
CEntity *pen = pbpo->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
|
|
if( pen!=NULL && pen->GetGradient( ulGradientType, gp)) {
|
|
// shadowmap cannot be flat
|
|
if( shd_iForceFlats<1) return FALSE;
|
|
// unless it has been forced
|
|
ColorToRGB( gp.gp_col0, ubR, ubG, ubB);
|
|
ColorToRGB( gp.gp_col1, ubR1,ubG1,ubB1);
|
|
const SLONG slAvgR = ((ULONG)ubR + ubR1) /2;
|
|
const SLONG slAvgG = ((ULONG)ubG + ubG1) /2;
|
|
const SLONG slAvgB = ((ULONG)ubB + ubB1) /2;
|
|
if( gp.gp_bDark) { slR -= slAvgR; slG -= slAvgR; slB -= slAvgR; }
|
|
else { slR += slAvgR; slG += slAvgR; slB += slAvgR; }
|
|
}
|
|
}
|
|
|
|
// for each layer
|
|
BOOL bDirLightApplied = FALSE;
|
|
FOREACHINLIST( CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl)
|
|
{
|
|
// skip dynamic layers
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
CLightSource &ls = *bsl.bsl_plsLightSource;
|
|
if( ls.ls_ulFlags&LSF_DYNAMIC) continue;
|
|
|
|
// if light is directional
|
|
if( ls.ls_ulFlags&LSF_DIRECTIONAL)
|
|
{
|
|
// fail if calculated and not all dark or all light
|
|
if( (bsl.bsl_ulFlags&BSLF_CALCULATED) && !(bsl.bsl_ulFlags&(BSLF_ALLDARK|BSLF_ALLLIGHT))) {
|
|
// but only if flats have not been forced!
|
|
if( shd_iForceFlats<1) return FALSE;
|
|
}
|
|
|
|
// if polygon allows directional light ambient component
|
|
if( pbpo->bpo_ulFlags&BPOF_HASDIRECTIONALAMBIENT) {
|
|
// mix in ambient color
|
|
col = AdjustColor( ls.GetLightAmbient(), _slShdHueShift, _slShdSaturation);
|
|
ColorToRGB( col, ubR,ubG,ubB);
|
|
slR += ubR; slG += ubG; slB += ubB;
|
|
}
|
|
// done with this layer if it's all dark, or all light but without directional component
|
|
if( (bsl.bsl_ulFlags&BSLF_ALLDARK) || !(pbpo->bpo_ulFlags&BPOF_HASDIRECTIONALLIGHT)) continue;
|
|
|
|
// layer is all light, so calculate intensity
|
|
col = ls.GetLightColor();
|
|
if( !(pbpo->bpo_ulFlags&BPOF_NOPLANEDIFFUSION)) {
|
|
FLOAT3D vLightDirection;
|
|
AnglesToDirectionVector( ls.ls_penEntity->GetPlacement().pl_OrientationAngle, vLightDirection);
|
|
const FLOAT fIntensity = -((pbpo->bpo_pbplPlane->bpl_plAbsolute)%vLightDirection);
|
|
// done if polygon is turn away from light source (we already added ambient component)
|
|
if( fIntensity<0.01f) continue;
|
|
ULONG ulIntensity = NormFloatToByte(fIntensity);
|
|
ulIntensity = (ulIntensity<<CT_RSHIFT) | (ulIntensity<<CT_GSHIFT) | (ulIntensity<<CT_BSHIFT);
|
|
col = MulColors( col, ulIntensity);
|
|
}
|
|
// determine and add light color
|
|
col = AdjustColor( col, _slShdHueShift, _slShdSaturation);
|
|
ColorToRGB( col, ubR,ubG,ubB);
|
|
slR += ubR; slG += ubG; slB += ubB;
|
|
bDirLightApplied = TRUE;
|
|
}
|
|
|
|
// if light is point
|
|
else
|
|
{
|
|
// just fail if layer isn't all dark
|
|
if( !(bsl.bsl_ulFlags&BSLF_ALLDARK)) {
|
|
// and flat shadows aren't forced
|
|
if( shd_iForceFlats<1) return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// fake directional light if needed and allowed
|
|
if( shd_iForceFlats>0 && !bDirLightApplied) {
|
|
FLOAT3D vLightDir;
|
|
vLightDir(1) = -3.0f;
|
|
vLightDir(2) = -2.0f;
|
|
vLightDir(3) = -1.0f;
|
|
vLightDir.Normalize();
|
|
const FLOAT fIntensity = -((pbpo->bpo_pbplPlane->bpl_plAbsolute)%vLightDir);
|
|
if( fIntensity>0.01f) {
|
|
const UBYTE ubGray = NormFloatToByte(fIntensity*0.49f);
|
|
slR += ubGray; slG += ubGray; slB += ubGray;
|
|
}
|
|
}
|
|
// done - phew, layer is flat
|
|
slR = Clamp( slR, 0L, 255L);
|
|
slG = Clamp( slG, 0L, 255L);
|
|
slB = Clamp( slB, 0L, 255L);
|
|
colFlat = RGBToColor(slR,slG,slB);
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
// get amount of memory used by this object
|
|
SLONG CBrushShadowMap::GetUsedMemory(void)
|
|
{
|
|
// basic size of class
|
|
SLONG slUsedMemory = sizeof(CBrushShadowMap);
|
|
|
|
// add polyhon mask (if any)
|
|
if( bsm_pubPolygonMask!=NULL) {
|
|
// loop and add mip-maps
|
|
SLONG slPolyMaskSize = 0;
|
|
PIX pixPolySizeU = sm_pixPolygonSizeU;
|
|
PIX pixPolySizeV = sm_pixPolygonSizeV;
|
|
while( pixPolySizeU>0 && pixPolySizeV>0) {
|
|
slPolyMaskSize += pixPolySizeU * pixPolySizeV;
|
|
pixPolySizeU >>= 1;
|
|
pixPolySizeV >>= 1;
|
|
}
|
|
// sum it up
|
|
slUsedMemory += (slPolyMaskSize+8) /8; // bit mask!
|
|
}
|
|
|
|
// loop thru layers and add 'em too
|
|
FOREACHINLIST( CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) { // count shadow layers
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
slUsedMemory += sizeof(CBrushShadowLayer);
|
|
if( bsl.bsl_pubLayer!=NULL) slUsedMemory += bsl.bsl_pixSizeU * bsl.bsl_pixSizeV /8;
|
|
}
|
|
|
|
// done
|
|
return slUsedMemory;
|
|
}
|