mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 05:15:54 +01:00
693 lines
23 KiB
C++
Executable File
693 lines
23 KiB
C++
Executable File
/* 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/Brushes/Brush.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/Base/ListIterator.inl>
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#include <Engine/Graphics/Color.h>
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#include <Engine/World/World.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/BSP.h>
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/Light/Shadows_internal.h>
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/////////////////////////////////////////////////////////////////////
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// CLightSource
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// constructor
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CLightSource::CLightSource(void)
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{
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// set invalid properties, must be initialized by its entity
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ls_ulFlags = (ULONG) -1;
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ls_rHotSpot = -1;
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ls_rFallOff = -1;
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ls_colColor = 0;
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ls_colAmbient = 0;
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ls_ubLightAnimationObject = (UBYTE) -1;
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ls_ubPolygonalMask = (UBYTE) -1;
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ls_penEntity = NULL;
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ls_plftLensFlare = NULL;
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ls_paoLightAnimation = NULL;
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ls_paoAmbientLightAnimation = NULL;
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}
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// destructor
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CLightSource::~CLightSource(void)
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{
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// discard all linked shadow layers
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DiscardShadowLayers();
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// if this isn't dynamic light
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if(!(ls_ulFlags&LSF_DYNAMIC) && ls_penEntity!=NULL) {
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UpdateTerrains();
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}
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// delete possible lens flare infos in renderer
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extern void DeleteLensFlare(CLightSource *pls);
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DeleteLensFlare(this);
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}
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// read/write from a stream
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void CLightSource::Read_t( CTStream *pstrm) // throw char *
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{
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// if the light information is really saved here
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if (pstrm->PeekID_t()==CChunkID("LIGH")) { // light source
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pstrm->ExpectID_t("LIGH");
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// this light source must not be non-persistent
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ASSERT(!(ls_ulFlags&LSF_NONPERSISTENT));
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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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// read indices of brush, brush mip, sector, and polygon
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INDEX iBrush, iMip, iSector, iPolygon;
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*pstrm>>iBrush;
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*pstrm>>iMip;
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*pstrm>>iSector;
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*pstrm>>iPolygon;
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// find the shadow map
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CBrush3D *pbrBrush = &ls_penEntity->en_pwoWorld->wo_baBrushes.ba_abrBrushes[iBrush];
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CBrushMip *pbm = pbrBrush->GetBrushMipByIndex(iMip);
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ASSERT(pbm!=NULL);
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pbm->bm_abscSectors.Lock();
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CBrushSector *pbsc = &pbm->bm_abscSectors[iSector];
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pbm->bm_abscSectors.Unlock();
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CBrushPolygon *pbpo = &pbsc->bsc_abpoPolygons[iPolygon];
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CBrushShadowMap *pbsm = &pbpo->bpo_smShadowMap;
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// read the index of the layer in the shadow map
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INDEX iLayerInShadowMap;
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*pstrm>>iLayerInShadowMap;
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// for each layer in the shadow map
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INDEX iLayerInShadowMapCurrent = 0;
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BOOL bLayerFound = FALSE;
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FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, pbsm->bsm_lhLayers, itbsl) {
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// if it is that layer
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if (iLayerInShadowMapCurrent==iLayerInShadowMap) {
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// attach the layer to the light source
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itbsl->bsl_plsLightSource = this;
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ls_lhLayers.AddTail(itbsl->bsl_lnInLightSource);
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bLayerFound = TRUE;
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break;
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}
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iLayerInShadowMapCurrent++;
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}
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// some layer must be found
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ASSERT(bLayerFound);
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}
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}
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}
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void CLightSource::Write_t( CTStream *pstrm) // throw char *
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{
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// if this light source is non-persistent
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if (ls_ulFlags&LSF_NONPERSISTENT) {
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// don't save it
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return;
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}
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pstrm->WriteID_t("LIGH"); // light source
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// write number of layers
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*pstrm<<ls_lhLayers.Count();
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// for each shadow layer
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FOREACHINLIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) {
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// get the layer polygon, sector, mip and brush
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CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->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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// write their indices
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*pstrm<<ls_penEntity->en_pwoWorld->wo_baBrushes.ba_abrBrushes.Index(pbr);
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*pstrm<<pbm->GetMipIndex();
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pbm->bm_abscSectors.Lock();
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*pstrm<<pbm->bm_abscSectors.Index(pbsc);
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pbm->bm_abscSectors.Unlock();
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*pstrm<<pbsc->bsc_abpoPolygons.Index(pbpo);
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// find the index of the layer in its shadow map
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INDEX iLayerInShadowMap = 0;
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FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap,
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itbsl->bsl_pbsmShadowMap->bsm_lhLayers, itbsl2) {
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if (itbsl2->bsl_plsLightSource->ls_ulFlags&LSF_NONPERSISTENT) {
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continue;
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}
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if (&*itbsl == &*itbsl2) {
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break;
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}
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iLayerInShadowMap++;
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}
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// write that index
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*pstrm<<iLayerInShadowMap;
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}
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}
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// uncache all influenced shadow maps, but keep shadow layers
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void CLightSource::UncacheShadowMaps(void)
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{
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// for each shadow layer
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FOREACHINLIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) {
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// just invalidate its shadow map
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itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC);
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}
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}
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// discard all linked shadow layers
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void CLightSource::DiscardShadowLayers(void)
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{
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// for each shadow layer
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FORDELETELIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) {
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// invalidate its shadow map
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itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC);
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// delete the layer
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delete &*itbsl;
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}
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}
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// test if a polygon has a layer from this light source
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BOOL CLightSource::PolygonHasLayer(CBrushPolygon &bpo)
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{
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// for each shadow layer in the polygon
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FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bpo.bpo_smShadowMap.bsm_lhLayers, itbsl) {
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// if it is from this light source
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if (itbsl->bsl_plsLightSource==this) {
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// it does have
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return TRUE;
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}
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}
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// otherwise, it doesn't have
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return FALSE;
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}
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// set layer parameters
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void CLightSource::SetLayerParameters(CBrushShadowLayer &bsl, CBrushPolygon &bpo, class CLightRectangle &lr)
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{
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// remember the rectangle of the layer
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bsl.bsl_pixMinU = lr.lr_pixMinU;
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bsl.bsl_pixMinV = lr.lr_pixMinV;
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bsl.bsl_pixSizeU = lr.lr_pixSizeU;
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bsl.bsl_pixSizeV = lr.lr_pixSizeV;
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bsl.bsl_ulFlags |= BSLF_RECTANGLE;
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// invalidate the shadow map
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bpo.bpo_smShadowMap.Invalidate(ls_ulFlags&LSF_DYNAMIC);
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// if the light casts shadows
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if (ls_ulFlags&LSF_CASTSHADOWS) {
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// queue the shadow map for calculating
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bpo.bpo_smShadowMap.QueueForCalculation();
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}
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}
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// add a layer to a polygon
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void CLightSource::AddLayer(CBrushPolygon &bpo)
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{
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// find the influenced rectangle
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CLightRectangle lr;
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bpo.bpo_smShadowMap.FindLightRectangle(*this, lr);
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// if there is no influence
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if ((lr.lr_pixSizeU==0) || (lr.lr_pixSizeV==0)) {
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// do nothing
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return;
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}
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// create a new layer
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CBrushShadowLayer &bsl = *new CBrushShadowLayer;
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bsl.bsl_colLastAnim = 0x12345678;
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// attach it to light source and shadow map
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bsl.bsl_plsLightSource = this;
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ls_lhLayers.AddTail(bsl.bsl_lnInLightSource);
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bsl.bsl_pbsmShadowMap = &bpo.bpo_smShadowMap;
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// if the light is dark light
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if (ls_ulFlags & LSF_DARKLIGHT) {
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// add to end of list
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bpo.bpo_smShadowMap.bsm_lhLayers.AddTail(bsl.bsl_lnInShadowMap);
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// if the light is normal light
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} else {
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// add to beginning of list
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bpo.bpo_smShadowMap.bsm_lhLayers.AddHead(bsl.bsl_lnInShadowMap);
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}
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// initially it has no shadow
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bsl.bsl_pubLayer = NULL;
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bsl.bsl_ulFlags = 0;
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SetLayerParameters(bsl, bpo, lr);
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}
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void CLightSource::UpdateLayer(CBrushShadowLayer &bsl)
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{
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CBrushPolygon &bpo = *bsl.bsl_pbsmShadowMap->GetBrushPolygon();
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// find the influenced rectangle
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CLightRectangle lr;
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bsl.bsl_pbsmShadowMap->FindLightRectangle(*this, lr);
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// if there is no influence
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if ((lr.lr_pixSizeU==0) || (lr.lr_pixSizeV==0)) {
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// invalidate its shadow map
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bsl.bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC);
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bpo.bpo_ulFlags &= ~BPOF_MARKEDLAYER;
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// delete the layer
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delete &bsl;
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return;
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}
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// discard shadows on the layer
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bsl.DiscardShadows();
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SetLayerParameters(bsl, bpo, lr);
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}
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static inline BOOL IsPolygonInfluencedByDirectionalLight(CBrushPolygon *pbpo)
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{
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ULONG ulFlags = pbpo->bpo_ulFlags;
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// if polygon has no directional light
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if (!(ulFlags&(BPOF_HASDIRECTIONALLIGHT|BPOF_HASDIRECTIONALAMBIENT))) {
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// not influenced
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return FALSE;
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}
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// if has no shadows
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BOOL bIsTransparent = (ulFlags&BPOF_PORTAL) && !(ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT));
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BOOL bTakesShadow = !(ulFlags&BPOF_FULLBRIGHT);
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if (bIsTransparent || !bTakesShadow) {
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// not influenced
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return FALSE;
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}
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// influenced
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return TRUE;
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}
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// find all shadow maps that should have layers from this light source
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void CLightSource::FindShadowLayersDirectional(BOOL bSelectedOnly)
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{
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// for each layer of the light source
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{FORDELETELIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) {
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CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon();
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// if only selected polygons are checked, and this one is not selected
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if (bSelectedOnly && !(pbpo->bpo_ulFlags&BPOF_SELECTED)) {
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// skip it
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continue;
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}
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// if the polygon is influenced
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if (IsPolygonInfluencedByDirectionalLight(pbpo)) {
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// mark it
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pbpo->bpo_ulFlags |= BPOF_MARKEDLAYER;
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// update its parameters
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UpdateLayer(*itbsl);
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// if the polygon is not influenced
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} else {
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// invalidate its shadow map
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itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC);
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// delete the layer
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delete &*itbsl;
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}
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}}
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// for each entity in the world
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{FOREACHINDYNAMICCONTAINER(ls_penEntity->en_pwoWorld->wo_cenEntities, CEntity, iten) {
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// if it is brush entity
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if (iten->en_RenderType == CEntity::RT_BRUSH) {
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// for each mip in its brush
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FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) {
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// for all sectors in this mip
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FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) {
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// for each polygon in sector
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FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
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CBrushPolygon *pbpo = itbpo;
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// if only selected polygons are checked, and this one is not selected
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if (bSelectedOnly && !(pbpo->bpo_ulFlags&BPOF_SELECTED)) {
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// skip it
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continue;
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}
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// if the polygon is not marked but it is influenced
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if (!(pbpo->bpo_ulFlags&BPOF_MARKEDLAYER)
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&&IsPolygonInfluencedByDirectionalLight(pbpo)) {
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// add a layer to the polygon
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AddLayer(*pbpo);
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}
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}
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}
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}
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}
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}}
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// for each layer of the light source
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{FOREACHINLIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) {
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CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon();
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// unmark the polygon
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pbpo->bpo_ulFlags &= ~BPOF_MARKEDLAYER;
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}}
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}
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static const FLOAT3D *_pvOrigin;
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static FLOATaabbox3D _boxLight;
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static BOOL _bCastShadows;
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static FLOAT _rRange;
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static FLOAT _fEpsilon;
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static INDEX _iDynamic; // 0=disallow, 1=maybe (depend on flag), 2=allow
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static inline BOOL IsPolygonInfluencedByPointLight(CBrushPolygon *pbpo)
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{
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ULONG ulFlags = pbpo->bpo_ulFlags;
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// if has no shadows
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BOOL bIsTransparent = (ulFlags&BPOF_PORTAL) && !(ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT));
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BOOL bTakesShadow = !(ulFlags&BPOF_FULLBRIGHT);
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if( bIsTransparent || !bTakesShadow) {
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// not influenced
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return FALSE;
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}
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// if in range of light
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if( _boxLight.HasContactWith(pbpo->bpo_boxBoundingBox)) {
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// find distance of light from the plane
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const FLOAT fDistance = pbpo->bpo_pbplPlane->bpl_plAbsolute.PointDistance(*_pvOrigin);
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// if the polygon is in range, (and not behind for diffuse lights)
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if( fDistance<=_rRange && (!_bCastShadows || fDistance>_fEpsilon)) {
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// if this light is allowed on this polygon
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if( _iDynamic==2 || (!(ulFlags&BPOF_NODYNAMICLIGHTS) && _iDynamic==1)) {
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// influenced
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return TRUE;
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}
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}
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}
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// not influenced
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return FALSE;
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}
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CEntity *_penLightUpdating = NULL;
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void CLightSource::FindShadowLayersPoint(BOOL bSelectedOnly)
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{
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// find bounding sphere and bounding box of the light influence
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_rRange = ls_rFallOff;
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_pvOrigin = &ls_penEntity->en_plPlacement.pl_PositionVector;
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_boxLight = FLOATaabbox3D(*_pvOrigin, _rRange);
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_bCastShadows = ls_ulFlags & LSF_CASTSHADOWS;
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_fEpsilon = (ls_fFarClipDistance+ls_fNearClipDistance)*1.1f;
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// determine whether this light influences polygon
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_iDynamic = 2;
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if( ls_ulFlags&LSF_NONPERSISTENT) {
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extern INDEX shd_iAllowDynamic;
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if( ((ULONG)shd_iAllowDynamic) > 2) shd_iAllowDynamic = 1L; // clamp fast
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_iDynamic = shd_iAllowDynamic;
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}
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// for each layer of the light source
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FLOAT3D dvOrigin = *_pvOrigin;
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{FORDELETELIST(CBrushShadowLayer, bsl_lnInLightSource, ls_lhLayers, itbsl) {
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CBrushPolygon *pbpo = itbsl->bsl_pbsmShadowMap->GetBrushPolygon();
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CEntity *penWithPolygon = pbpo->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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// fixup for fast moving brush shadow recalculation
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if (_penLightUpdating!=NULL && _penLightUpdating!=penWithPolygon) {
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continue;
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}
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// if only selected polygons are checked, and this one is not selected
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if (bSelectedOnly && !(pbpo->bpo_ulFlags&BPOF_SELECTED)) {
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// skip it
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continue;
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}
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// if the polygon is influenced
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if (IsPolygonInfluencedByPointLight(pbpo)) {
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// mark it
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pbpo->bpo_ulFlags |= BPOF_MARKEDLAYER;
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// update its parameters
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UpdateLayer(*itbsl);
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// if the polygon is not influenced
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} else {
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// invalidate its shadow map
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itbsl->bsl_pbsmShadowMap->Invalidate(ls_ulFlags&LSF_DYNAMIC);
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// delete the layer
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delete &*itbsl;
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}
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}}
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// if it is a movable entity
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if (ls_penEntity->en_ulPhysicsFlags&EPF_MOVABLE) {
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CMovableEntity *pen = (CMovableEntity *)ls_penEntity;
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// for each polygon cached near the entity
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CStaticStackArray<CBrushPolygon*> &apbpo = pen->en_apbpoNearPolygons;
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for (INDEX iPolygon=0; iPolygon<apbpo.Count(); iPolygon++) {
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CBrushPolygon *pbpo = apbpo[iPolygon];
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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 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, _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;
|
|
}
|