Serious-Engine/Sources/Engine/Brushes/BrushShadows.cpp
Ryan C. Gordon 9820436fbe First pass at cleaning out 64-bit issues.
Touches a lot of code to remove long constants like "1L", so this patch is
large and ugly, but I think it makes all those Clamp() calls look nicer in
the long run.

Most of the game is 64-bit clean, since we can build without assembly code
now. I've marked the things that are obviously still wrong with STUBBED lines.

That being said: a 64-bit build can already run the demos mostly correctly,
so we're actually almost there!

There are a few obvious things that are obviously wrong, to be fixed.
2016-04-06 23:20:29 -04:00

754 lines
25 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include <Engine/StdH.h>
#include <Engine/Brushes/Brush.h>
#include <Engine/Brushes/BrushTransformed.h>
#include <Engine/Brushes/BrushArchive.h>
#include <Engine/Base/Stream.h>
#include <Engine/Light/LightSource.h>
#include <Engine/Light/Gradient.h>
#include <Engine/Entities/ShadingInfo.h>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Graphics/Color.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/World/World.h>
#include <Engine/Entities/Entity.h>
#include <Engine/Light/Shadows_internal.h>
#define VERSION_CURRENT 1
// max allowed size of shadowmap in pixels
#define MAX_SHADOWMAP_SIZE 65536
CBrushShadowLayer::CBrushShadowLayer()
{
bsl_ulFlags = 0;
bsl_pbsmShadowMap = NULL;
bsl_plsLightSource = NULL;
bsl_pixMinU = 0;
bsl_pixMinV = 0;
bsl_pixSizeU = 0;
bsl_pixSizeV = 0;
bsl_slSizeInPixels = 0;
bsl_pubLayer = NULL;
bsl_colLastAnim = C_BLACK;
}
// destructor
CBrushShadowLayer::~CBrushShadowLayer(void)
{
DiscardShadows();
}
// discard shadows but keep the layer
void CBrushShadowLayer::DiscardShadows(void)
{
// if the layer is calculated
if (bsl_pubLayer!=NULL) {
// free its memory
FreeMemory(bsl_pubLayer);
bsl_pubLayer = NULL;
bsl_slSizeInPixels = 0;
}
bsl_ulFlags&=~(BSLF_CALCULATED|BSLF_ALLDARK|BSLF_ALLLIGHT);
}
/*
* Discard shadow on the polygon.
*/
void CBrushPolygon::DiscardShadows(void)
{
bpo_smShadowMap.DiscardAllLayers();
InitializeShadowMap();
}
/* Initialize shadow map for the polygon. */
void CBrushPolygon::InitializeShadowMap(void)
{
// reset shadow mapping to be default for its plane
bpo_mdShadow = CMappingDefinition();
// init the bounding box of the shadow map as empty
MEXaabbox2D boxPolygonMap;
// for each edge in polygon
FOREACHINSTATICARRAY(bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
// find coordinates for first vertex
FLOAT3D v0, v1;
itbpe->GetVertexCoordinatesRelative(v0, v1);
// find mapping coordinates for first vertex
MEX2D vTexture;
bpo_mdShadow.GetTextureCoordinates(
bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, v0, vTexture);
// add the vertex to the box
boxPolygonMap |= vTexture;
}
// extract mexel dimensions from the bounding box
MEX2D vmexShadowMin = boxPolygonMap.Min();
MEX mexMinU = vmexShadowMin(1);
MEX mexMinV = vmexShadowMin(2);
MEX2D vmexShadowSize = boxPolygonMap.Size();
MEX mexSizeU = vmexShadowSize(1);
MEX mexSizeV = vmexShadowSize(2);
// mip level is initially minimum mip level that generates needed precision for the polygon
// (size=(2^ub)*0.5m) (-1 is for *0.5m)
INDEX iMipLevel = (MAX_MEX_LOG2+bpo_bppProperties.bpp_sbShadowClusterSize-1);
// expand shadow map for the sake of dark corners
if( bpo_ulFlags&BPOF_DARKCORNERS) {
mexSizeU += 2<<iMipLevel;
mexSizeV += 2<<iMipLevel;
}
// round the dimensions up to power of 2
INDEX iSizeULog2 = (INDEX)ceil(Log2(mexSizeU));
INDEX iSizeVLog2 = (INDEX)ceil(Log2(mexSizeV));
mexSizeU = 1<<iSizeULog2;
mexSizeV = 1<<iSizeVLog2;
// calculate dimensions in pixels and eventually reduce shadowmap size
PIX pixSizeU = mexSizeU>>iMipLevel;
PIX pixSizeV = mexSizeV>>iMipLevel;
INDEX iMipAdj = ClampTextureSize( MAX_SHADOWMAP_SIZE, _pGfx->gl_pixMaxTextureDimension, pixSizeU, pixSizeV);
pixSizeU = ClampDn( pixSizeU>>iMipAdj, 1);
pixSizeV = ClampDn( pixSizeV>>iMipAdj, 1);
iMipLevel += iMipAdj;
// move shadow map offset for the sake of dark corners
if( bpo_ulFlags&BPOF_DARKCORNERS) {
mexMinU -= 1<<iMipLevel;
mexMinV -= 1<<iMipLevel;
}
// recalculate dimensions and offsets in mex back from the dimensions in pixels
mexSizeU = (pixSizeU<<iMipLevel);
mexSizeV = (pixSizeV<<iMipLevel);
MEX mexOffsetU = -mexMinU;
MEX mexOffsetV = -mexMinV;
// remember size of polygon (not necessarily 2^n) (min is always (0,0))
bpo_smShadowMap.sm_pixPolygonSizeU = Min( (PIX)((vmexShadowSize(1)>>iMipLevel)+3), pixSizeU);
bpo_smShadowMap.sm_pixPolygonSizeV = Min( (PIX)((vmexShadowSize(2)>>iMipLevel)+3), pixSizeV);
// safety check
ASSERT( bpo_smShadowMap.sm_pixPolygonSizeU <= _pGfx->gl_pixMaxTextureDimension &&
bpo_smShadowMap.sm_pixPolygonSizeV <= _pGfx->gl_pixMaxTextureDimension &&
(bpo_smShadowMap.sm_pixPolygonSizeU*bpo_smShadowMap.sm_pixPolygonSizeV) <= MAX_SHADOWMAP_SIZE);
// initialize the shadow map
bpo_smShadowMap.Initialize(iMipLevel, mexOffsetU, mexOffsetV, mexSizeU, mexSizeV);
// discard polygon mask if calculated
if (bpo_smShadowMap.bsm_pubPolygonMask != NULL) {
FreeMemory(bpo_smShadowMap.bsm_pubPolygonMask);
bpo_smShadowMap.bsm_pubPolygonMask = NULL;
}
// discard all cached shading infos for models
DiscardShadingInfos();
}
// get shadow/light percentage at given coordinates in shadow layer
FLOAT CBrushShadowLayer::GetLightStrength(PIX pixU, PIX pixV, FLOAT fLRRatio, FLOAT fUDRatio)
{
// if full dark layer
if (bsl_ulFlags&BSLF_ALLDARK) {
// full dark
return 0.0f;
}
// if there is no layer mask, full light layer or the coordinates are out of the layer
if (bsl_pubLayer==NULL || (bsl_ulFlags&BSLF_ALLLIGHT) ||
(pixU<bsl_pixMinU) || (pixV<bsl_pixMinV) ||
(pixU>=bsl_pixMinU+bsl_pixSizeU) || (pixV>=bsl_pixMinV+bsl_pixSizeV)) {
// full light
return 1.0f;
}
// get the coordinates of the four pixels
PIX pixU0 = pixU-bsl_pixMinU; PIX pixU1 = Min(pixU0+1, bsl_pixSizeU-1);
PIX pixV0 = pixV-bsl_pixMinV; PIX pixV1 = Min(pixV0+1, bsl_pixSizeV-1);
ULONG ulOffsetUL = pixU0+pixV0*bsl_pixSizeU;
ULONG ulOffsetUR = pixU1+pixV0*bsl_pixSizeU;
ULONG ulOffsetDL = pixU0+pixV1*bsl_pixSizeU;
ULONG ulOffsetDR = pixU1+pixV1*bsl_pixSizeU;
// get light at the four pixels
FLOAT fUL=0.0f, fUR=0.0f, fDL=0.0f, fDR=0.0f;
if (bsl_pubLayer[ulOffsetUL/8]&(1<<(ulOffsetUL%8))) { fUL = 1.0f; };
if (bsl_pubLayer[ulOffsetUR/8]&(1<<(ulOffsetUR%8))) { fUR = 1.0f; };
if (bsl_pubLayer[ulOffsetDL/8]&(1<<(ulOffsetDL%8))) { fDL = 1.0f; };
if (bsl_pubLayer[ulOffsetDR/8]&(1<<(ulOffsetDR%8))) { fDR = 1.0f; };
// return interpolated value
return Lerp( Lerp(fUL, fUR, fLRRatio), Lerp(fDL, fDR, fLRRatio), fUDRatio);
}
void CBrushShadowMap::ReadLayers_t( CTStream *pstrm) // throw char *
{
BOOL bUncalculated = FALSE;
// if the old version of layers information is really saved here
if (pstrm->PeekID_t()==CChunkID("SHLY")) { // shadow layers
pstrm->ExpectID_t("SHLY");
// read number of layers
INDEX ctLayers;
*pstrm>>ctLayers;
// for each shadow layer
for(INDEX iLayer=0; iLayer<ctLayers; iLayer++) {
// create a new layer
CBrushShadowLayer *pbsl = new CBrushShadowLayer;
pbsl->bsl_colLastAnim = 0x12345678;
// attach it to the shadow map
bsm_lhLayers.AddTail(pbsl->bsl_lnInShadowMap);
// make the layer point to its shadow map
pbsl->bsl_pbsmShadowMap = this;
// make the light pointer dummy (it is set while loading lights)
pbsl->bsl_plsLightSource = NULL;
// read the layer data
*pstrm>>pbsl->bsl_ulFlags; // flags
// if it is new version
if (pbsl->bsl_ulFlags&BSLF_RECTANGLE) {
SLONG slLayerSize;
*pstrm>>slLayerSize;
if (slLayerSize != 0) {
pbsl->bsl_pubLayer = (UBYTE *)AllocMemory(slLayerSize);
pstrm->Read_t(pbsl->bsl_pubLayer, slLayerSize); // the bit packed layer mask
} else {
bUncalculated = TRUE;
pbsl->bsl_pubLayer = NULL;
}
// read layer rectangle
*pstrm>>pbsl->bsl_pixMinU;
*pstrm>>pbsl->bsl_pixMinV;
*pstrm>>pbsl->bsl_pixSizeU;
*pstrm>>pbsl->bsl_pixSizeV;
// if it is old version
} else {
// skip it
SLONG slLayerSize;
*pstrm>>slLayerSize;
if (slLayerSize != 0) {
pstrm->Seek_t(slLayerSize, CTStream::SD_CUR);
pbsl->bsl_pubLayer = NULL;
bUncalculated = TRUE;
} else {
bUncalculated = TRUE;
pbsl->bsl_pubLayer = NULL;
}
// destroy it
pbsl->bsl_lnInShadowMap.Remove();
delete pbsl;
}
}
// if the new version of layers information is really saved here
} else if (pstrm->PeekID_t()==CChunkID("SHLA")) { // shadow layers
pstrm->ExpectID_t("SHLA");
// read polygon size
*pstrm>>sm_pixPolygonSizeU;
*pstrm>>sm_pixPolygonSizeV;
// read number of layers
INDEX ctLayers;
*pstrm>>ctLayers;
// for each shadow layer
for(INDEX iLayer=0; iLayer<ctLayers; iLayer++) {
// create a new layer
CBrushShadowLayer *pbsl = new CBrushShadowLayer;
pbsl->bsl_colLastAnim = 0x12345678;
// attach it to the shadow map
bsm_lhLayers.AddTail(pbsl->bsl_lnInShadowMap);
// make the layer point to its shadow map
pbsl->bsl_pbsmShadowMap = this;
// make the light pointer dummy (it is set while loading lights)
pbsl->bsl_plsLightSource = NULL;
// read the layer data
*pstrm>>pbsl->bsl_ulFlags; // flags
SLONG slLayerSize;
*pstrm>>slLayerSize;
if (slLayerSize != 0) {
pstrm->Seek_t(slLayerSize, CTStream::SD_CUR);
}
bUncalculated = TRUE;
pbsl->bsl_pubLayer = NULL;
pbsl->bsl_ulFlags&=~BSLF_CALCULATED;
// read layer rectangle
*pstrm>>pbsl->bsl_pixMinU;
*pstrm>>pbsl->bsl_pixMinV;
*pstrm>>pbsl->bsl_pixSizeU;
*pstrm>>pbsl->bsl_pixSizeV;
}
// if the new version of layers information is really saved here
} else if (pstrm->PeekID_t()==CChunkID("SHAL")) { // shadow layers
pstrm->ExpectID_t("SHAL");
// read version number
INDEX iVersion;
*pstrm>>iVersion;
ASSERT(iVersion==VERSION_CURRENT);
// read polygon size
*pstrm>>sm_pixPolygonSizeU;
*pstrm>>sm_pixPolygonSizeV;
// read number of layers
INDEX ctLayers;
*pstrm>>ctLayers;
// for each shadow layer
for(INDEX iLayer=0; iLayer<ctLayers; iLayer++) {
// create a new layer
CBrushShadowLayer *pbsl = new CBrushShadowLayer;
pbsl->bsl_colLastAnim = 0x12345678;
// attach it to the shadow map
bsm_lhLayers.AddTail(pbsl->bsl_lnInShadowMap);
// make the layer point to its shadow map
pbsl->bsl_pbsmShadowMap = this;
// make the light pointer dummy (it is set while loading lights)
pbsl->bsl_plsLightSource = NULL;
// read the layer data
*pstrm>>pbsl->bsl_ulFlags; // flags
*pstrm>>pbsl->bsl_slSizeInPixels;
if (pbsl->bsl_slSizeInPixels != 0) {
SLONG slLayerSize = (pbsl->bsl_slSizeInPixels+7)/8;
pbsl->bsl_pubLayer = (UBYTE *)AllocMemory(slLayerSize);
pstrm->Read_t(pbsl->bsl_pubLayer, slLayerSize); // the bit packed layer mask
} else {
bUncalculated = TRUE;
pbsl->bsl_pubLayer = NULL;
}
// read layer rectangle
*pstrm>>pbsl->bsl_pixMinU;
*pstrm>>pbsl->bsl_pixMinV;
*pstrm>>pbsl->bsl_pixSizeU;
*pstrm>>pbsl->bsl_pixSizeV;
// fixup for old levels before alllight and alldark flags
if ((pbsl->bsl_ulFlags&BSLF_CALCULATED)
&& (pbsl->bsl_pubLayer==NULL)
&&!(pbsl->bsl_ulFlags&BSLF_ALLLIGHT)
&&!(pbsl->bsl_ulFlags&BSLF_ALLDARK)) {
pbsl->bsl_ulFlags|=BSLF_ALLLIGHT;
}
}
}
// if some layers are uncalculated
if (bUncalculated) {
extern CWorld *_pwoCurrentLoading; // world that is currently loading
// add the shadow map for calculation
_pwoCurrentLoading->wo_baBrushes.ba_lhUncalculatedShadowMaps
.AddTail(bsm_lnInUncalculatedShadowMaps);
}
}
void CBrushShadowMap::WriteLayers_t( CTStream *pstrm) // throw char *
{
pstrm->WriteID_t("SHAL"); // shadow layers
// write version number
*pstrm<<INDEX(VERSION_CURRENT);
// write polygon size
*pstrm<<sm_pixPolygonSizeU;
*pstrm<<sm_pixPolygonSizeV;
// write number of layers
INDEX ctLayers = 0;
{FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
if (itbsl->bsl_plsLightSource->ls_ulFlags&LSF_NONPERSISTENT) {
continue;
}
ctLayers++;
}}
*pstrm<<ctLayers;
// for each shadow layer
FOREACHINLIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
CBrushShadowLayer &bsl = *itbsl;
if (itbsl->bsl_plsLightSource->ls_ulFlags&LSF_NONPERSISTENT) {
continue;
}
// write the layer data
*pstrm<<bsl.bsl_ulFlags; // flags
if (bsl.bsl_pubLayer == NULL ) {
*pstrm<<SLONG(0);
} else {
*pstrm<<bsl.bsl_slSizeInPixels;
SLONG slLayerSize = (bsl.bsl_slSizeInPixels+7)/8;
pstrm->Write_t(bsl.bsl_pubLayer, slLayerSize); // the bit packed layer mask
}
// write layer rectangle
*pstrm<<bsl.bsl_pixMinU;
*pstrm<<bsl.bsl_pixMinV;
*pstrm<<bsl.bsl_pixSizeU;
*pstrm<<bsl.bsl_pixSizeV;
}
}
// constructor
CBrushShadowMap::CBrushShadowMap(void)
{
bsm_pubPolygonMask = NULL; // no polygon mask is calculated initially
sm_pixPolygonSizeU = -1; // polygon size must be calculated
sm_pixPolygonSizeV = -1;
}
// discard all layers on this shadow map
void CBrushShadowMap::DiscardAllLayers(void)
{
// for each shadow layer
FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
// delete it
delete &*itbsl;
}
// uncache the shadow map
Uncache();
}
// discard shadows on all layers on this shadow map
void CBrushShadowMap::DiscardShadows(void)
{
// for each shadow layer
FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
// discard shadows on it
itbsl->DiscardShadows();
}
}
// remove shadow layers without valid light source
void CBrushShadowMap::RemoveDummyLayers(void)
{
// for each shadow layer
FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, bsm_lhLayers, itbsl) {
// if dummy
if (itbsl->bsl_plsLightSource==NULL) {
// remove it
delete &*itbsl;
}
}
}
// destructor
CBrushShadowMap::~CBrushShadowMap(void)
{
// discard all layers before deleting the object itself
DiscardAllLayers();
// discard polygon mask if calculated
if (bsm_pubPolygonMask != NULL) {
FreeMemory(bsm_pubPolygonMask);
bsm_pubPolygonMask = NULL;
}
}
// queue the shadow map for calculation
void CBrushShadowMap::QueueForCalculation(void)
{
// if not already queued
if (!bsm_lnInUncalculatedShadowMaps.IsLinked()) {
// find the world of the polygon
CBrushPolygon *pbpo = GetBrushPolygon();
CBrushSector *pbsc = pbpo->bpo_pbscSector;
CBrushMip *pbm = pbsc->bsc_pbmBrushMip;
CBrush3D *pbr = pbm->bm_pbrBrush;
CWorld *pwo = pbr->br_penEntity->GetWorld();
// queue the shadow map in the world
pwo->wo_baBrushes.ba_lhUncalculatedShadowMaps.AddTail(bsm_lnInUncalculatedShadowMaps);
}
}
// calculate the rectangle where a light influences the shadow map
void CBrushShadowMap::FindLightRectangle(CLightSource &ls, class CLightRectangle &lr)
{
// get needed data
CBrushPolygon &bpoPolygon = *GetBrushPolygon();
const FLOATplane3D &plPlane = bpoPolygon.bpo_pbplPlane->bpl_plAbsolute;
INDEX iMipLevel = sm_iFirstMipLevel;
FLOAT3D vLight;
PIX pixMinU, pixMinV, pixMaxU, pixMaxV;
// if the light is directional
if( ls.ls_ulFlags&LSF_DIRECTIONAL)
{
pixMinU = 0;
pixMinV = 0;
// rectangle is around entire shadowmap
// pixMaxU = PIX(sm_mexWidth >>iMipLevel);
// pixMaxV = PIX(sm_mexHeight>>iMipLevel);
// rectangle is around entire polygon
pixMaxU = Min( sm_pixPolygonSizeU+16, sm_mexWidth >>iMipLevel);
pixMaxV = Min( sm_pixPolygonSizeV+16, sm_mexHeight>>iMipLevel);
}
// if the light is point
else
{
// light position is at the light entity
vLight = ls.ls_penEntity->GetPlacement().pl_PositionVector;
// find the point where the light is closest to the polygon
FLOAT3D vHotPoint = plPlane.ProjectPoint(vLight);
lr.lr_fLightPlaneDistance = plPlane.PointDistance(vLight);
CEntity *penWithPolygon = bpoPolygon.bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
ASSERT(penWithPolygon!=NULL);
const FLOATmatrix3D &mPolygonRotation = penWithPolygon->en_mRotation;
const FLOAT3D &vPolygonTranslation = penWithPolygon->GetPlacement().pl_PositionVector;
vHotPoint = (vHotPoint-vPolygonTranslation)*!mPolygonRotation;
Vector<MEX, 2> vmexHotPoint;
bpoPolygon.bpo_mdShadow.GetTextureCoordinates(
bpoPolygon.bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative, vHotPoint, vmexHotPoint);
if( !(bpoPolygon.bpo_ulFlags&BPOF_DARKCORNERS)) {
lr.lr_fpixHotU = FLOAT(vmexHotPoint(1)+sm_mexOffsetX+(1<<iMipLevel))/(1L<<iMipLevel);
lr.lr_fpixHotV = FLOAT(vmexHotPoint(2)+sm_mexOffsetY+(1<<iMipLevel))/(1L<<iMipLevel);
} else {
lr.lr_fpixHotU = FLOAT(vmexHotPoint(1)+sm_mexOffsetX)/(1L<<iMipLevel);
lr.lr_fpixHotV = FLOAT(vmexHotPoint(2)+sm_mexOffsetY)/(1L<<iMipLevel);
}
// 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);
// find rectangle coordinates from that
pixMinU = ((vmexHotPoint(1)+sm_mexOffsetX-mexFallOff)>>iMipLevel);
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, 0), Min(sm_pixPolygonSizeU+16, sm_mexWidth >>iMipLevel));
pixMinV = Min( Max(pixMinV, 0), Min(sm_pixPolygonSizeV+16, sm_mexHeight>>iMipLevel));
pixMaxU = Min( Max(pixMaxU, 0), Min(sm_pixPolygonSizeU+16, sm_mexWidth >>iMipLevel));
pixMaxV = Min( Max(pixMaxV, 0), Min(sm_pixPolygonSizeV+16, 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, 0, 2);
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, 0, 255);
slG = Clamp( slG, 0, 255);
slB = Clamp( slB, 0, 255);
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;
}