mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
1046 lines
35 KiB
C++
1046 lines
35 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Plane.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/Terrain/TerrainMisc.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/World/World.h>
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#include <Engine/World/WorldRayCasting.h>
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#include <Engine/Light/LightSource.h>
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#include <Engine/Rendering/Render.h>
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#include <Engine/Terrain/TerrainRayCasting.h>
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/*
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* Terrain raycasting and colision
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*/
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extern CTerrain *_ptrTerrain; // Current terrain
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static FLOAT3D _vHitLocation = FLOAT3D(-100,-100,-100);
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CStaticStackArray<GFXVertex4> _avExtVertices;
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CStaticStackArray<INDEX> _aiExtIndices;
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CStaticStackArray<GFXColor> _aiExtColors;
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CStaticStackArray<INDEX> _aiHitTiles;
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static ULONG *_pulSharedTopMap = NULL; // Shared memory used for topmap regeneration
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SLONG _slSharedTopMapSize = 0; // Size of shared memory allocated for topmap regeneration
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extern INDEX _ctShadowMapUpdates;
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#pragma message(">> Create class with destructor to clear shared topmap memory")
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FLOATaabbox3D _bboxDrawOne;
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FLOATaabbox3D _bboxDrawTwo;
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#define NUMDIM 3
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#define RIGHT 0
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#define LEFT 1
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#define MIDDLE 2
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// Test AABBox agains ray
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static BOOL HitBoundingBox(FLOAT3D &vOrigin, FLOAT3D &vDir, FLOAT3D &vHit, FLOATaabbox3D &bbox)
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{
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BOOL bInside = TRUE;
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BOOL quadrant[NUMDIM];
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register int i;
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int whichPlane;
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double maxT[NUMDIM];
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double candidatePlane[NUMDIM];
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double minB[NUMDIM], maxB[NUMDIM]; /*box */
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double origin[NUMDIM], dir[NUMDIM]; /*ray */
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double coord[NUMDIM]; /* hit point */
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minB[0] = bbox.minvect(1); minB[1] = bbox.minvect(2); minB[2] = bbox.minvect(3);
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maxB[0] = bbox.maxvect(1); maxB[1] = bbox.maxvect(2); maxB[2] = bbox.maxvect(3);
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origin[0] = vOrigin(1); origin[1] = vOrigin(2); origin[2] = vOrigin(3);
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dir[0] = vDir(1); dir[1] = vDir(2); dir[2] = vDir(3);
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/* Find candidate planes; this loop can be avoided if
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rays cast all from the eye(assume perpsective view) */
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for (i=0; i<NUMDIM; i++) {
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if(origin[i] < minB[i]) {
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quadrant[i] = LEFT;
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candidatePlane[i] = minB[i];
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bInside = FALSE;
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} else if (origin[i] > maxB[i]) {
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quadrant[i] = RIGHT;
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candidatePlane[i] = maxB[i];
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bInside = FALSE;
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} else {
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quadrant[i] = MIDDLE;
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}
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}
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/* Ray origin inside bounding box */
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if(bInside) {
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vHit = FLOAT3D(origin[0],origin[1],origin[2]);
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return (TRUE);
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}
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/* Calculate T distances to candidate planes */
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for (i = 0; i < NUMDIM; i++)
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if (quadrant[i] != MIDDLE && dir[i] !=0.)
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maxT[i] = (candidatePlane[i]-origin[i]) / dir[i];
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else
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maxT[i] = -1.;
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/* Get largest of the maxT's for final choice of intersection */
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whichPlane = 0;
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for (i = 1; i < NUMDIM; i++)
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if (maxT[whichPlane] < maxT[i])
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whichPlane = i;
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/* Check final candidate actually inside box */
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if (maxT[whichPlane] < 0.) return (FALSE);
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for (i = 0; i < NUMDIM; i++) {
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if (whichPlane != i) {
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coord[i] = origin[i] + maxT[whichPlane] *dir[i];
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if (coord[i] < minB[i] || coord[i] > maxB[i]) {
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return (FALSE);
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}
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} else {
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coord[i] = candidatePlane[i];
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}
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}
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return (TRUE); /* ray hits box */
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}
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// Test AABBox agains ray
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static BOOL RayHitsAABBox(FLOAT3D &vOrigin, FLOAT3D &vDir, FLOAT3D &vHit, FLOATaabbox3D &bbox)
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{
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FLOAT minB[3];
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FLOAT maxB[3];
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FLOAT origin[3];
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FLOAT dir[3];
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FLOAT coord[3];
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minB[0] = bbox.minvect(1); minB[1] = bbox.minvect(2); minB[2] = bbox.minvect(3);
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maxB[0] = bbox.maxvect(1); maxB[1] = bbox.maxvect(2); maxB[2] = bbox.maxvect(3);
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origin[0] = vOrigin(1); origin[1] = vOrigin(2); origin[2] = vOrigin(3);
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dir[0] = vDir(1); dir[1] = vDir(2); dir[2] = vDir(3);
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char inside = TRUE;
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char quadrant[3];
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register int i;
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int whichPlane;
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FLOAT maxT[3];
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FLOAT candidatePlane[3];
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/* Find candidate planes; this loop can be avoided if
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rays cast all from the eye(assume perpsective view) */
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for (i=0; i<3; i++)
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if(origin[i] < minB[i]) {
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quadrant[i] = LEFT;
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candidatePlane[i] = minB[i];
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inside = FALSE;
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}else if (origin[i] > maxB[i]) {
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quadrant[i] = RIGHT;
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candidatePlane[i] = maxB[i];
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inside = FALSE;
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}else {
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quadrant[i] = MIDDLE;
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}
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/* Ray origin inside bounding box */
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if(inside) {
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vHit = FLOAT3D(origin[0],origin[1],origin[2]);
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return TRUE;
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}
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/* Calculate T distances to candidate planes */
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for (i = 0; i < 3; i++) {
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if (quadrant[i] != MIDDLE && dir[i] !=0.) {
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maxT[i] = (candidatePlane[i]-origin[i]) / dir[i];
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} else {
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maxT[i] = -1.;
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}
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}
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/* Get largest of the maxT's for final choice of intersection */
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whichPlane = 0;
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for (i = 1; i < 3; i++)
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if (maxT[whichPlane] < maxT[i])
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whichPlane = i;
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/* Check final candidate actually inside box */
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if (maxT[whichPlane] < 0.) {
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return FALSE;
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}
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for (i = 0; i < 3; i++)
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if (whichPlane != i) {
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coord[i] = origin[i] + maxT[whichPlane] *dir[i];
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if (coord[i] < minB[i] || coord[i] > maxB[i]) {
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return FALSE;
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}
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} else {
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coord[i] = candidatePlane[i];
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}
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// ray hits box
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vHit = FLOAT3D(coord[0],coord[1],coord[2]);
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return TRUE;
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}
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// Get exact hit location in tile
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FLOAT GetExactHitLocation(INDEX iTileIndex, FLOAT3D &vOrigin, FLOAT3D &vTarget, FLOAT3D &vHitLocation)
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{
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CTerrainTile &tt = _ptrTerrain->tr_attTiles[iTileIndex];
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QuadTreeNode &qtn = _ptrTerrain->tr_aqtnQuadTreeNodes[iTileIndex];
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GFXVertex *pavVertices;
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INDEX *paiIndices;
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INDEX ctVertices;
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INDEX ctIndices;
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ExtractPolygonsInBox(_ptrTerrain,qtn.qtn_aabbox,&pavVertices,&paiIndices,ctVertices,ctIndices);
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FLOAT fDummyDist = 100000;//(vTarget - vOrigin).Length() * 2;
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FLOAT fDistance = fDummyDist;
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// for each triangle
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for(INDEX iTri=0;iTri<ctIndices;iTri+=3) {
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INDEX *pind = &paiIndices[iTri];
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GFXVertex &v0 = pavVertices[pind[0]];
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GFXVertex &v1 = pavVertices[pind[1]];
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GFXVertex &v2 = pavVertices[pind[2]];
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FLOAT3D vx0(v0.x,v0.y,v0.z);
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FLOAT3D vx1(v1.x,v1.y,v1.z);
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FLOAT3D vx2(v2.x,v2.y,v2.z);
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FLOATplane3D plTriPlane(vx0,vx1,vx2);
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FLOAT fDistance0 = plTriPlane.PointDistance(vOrigin);
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FLOAT fDistance1 = plTriPlane.PointDistance(vTarget);
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// if the ray hits the polygon plane
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if (fDistance0>=0 && fDistance0>=fDistance1) {
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// calculate fraction of line before intersection
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FLOAT fFraction = fDistance0/(fDistance0-fDistance1);
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// calculate intersection coordinate
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FLOAT3D vHitPoint = vOrigin+(vTarget-vOrigin)*fFraction;
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// calculate intersection distance
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FLOAT fHitDistance = (vHitPoint-vOrigin).Length();
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// if the hit point can not be new closest candidate
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if (fHitDistance>fDistance) {
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// skip this triangle
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continue;
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}
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// find major axes of the polygon plane
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INDEX iMajorAxis1, iMajorAxis2;
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GetMajorAxesForPlane(plTriPlane, iMajorAxis1, iMajorAxis2);
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// create an intersector
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CIntersector isIntersector(vHitPoint(iMajorAxis1), vHitPoint(iMajorAxis2));
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// check intersections for all three edges of the polygon
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isIntersector.AddEdge(
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vx0(iMajorAxis1), vx0(iMajorAxis2),
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vx1(iMajorAxis1), vx1(iMajorAxis2));
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isIntersector.AddEdge(
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vx1(iMajorAxis1), vx1(iMajorAxis2),
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vx2(iMajorAxis1), vx2(iMajorAxis2));
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isIntersector.AddEdge(
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vx2(iMajorAxis1), vx2(iMajorAxis2),
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vx0(iMajorAxis1), vx0(iMajorAxis2));
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// if the polygon is intersected by the ray, and it is the closest intersection so far
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if (isIntersector.IsIntersecting() && (fHitDistance < fDistance)) {
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// remember hit coordinates
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fDistance = fHitDistance;
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vHitLocation = vHitPoint;
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}
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}
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}
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if(fDistance!=fDummyDist) {
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_vHitLocation = vHitLocation;
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return fDistance;
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} else {
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return -1;
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}
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}
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FLOAT3D _vHitBegin;// TEMP
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FLOAT3D _vHitEnd; // TEMP
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FLOAT3D _vDirection; // TEMP
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FLOAT3D _vHitExact; // TEMP
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#pragma message(">> Remove Rect from ExtractPolygonsInBox")
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// Extract polygons in given box and returns clipped rectangle
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Rect ExtractPolygonsInBox(CTerrain *ptrTerrain, const FLOATaabbox3D &bboxExtract, GFXVertex4 **pavVtx,
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INDEX **paiInd, INDEX &ctVtx,INDEX &ctInd,BOOL bFixSize/*=FALSE*/)
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{
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ASSERT(ptrTerrain!=NULL);
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FLOATaabbox3D bbox = bboxExtract;
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bbox.minvect(1) /= ptrTerrain->tr_vStretch(1);
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bbox.minvect(3) /= ptrTerrain->tr_vStretch(3);
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bbox.maxvect(1) /= ptrTerrain->tr_vStretch(1);
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bbox.maxvect(3) /= ptrTerrain->tr_vStretch(3);
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_avExtVertices.PopAll();
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_aiExtIndices.PopAll();
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_aiExtColors.PopAll();
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Rect rc;
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if(!bFixSize) {
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// max vector of bbox in incremented for one, because first vertex is at 0,0,0 in world and in heightmap is at 1,1
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rc.rc_iLeft = Clamp((INDEX)(bbox.minvect(1)-0),(INDEX)0,ptrTerrain->tr_pixHeightMapWidth);
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rc.rc_iTop = Clamp((INDEX)(bbox.minvect(3)-0),(INDEX)0,ptrTerrain->tr_pixHeightMapHeight);
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rc.rc_iRight = Clamp((INDEX)ceil(bbox.maxvect(1)+1),(INDEX)0,ptrTerrain->tr_pixHeightMapWidth);
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rc.rc_iBottom = Clamp((INDEX)ceil(bbox.maxvect(3)+1),(INDEX)0,ptrTerrain->tr_pixHeightMapHeight);
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} else {
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// max vector of bbox in incremented for one, because first vertex is at 0,0,0 in world and in heightmap is at 1,1
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rc.rc_iLeft = Clamp((INDEX)(bbox.minvect(1)-0),(INDEX)0,ptrTerrain->tr_pixHeightMapWidth);
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rc.rc_iTop = Clamp((INDEX)(bbox.minvect(3)-0),(INDEX)0,ptrTerrain->tr_pixHeightMapHeight);
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rc.rc_iRight = Clamp((INDEX)(bbox.maxvect(1)+0),(INDEX)0,ptrTerrain->tr_pixHeightMapWidth);
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rc.rc_iBottom = Clamp((INDEX)(bbox.maxvect(3)+0),(INDEX)0,ptrTerrain->tr_pixHeightMapHeight);
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}
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INDEX iStartX = rc.rc_iLeft;
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INDEX iStartY = rc.rc_iTop;
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INDEX iWidth = rc.Width();
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INDEX iHeight = rc.Height();
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INDEX iFirst = iStartX + iStartY * ptrTerrain->tr_pixHeightMapWidth;
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INDEX iPitchX = ptrTerrain->tr_pixHeightMapWidth - iWidth;
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INDEX iPitchY = ptrTerrain->tr_pixHeightMapHeight - iHeight;
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// get first pixel in height map
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UWORD *puwHeight = &ptrTerrain->tr_auwHeightMap[iFirst];
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UBYTE *pubMask = &ptrTerrain->tr_aubEdgeMap[iFirst];
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INDEX ctVertices = iWidth*iHeight;
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INDEX ctIndices = (iWidth-1)*(iHeight-1)*6;
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// ASSERT(ctVertices>0 && ctIndices>0);
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if(ctVertices==0 || ctIndices==0) {
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ctVtx = 0;
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ctInd = 0;
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return Rect(0,0,0,0);
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}
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// Allocate space for vertices and indices
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_avExtVertices.Push(ctVertices);
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_aiExtIndices.Push(ctIndices);
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GFXVertex4 *pavVertices = &_avExtVertices[0];
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INDEX *pauiIndices = &_aiExtIndices[0];
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// for each row
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INDEX iy, ix;
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for(iy=0;iy<iHeight;iy++) {
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// for each column
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for(ix=0;ix<iWidth;ix++) {
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// Add one vertex
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GFXVertex4 &vx = *pavVertices;
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vx.x = (FLOAT)(ix+iStartX)*ptrTerrain->tr_vStretch(1);
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vx.z = (FLOAT)(iy+iStartY)*ptrTerrain->tr_vStretch(3);
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vx.y = *puwHeight * ptrTerrain->tr_vStretch(2);
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vx.shade = *pubMask;
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puwHeight++;
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pubMask++;
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pavVertices++;
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}
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puwHeight+=iPitchX;
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pubMask+=iPitchX;
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}
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INDEX ivx=0;
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INDEX ind=0;
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INDEX iFacing=iFirst;
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GFXVertex *pavExtVtx = &_avExtVertices[0];
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INDEX ctVisTris = 0; // Visible tris
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// for each row
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for(iy=0;iy<iHeight-1;iy++) {
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// for each column
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for(ix=0;ix<iWidth-1;ix++) {
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// Add one quad ( if it is visible )
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if(iFacing&1) {
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// if all vertices in this triangle are visible
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if(pavExtVtx[ivx].shade + pavExtVtx[ivx+iWidth].shade + pavExtVtx[ivx+1].shade == 255*3) {
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// Add one triangle
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pauiIndices[0] = ivx;
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pauiIndices[1] = ivx+iWidth;
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pauiIndices[2] = ivx+1;
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pauiIndices+=3;
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ctVisTris++;
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}
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// if all vertices in this triangle are visible
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if(pavExtVtx[ivx+1].shade + pavExtVtx[ivx+iWidth].shade + pavExtVtx[ivx+iWidth+1].shade == 255*3) {
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// Add one triangle
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pauiIndices[0] = ivx+1;
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pauiIndices[1] = ivx+iWidth;
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pauiIndices[2] = ivx+iWidth+1;
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pauiIndices+=3;
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ctVisTris++;
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}
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} else {
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// if all vertices in this triangle are visible
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if(pavExtVtx[ivx+iWidth].shade + pavExtVtx[ivx+iWidth+1].shade + pavExtVtx[ivx].shade == 255*3) {
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// Add one triangle
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pauiIndices[0] = ivx+iWidth;
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pauiIndices[1] = ivx+iWidth+1;
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pauiIndices[2] = ivx;
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pauiIndices+=3;
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ctVisTris++;
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}
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// if all vertices in this triangle are visible
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if(pavExtVtx[ivx].shade + pavExtVtx[ivx+iWidth+1].shade + pavExtVtx[ivx+1].shade == 255*3) {
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// Add one triangle
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pauiIndices[0] = ivx;
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pauiIndices[1] = ivx+iWidth+1;
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pauiIndices[2] = ivx+1;
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pauiIndices+=3;
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ctVisTris++;
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}
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}
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iFacing++;
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ivx++;
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}
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if(iWidth&1) iFacing++;
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ivx++;
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}
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ctVtx = ctVertices;
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ctInd = ctVisTris*3;
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*pavVtx = &_avExtVertices[0];
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*paiInd = &_aiExtIndices[0];
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return rc;
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}
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void ExtractVerticesInRect(CTerrain *ptrTerrain, Rect &rc, GFXVertex4 **pavVtx,
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INDEX **paiInd, INDEX &ctVtx,INDEX &ctInd)
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{
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_avExtVertices.PopAll();
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_aiExtIndices.PopAll();
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_aiExtColors.PopAll();
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INDEX iWidth = rc.Width();
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INDEX iHeight = rc.Height();
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ctVtx = iWidth*iHeight;
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ctInd = (iWidth-1)*(iHeight-1)*6;
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if(ctVtx==0 || ctInd==0) {
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return;
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}
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_avExtVertices.Push(ctVtx);
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_aiExtIndices.Push(ctInd);
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*pavVtx = &_avExtVertices[0];
|
|
*paiInd = &_aiExtIndices[0];
|
|
|
|
INDEX iStartX = rc.rc_iLeft;
|
|
INDEX iStartY = rc.rc_iTop;
|
|
|
|
INDEX iFirstHeight = rc.rc_iTop*ptrTerrain->tr_pixHeightMapWidth + rc.rc_iLeft;
|
|
INDEX iStepY = ptrTerrain->tr_pixHeightMapWidth - iWidth;
|
|
UWORD *puwHeight = &ptrTerrain->tr_auwHeightMap[iFirstHeight];
|
|
|
|
GFXVertex *pavVertices = &_avExtVertices[0];
|
|
INDEX iy, ix;
|
|
for(iy=0;iy<iHeight;iy++) {
|
|
for(ix=0;ix<iWidth;ix++) {
|
|
pavVertices->x = (FLOAT)(ix+iStartX)*ptrTerrain->tr_vStretch(1);
|
|
pavVertices->z = (FLOAT)(iy+iStartY)*ptrTerrain->tr_vStretch(3);
|
|
pavVertices->y = *puwHeight * ptrTerrain->tr_vStretch(2);
|
|
puwHeight++;
|
|
pavVertices++;
|
|
}
|
|
puwHeight+=iStepY;
|
|
}
|
|
|
|
INDEX *pauiIndices = &_aiExtIndices[0];
|
|
INDEX ivx=0;
|
|
INDEX ind=0;
|
|
INDEX iFacing=iFirstHeight;
|
|
// for each row
|
|
for(iy=0;iy<iHeight-1;iy++) {
|
|
// for each column
|
|
for(INDEX ix=0;ix<iWidth-1;ix++) {
|
|
if(iFacing&1) {
|
|
pauiIndices[0] = ivx; pauiIndices[1] = ivx+iWidth; pauiIndices[2] = ivx+1;
|
|
pauiIndices[3] = ivx+1; pauiIndices[4] = ivx+iWidth; pauiIndices[5] = ivx+iWidth+1;
|
|
} else {
|
|
pauiIndices[0] = ivx+iWidth; pauiIndices[1] = ivx+iWidth+1; pauiIndices[2] = ivx;
|
|
pauiIndices[3] = ivx; pauiIndices[4] = ivx+iWidth+1; pauiIndices[5] = ivx+1;
|
|
}
|
|
// Add one quad
|
|
pauiIndices+=6;
|
|
iFacing++;
|
|
ivx++;
|
|
}
|
|
if(iWidth&1) iFacing++;
|
|
ivx++;
|
|
}
|
|
}
|
|
|
|
// Extract all tiles that intersect with given box
|
|
void FindTilesInBox(CTerrain *ptrTerrain, FLOATaabbox3D &bbox)
|
|
{
|
|
ASSERT(ptrTerrain!=NULL);
|
|
_aiHitTiles.PopAll();
|
|
// for each terrain tile
|
|
for(INDEX itt=0;itt<_ptrTerrain->tr_ctTiles;itt++) {
|
|
QuadTreeNode &qtn = _ptrTerrain->tr_aqtnQuadTreeNodes[itt];
|
|
// if it is coliding with given box
|
|
if(qtn.qtn_aabbox.HasContactWith(bbox)) {
|
|
// add it to array of coliding tiles
|
|
INDEX &iHitTile = _aiHitTiles.Push();
|
|
iHitTile = itt;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add these flags to all tiles that have been extracted
|
|
void AddFlagsToExtractedTiles(ULONG ulFlags)
|
|
{
|
|
ASSERT(_ptrTerrain!=NULL);
|
|
// for each tile that has contact with extraction box
|
|
INDEX ctht = _aiHitTiles.Count();
|
|
for(INDEX iht=0;iht<ctht;iht++) {
|
|
// Add tile to regen queue
|
|
INDEX iTileIndex = _aiHitTiles[iht];
|
|
CTerrainTile &tt = _ptrTerrain->tr_attTiles[iTileIndex];
|
|
tt.AddFlag(ulFlags);
|
|
_ptrTerrain->AddTileToRegenQueue(iTileIndex);
|
|
}
|
|
}
|
|
|
|
// Get value from layer at given point
|
|
UBYTE GetValueFromMask(CTerrain *ptrTerrain, INDEX iLayer, FLOAT3D vHitPoint)
|
|
{
|
|
ASSERT(ptrTerrain!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity!=NULL);
|
|
|
|
CEntity *penEntity = ptrTerrain->tr_penEntity;
|
|
// convert hit point to terrain space and remove terrain stretch from terrain
|
|
FLOAT3D vHit = (vHitPoint - penEntity->en_plPlacement.pl_PositionVector) * !penEntity->en_mRotation;
|
|
vHit(1)=ceil(vHit(1)/ptrTerrain->tr_vStretch(1));
|
|
vHit(3)=ceil(vHit(3)/ptrTerrain->tr_vStretch(3));
|
|
|
|
CTerrainLayer &tl = ptrTerrain->GetLayer(iLayer);
|
|
INDEX iVtx = (INDEX) (vHit(1) + tl.tl_iMaskWidth*vHit(3));
|
|
if(iVtx<0 || iVtx>=tl.tl_iMaskWidth*tl.tl_iMaskHeight) {
|
|
ASSERTALWAYS("Invalid hit point");
|
|
return 0;
|
|
}
|
|
UBYTE ubValue = tl.tl_aubColors[iVtx];
|
|
return ubValue;
|
|
}
|
|
|
|
// Allocate memory of one top map
|
|
void CreateTexture(CTextureData &tdTopMap, PIX pixWidth, PIX pixHeight,ULONG ulFlags)
|
|
{
|
|
// clear current top map
|
|
if(tdTopMap.td_pulFrames!=NULL) {
|
|
FreeMemory( tdTopMap.td_pulFrames);
|
|
tdTopMap.td_pulFrames = NULL;
|
|
}
|
|
|
|
// Create new top map
|
|
tdTopMap.td_mexWidth = pixWidth;
|
|
tdTopMap.td_mexHeight = pixHeight;
|
|
tdTopMap.td_ulFlags = ulFlags;
|
|
// Allocate memory for top map
|
|
INDEX ctMipMaps = GetNoOfMipmaps(pixWidth,pixHeight);
|
|
SLONG slSize = GetMipmapOffset(ctMipMaps,pixWidth,pixHeight)*BYTES_PER_TEXEL;
|
|
tdTopMap.td_pulFrames = (ULONG*)AllocMemory(slSize);
|
|
tdTopMap.td_slFrameSize = slSize;
|
|
tdTopMap.td_ctFrames = 1;
|
|
tdTopMap.td_iFirstMipLevel = 0;
|
|
tdTopMap.td_ctFineMipLevels = GetNoOfMipmaps(pixWidth,pixHeight);
|
|
// Prepare dithering type
|
|
tdTopMap.td_ulInternalFormat = TS.ts_tfRGBA8;
|
|
}
|
|
|
|
// Create one topmap
|
|
void CreateTopMap(CTextureData &tdTopMap, PIX pixWidth , PIX pixHeight)
|
|
{
|
|
ASSERT(tdTopMap.td_pulFrames==NULL);
|
|
// Prepare new top map
|
|
INDEX ctMipMaps = GetNoOfMipmaps(pixWidth,pixHeight);
|
|
SLONG slSize = GetMipmapOffset(ctMipMaps,pixWidth,pixHeight)*BYTES_PER_TEXEL;
|
|
|
|
tdTopMap.td_mexWidth = pixWidth;
|
|
tdTopMap.td_mexHeight = pixHeight;
|
|
tdTopMap.td_ulFlags = TEX_ALPHACHANNEL|TEX_STATIC; // Pretend this texture is static
|
|
tdTopMap.td_pulFrames = NULL; // This will be shared memory
|
|
tdTopMap.td_slFrameSize = slSize;
|
|
tdTopMap.td_ctFrames = 1;
|
|
tdTopMap.td_iFirstMipLevel = 0;
|
|
tdTopMap.td_ctFineMipLevels = GetNoOfMipmaps(pixWidth,pixHeight);
|
|
tdTopMap.td_ulInternalFormat = TS.ts_tfRGB5A1;
|
|
}
|
|
|
|
// Set topmap frames pointer to shared memory
|
|
void PrepareSharedTopMapMemory(CTextureData *ptdTopMap, INDEX iTileIndex)
|
|
{
|
|
SLONG slSize = ptdTopMap->td_slFrameSize;
|
|
// if this is global top map
|
|
if(iTileIndex==(-1)) {
|
|
// if shared memory is larger then global top map
|
|
if(slSize<=_slSharedTopMapSize && _pulSharedTopMap!=NULL) {
|
|
// assign pointer of global top map to shared memory
|
|
ptdTopMap->td_pulFrames = _pulSharedTopMap;
|
|
return;
|
|
// else
|
|
} else {
|
|
// Allocate new memory for global top map
|
|
ptdTopMap->td_pulFrames = (ULONG*)AllocMemory(slSize);
|
|
}
|
|
// else this is normal top map
|
|
} else {
|
|
// if required memory is larger than currently allocated one
|
|
if(slSize>_slSharedTopMapSize) {
|
|
// if shared memory exists
|
|
if(_pulSharedTopMap!=NULL) {
|
|
// free current shared memory
|
|
FreeMemory(_pulSharedTopMap);
|
|
_pulSharedTopMap = NULL;
|
|
}
|
|
// allocate new shared memory for top maps
|
|
_pulSharedTopMap = (ULONG*)AllocMemory(slSize);
|
|
// remember new memory size
|
|
_slSharedTopMapSize = slSize;
|
|
}
|
|
// assign pointer of top map to shared memory
|
|
ptdTopMap->td_pulFrames = _pulSharedTopMap;
|
|
}
|
|
}
|
|
|
|
void FreeSharedTopMapMemory(CTextureData *ptdTopMap, INDEX iTileIndex)
|
|
{
|
|
// if this is global top map
|
|
if(iTileIndex==(-1)) {
|
|
// if global top map isn't using shared memory
|
|
if(ptdTopMap->td_pulFrames!=_pulSharedTopMap) {
|
|
// free memory global top map is using
|
|
FreeMemory(ptdTopMap->td_pulFrames);
|
|
}
|
|
}
|
|
// Just clear pointer to memory
|
|
ptdTopMap->td_pulFrames = NULL;
|
|
}
|
|
|
|
static FLOAT3D CalculateNormalFromPoint(FLOAT fPosX, FLOAT fPosZ, FLOAT3D *pvStrPos=NULL)
|
|
{
|
|
FLOAT3D vNormal;
|
|
INDEX iPosX = (INDEX)fPosX;
|
|
INDEX iPosZ = (INDEX)fPosZ;
|
|
FLOAT fLerpX = fPosX - iPosX;
|
|
FLOAT fLerpZ = fPosZ - iPosZ;
|
|
|
|
FLOAT3D avVtx[4];
|
|
INDEX iHMapWidth = _ptrTerrain->tr_pixHeightMapWidth;
|
|
FLOAT3D vStretch = _ptrTerrain->tr_vStretch;
|
|
|
|
avVtx[0](1) = (FLOAT)(iPosX ) * vStretch(1);
|
|
avVtx[1](1) = (FLOAT)(iPosX+1) * vStretch(1);
|
|
avVtx[2](1) = (FLOAT)(iPosX ) * vStretch(1);
|
|
avVtx[3](1) = (FLOAT)(iPosX+1) * vStretch(1);
|
|
|
|
avVtx[0](3) = (FLOAT)(iPosZ ) * vStretch(3);
|
|
avVtx[1](3) = (FLOAT)(iPosZ ) * vStretch(3);
|
|
avVtx[2](3) = (FLOAT)(iPosZ+1) * vStretch(3);
|
|
avVtx[3](3) = (FLOAT)(iPosZ+1) * vStretch(3);
|
|
|
|
avVtx[0](2) = (FLOAT)_ptrTerrain->tr_auwHeightMap[ (iPosX ) + (iPosZ )*iHMapWidth ] * vStretch(2);
|
|
avVtx[1](2) = (FLOAT)_ptrTerrain->tr_auwHeightMap[ (iPosX+1) + (iPosZ )*iHMapWidth ] * vStretch(2);
|
|
avVtx[2](2) = (FLOAT)_ptrTerrain->tr_auwHeightMap[ (iPosX ) + (iPosZ+1)*iHMapWidth ] * vStretch(2);
|
|
avVtx[3](2) = (FLOAT)_ptrTerrain->tr_auwHeightMap[ (iPosX+1) + (iPosZ+1)*iHMapWidth ] * vStretch(2);
|
|
|
|
FLOAT fHDeltaX = Lerp(avVtx[1](2)-avVtx[0](2), avVtx[3](2)-avVtx[2](2), fLerpZ);
|
|
FLOAT fHDeltaZ = Lerp(avVtx[0](2)-avVtx[2](2), avVtx[1](2)-avVtx[3](2), fLerpX);
|
|
FLOAT fDeltaX = avVtx[1](1) - avVtx[0](1);
|
|
FLOAT fDeltaZ = avVtx[0](3) - avVtx[2](3);
|
|
|
|
vNormal(2) = sqrt(1 / (((fHDeltaX*fHDeltaX)/(fDeltaX*fDeltaX)) + ((fHDeltaZ*fHDeltaZ)/(fDeltaZ*fDeltaZ)) + 1));
|
|
vNormal(1) = sqrt(vNormal(2)*vNormal(2) * ((fHDeltaX*fHDeltaX) / (fDeltaX*fDeltaX)));
|
|
vNormal(3) = sqrt(vNormal(2)*vNormal(2) * ((fHDeltaZ*fHDeltaZ) / (fDeltaZ*fDeltaZ)));
|
|
if (fHDeltaX>0) {
|
|
vNormal(1) = -vNormal(1);
|
|
}
|
|
if (fHDeltaZ<0) {
|
|
vNormal(3) = -vNormal(3);
|
|
}
|
|
ASSERT(Abs(vNormal.Length()-1)<0.01);
|
|
|
|
if(pvStrPos!=NULL) {
|
|
FLOAT fResX1 = Lerp(avVtx[0](2),avVtx[1](2),fLerpX);
|
|
FLOAT fResX2 = Lerp(avVtx[2](2),avVtx[3](2),fLerpX);
|
|
FLOAT fPosY = Lerp(fResX1,fResX2,fLerpZ);
|
|
|
|
(*pvStrPos)(1) = fPosX * vStretch(1);
|
|
(*pvStrPos)(2) = fPosY; // * vStretch(2);
|
|
(*pvStrPos)(3) = fPosZ * vStretch(3);
|
|
}
|
|
|
|
return vNormal;
|
|
}
|
|
|
|
static void CalcPointLight(CPlacement3D &plLight, CLightSource *plsLight, Rect &rcUpdate)
|
|
{
|
|
FLOAT fSHDiffX = (FLOAT)_ptrTerrain->tr_pixHeightMapWidth / _ptrTerrain->GetShadowMapWidth();
|
|
FLOAT fSHDiffZ = (FLOAT)_ptrTerrain->tr_pixHeightMapHeight / _ptrTerrain->GetShadowMapHeight();
|
|
|
|
PIX pixLeft = rcUpdate.rc_iLeft;
|
|
PIX pixRight = rcUpdate.rc_iRight;
|
|
PIX pixTop = rcUpdate.rc_iTop;
|
|
PIX pixBottom = rcUpdate.rc_iBottom;
|
|
PIX pixWidth = pixRight - pixLeft;
|
|
PIX pixStepX = _ptrTerrain->GetShadowMapWidth() - pixWidth;
|
|
|
|
// Get color pointer in shadow map
|
|
PIX pixFirst = pixLeft + pixTop*_ptrTerrain->GetShadowMapWidth();
|
|
GFXColor *pacolData = (GFXColor*)&_ptrTerrain->tr_tdShadowMap.td_pulFrames[pixFirst];
|
|
|
|
// for each row in shadow map
|
|
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
|
|
// for each in column
|
|
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
|
|
FLOAT fPosX = (FLOAT)(pixX*fSHDiffX);
|
|
FLOAT fPosZ = (FLOAT)(pixY*fSHDiffZ);
|
|
|
|
FLOAT3D vPosStr;
|
|
FLOAT3D vNormal = CalculateNormalFromPoint(fPosX,fPosZ,&vPosStr);
|
|
|
|
// Calculate normal from light position
|
|
FLOAT3D vDistance = vPosStr - plLight.pl_PositionVector;
|
|
FLOAT fDistance = vDistance.Length();
|
|
FLOAT3D vLightNormal = -vDistance.Normalize();
|
|
GFXColor colLight = plsLight->GetLightColor();
|
|
|
|
// Calculate light intensity
|
|
FLOAT fIntensity = 1.0f;
|
|
FLOAT fFallOff = plsLight->ls_rFallOff;
|
|
FLOAT fHotSpot = plsLight->ls_rHotSpot;
|
|
if(fDistance>fFallOff) {
|
|
fIntensity = 0;
|
|
} else if(fDistance>fHotSpot) {
|
|
fIntensity = CalculateRatio(fDistance, fHotSpot, fFallOff, 0.0f, 1.0f);
|
|
}
|
|
ULONG ulIntensity = NormFloatToByte(fIntensity);
|
|
ulIntensity = (ulIntensity<<CT_RSHIFT)|(ulIntensity<<CT_GSHIFT)|(ulIntensity<<CT_BSHIFT);
|
|
colLight = MulColors(ByteSwap(colLight.ul.abgr), ulIntensity);
|
|
|
|
|
|
FLOAT fDot = vNormal%vLightNormal;
|
|
fDot = Clamp(fDot,0.0f,1.0f);
|
|
SLONG slDot = NormFloatToByte(fDot);
|
|
|
|
pacolData->ub.r = ClampUp(pacolData->ub.r + ((colLight.ub.r*slDot)>>8),255L);
|
|
pacolData->ub.g = ClampUp(pacolData->ub.g + ((colLight.ub.g*slDot)>>8),255L);
|
|
pacolData->ub.b = ClampUp(pacolData->ub.b + ((colLight.ub.b*slDot)>>8),255L);
|
|
pacolData->ub.a = 255;
|
|
pacolData++;
|
|
}
|
|
pacolData+=pixStepX;
|
|
}
|
|
}
|
|
|
|
static void CalcDirectionalLight(CPlacement3D &plLight, CLightSource *plsLight, Rect &rcUpdate)
|
|
{
|
|
FLOAT fSHDiffX = (FLOAT)_ptrTerrain->tr_pixHeightMapWidth / _ptrTerrain->GetShadowMapWidth();
|
|
FLOAT fSHDiffZ = (FLOAT)_ptrTerrain->tr_pixHeightMapHeight / _ptrTerrain->GetShadowMapHeight();
|
|
|
|
PIX pixLeft = rcUpdate.rc_iLeft;
|
|
PIX pixRight = rcUpdate.rc_iRight;
|
|
PIX pixTop = rcUpdate.rc_iTop;
|
|
PIX pixBottom = rcUpdate.rc_iBottom;
|
|
PIX pixWidth = pixRight - pixLeft;
|
|
PIX pixStepX = _ptrTerrain->GetShadowMapWidth() - pixWidth;
|
|
|
|
// Get color pointer in shadow map
|
|
PIX pixFirst = pixLeft + pixTop*_ptrTerrain->GetShadowMapWidth();
|
|
GFXColor *pacolData = (GFXColor*)&_ptrTerrain->tr_tdShadowMap.td_pulFrames[pixFirst];
|
|
|
|
FLOAT3D vLightNormal;
|
|
GFXColor colLight = plsLight->GetLightColor();
|
|
GFXColor colAmbient = plsLight->GetLightAmbient();
|
|
|
|
UBYTE ubColShift = 8;
|
|
SLONG slar = colAmbient.ub.r;
|
|
SLONG slag = colAmbient.ub.g;
|
|
SLONG slab = colAmbient.ub.b;
|
|
|
|
extern INDEX mdl_bAllowOverbright;
|
|
BOOL bOverBrightning = mdl_bAllowOverbright && _pGfx->gl_ctTextureUnits>1;
|
|
|
|
// is overbrightning enabled
|
|
if(bOverBrightning) {
|
|
slar = ClampUp(slar,127L);
|
|
slag = ClampUp(slag,127L);
|
|
slab = ClampUp(slab,127L);
|
|
ubColShift = 8;
|
|
} else {
|
|
slar*=2;
|
|
slag*=2;
|
|
slab*=2;
|
|
ubColShift = 7;
|
|
}
|
|
|
|
// Calculate light normal
|
|
AnglesToDirectionVector(plLight.pl_OrientationAngle,vLightNormal);
|
|
vLightNormal *= !_ptrTerrain->tr_penEntity->en_mRotation;
|
|
vLightNormal = -vLightNormal.Normalize();
|
|
|
|
// for each row in shadow map
|
|
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
|
|
// for each in column
|
|
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
|
|
FLOAT fPosX = (FLOAT)(pixX*fSHDiffX);
|
|
FLOAT fPosZ = (FLOAT)(pixY*fSHDiffZ);
|
|
FLOAT3D vNormal = CalculateNormalFromPoint(fPosX,fPosZ);
|
|
|
|
FLOAT fDot = vNormal%vLightNormal;
|
|
fDot = Clamp(fDot,0.0f,1.0f);
|
|
SLONG slDot = NormFloatToByte(fDot);
|
|
|
|
pacolData->ub.r = ClampUp(pacolData->ub.r + slar + ((colLight.ub.r*slDot)>>ubColShift),255L);
|
|
pacolData->ub.g = ClampUp(pacolData->ub.g + slag + ((colLight.ub.g*slDot)>>ubColShift),255L);
|
|
pacolData->ub.b = ClampUp(pacolData->ub.b + slab + ((colLight.ub.b*slDot)>>ubColShift),255L);
|
|
pacolData->ub.a = 255;
|
|
pacolData++;
|
|
}
|
|
pacolData+=pixStepX;
|
|
}
|
|
}
|
|
|
|
static void ClearPartOfShadowMap(CTerrain *ptrTerrain, Rect &rcUpdate)
|
|
{
|
|
PIX pixLeft = rcUpdate.rc_iLeft;
|
|
PIX pixRight = rcUpdate.rc_iRight;
|
|
PIX pixTop = rcUpdate.rc_iTop;
|
|
PIX pixBottom = rcUpdate.rc_iBottom;
|
|
PIX pixWidth = pixRight - pixLeft;
|
|
PIX pixStepX = _ptrTerrain->GetShadowMapWidth() - pixWidth;
|
|
|
|
// Get color pointer in shadow map
|
|
PIX pixFirst = rcUpdate.rc_iLeft + rcUpdate.rc_iTop * ptrTerrain->GetShadowMapWidth();
|
|
GFXColor *pacolData = (GFXColor*)&_ptrTerrain->tr_tdShadowMap.td_pulFrames[pixFirst];
|
|
// for each row in shadow map
|
|
for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
|
|
// for each in column
|
|
for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
|
|
*pacolData = 0x00000000;
|
|
pacolData++;
|
|
}
|
|
pacolData+=pixStepX;
|
|
}
|
|
}
|
|
|
|
static Rect GetUpdateRectFromBox(CTerrain *ptrTerrain, FLOATaabbox3D &boxUpdate)
|
|
{
|
|
Rect rcUpdate;
|
|
// Prepare update rect
|
|
FLOAT fSHDiffX = (FLOAT)ptrTerrain->tr_pixHeightMapWidth / ptrTerrain->GetShadowMapWidth();
|
|
FLOAT fSHDiffZ = (FLOAT)ptrTerrain->tr_pixHeightMapHeight / ptrTerrain->GetShadowMapHeight();
|
|
rcUpdate.rc_iLeft = (INDEX)floor((boxUpdate.minvect(1)/ptrTerrain->tr_vStretch(1)) / fSHDiffX);
|
|
rcUpdate.rc_iRight = (INDEX)ceil ((boxUpdate.maxvect(1)/ptrTerrain->tr_vStretch(1)) / fSHDiffX);
|
|
rcUpdate.rc_iTop = (INDEX)floor((boxUpdate.minvect(3)/ptrTerrain->tr_vStretch(3)) / fSHDiffZ);
|
|
rcUpdate.rc_iBottom = (INDEX)ceil ((boxUpdate.maxvect(3)/ptrTerrain->tr_vStretch(3)) / fSHDiffZ);
|
|
return rcUpdate;
|
|
}
|
|
|
|
static FLOATaabbox3D AbsoluteToRelative(const CTerrain *ptrTerrain, const FLOATaabbox3D &bbox)
|
|
{
|
|
ASSERT(ptrTerrain!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity!=NULL);
|
|
FLOATaabbox3D bboxRelative;
|
|
CEntity *pen = ptrTerrain->tr_penEntity;
|
|
|
|
#define TRANSPT(x) (x-pen->en_plPlacement.pl_PositionVector) * !pen->en_mRotation
|
|
bboxRelative = TRANSPT(FLOAT3D(bbox.minvect(1),bbox.minvect(2),bbox.minvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.minvect(1),bbox.minvect(2),bbox.maxvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.maxvect(1),bbox.minvect(2),bbox.minvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.maxvect(1),bbox.minvect(2),bbox.maxvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.minvect(1),bbox.maxvect(2),bbox.minvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.minvect(1),bbox.maxvect(2),bbox.maxvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.maxvect(1),bbox.maxvect(2),bbox.minvect(3)));
|
|
bboxRelative |= TRANSPT(FLOAT3D(bbox.maxvect(1),bbox.maxvect(2),bbox.maxvect(3)));
|
|
return bboxRelative;
|
|
}
|
|
|
|
static ULONG ulTemp = 0xFFFFFFFF;
|
|
|
|
void UpdateTerrainShadowMap(CTerrain *ptrTerrain, FLOATaabbox3D *pboxUpdate/*=NULL*/, BOOL bAbsoluteSpace/*=FALSE*/)
|
|
{
|
|
// if this is not world editor app
|
|
extern BOOL _bWorldEditorApp;
|
|
if(!_bWorldEditorApp) {
|
|
|
|
ASSERTALWAYS("Terrain shadow map can only be updated from world editor!");
|
|
return;
|
|
}
|
|
|
|
ASSERT(ptrTerrain!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity->en_pwoWorld!=NULL);
|
|
|
|
FLOATaabbox3D boxUpdate;
|
|
FLOATaabbox3D boxAllTerrain;
|
|
CEntity *penEntity = ptrTerrain->tr_penEntity;
|
|
|
|
ptrTerrain->GetAllTerrainBBox(boxAllTerrain);
|
|
// if request to update whole terrain is given
|
|
if(pboxUpdate==NULL) {
|
|
// take all terrain bbox as update box
|
|
boxUpdate = boxAllTerrain;
|
|
} else {
|
|
// use given bbox as update box
|
|
boxUpdate = *pboxUpdate;
|
|
if(bAbsoluteSpace) {
|
|
boxUpdate = AbsoluteToRelative(ptrTerrain, boxUpdate);
|
|
}
|
|
|
|
// do not update terrain if update box isn't in terrain box
|
|
if(!boxUpdate.HasContactWith(boxAllTerrain)) {
|
|
return;
|
|
}
|
|
|
|
boxUpdate.minvect(1) = Clamp(boxUpdate.minvect(1),boxAllTerrain.minvect(1),boxAllTerrain.maxvect(1));
|
|
boxUpdate.minvect(3) = Clamp(boxUpdate.minvect(3),boxAllTerrain.minvect(3),boxAllTerrain.maxvect(3));
|
|
boxUpdate.maxvect(1) = Clamp(boxUpdate.maxvect(1),boxAllTerrain.minvect(1),boxAllTerrain.maxvect(1));
|
|
boxUpdate.maxvect(3) = Clamp(boxUpdate.maxvect(3),boxAllTerrain.minvect(3),boxAllTerrain.maxvect(3));
|
|
boxUpdate.minvect(2) = boxAllTerrain.minvect(2);
|
|
boxUpdate.maxvect(2) = boxAllTerrain.maxvect(2);
|
|
}
|
|
|
|
_ptrTerrain = ptrTerrain;
|
|
// Get pointer to world that holds this terrain
|
|
CWorld *pwldWorld = penEntity->en_pwoWorld;
|
|
|
|
PIX pixWidth = ptrTerrain->GetShadowMapWidth();
|
|
PIX pixHeight = ptrTerrain->GetShadowMapHeight();
|
|
|
|
CTextureData &tdShadowMap = ptrTerrain->tr_tdShadowMap;
|
|
ASSERT(tdShadowMap.td_pulFrames!=NULL);
|
|
|
|
Rect rcUpdate = GetUpdateRectFromBox(ptrTerrain, boxUpdate);
|
|
// Clear part of shadow map that will be updated
|
|
ClearPartOfShadowMap(ptrTerrain,rcUpdate);
|
|
|
|
// for each entity in the world
|
|
FOREACHINDYNAMICCONTAINER(pwldWorld->wo_cenEntities, CEntity, iten) {
|
|
// if it is light entity and it influences the given range
|
|
CLightSource *pls = iten->GetLightSource();
|
|
CPlacement3D plLight = iten->en_plPlacement;
|
|
|
|
// Translate light placement to terrain space
|
|
plLight.pl_PositionVector =
|
|
(plLight.pl_PositionVector - penEntity->en_plPlacement.pl_PositionVector) * !penEntity->en_mRotation;
|
|
|
|
if (pls!=NULL) {
|
|
// Get light bounding box
|
|
FLOATaabbox3D boxLight(plLight.pl_PositionVector, pls->ls_rFallOff);
|
|
// if light is directional
|
|
if(pls->ls_ulFlags &LSF_DIRECTIONAL) {
|
|
// Calculate lightning
|
|
CalcDirectionalLight(plLight,pls,rcUpdate);
|
|
// if it is point light
|
|
} else {
|
|
_bboxDrawOne = boxLight;
|
|
_bboxDrawTwo = boxUpdate;
|
|
// if point light box have contact with update box
|
|
if(boxLight.HasContactWith(boxUpdate)) {
|
|
_ctShadowMapUpdates++;
|
|
|
|
// if light box is inside update box
|
|
if(boxLight.minvect(1)>=boxUpdate.minvect(1) && boxLight.minvect(3)>boxUpdate.minvect(3) &&
|
|
boxLight.maxvect(1)<=boxUpdate.maxvect(1) && boxLight.maxvect(3)<=boxUpdate.maxvect(3)) {
|
|
// Recalculate only light box
|
|
Rect rcLightUpdate = GetUpdateRectFromBox(ptrTerrain,boxLight);
|
|
CalcPointLight(plLight,pls,rcLightUpdate);
|
|
// else
|
|
} else {
|
|
// Recalculate update box
|
|
CalcPointLight(plLight,pls,rcUpdate);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create shadow map mipmaps
|
|
INDEX ctMipMaps = GetNoOfMipmaps(tdShadowMap.td_mexWidth,tdShadowMap.td_mexHeight);
|
|
MakeMipmaps(ctMipMaps, tdShadowMap.td_pulFrames, tdShadowMap.td_mexWidth, tdShadowMap.td_mexHeight);
|
|
|
|
|
|
// Update shading map from one mip of shadow map
|
|
INDEX iMipOffset = GetMipmapOffset(ptrTerrain->tr_iShadingMapSizeAspect,ptrTerrain->GetShadowMapWidth(),ptrTerrain->GetShadowMapHeight());
|
|
UWORD *puwShade = &ptrTerrain->tr_auwShadingMap[0];
|
|
ULONG *ppixShadowMip = &ptrTerrain->tr_tdShadowMap.td_pulFrames[iMipOffset];
|
|
|
|
INDEX ctpixs = ptrTerrain->GetShadingMapWidth()*ptrTerrain->GetShadingMapHeight();
|
|
for(PIX ipix=0;ipix<ctpixs;ipix++) {
|
|
ULONG ulPixel = ByteSwap(*ppixShadowMip);
|
|
// ULONG ulPixel = ulTemp;
|
|
*puwShade = (((ulPixel>>27)&0x001F)<<10) |
|
|
(((ulPixel>>19)&0x001F)<< 5) |
|
|
(((ulPixel>>11)&0x001F)<< 0);
|
|
puwShade++;
|
|
ppixShadowMip++;
|
|
}
|
|
|
|
// discard cached model info
|
|
ptrTerrain->DiscardShadingInfos();
|
|
|
|
ptrTerrain->tr_tdShadowMap.SetAsCurrent(0,TRUE);
|
|
}
|
|
|
|
|
|
// Calculate 2d relative point in terrain from absolute 3d point in world
|
|
Point Calculate2dHitPoint(CTerrain *ptrTerrain, FLOAT3D &vHitPoint)
|
|
{
|
|
ASSERT(ptrTerrain!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity!=NULL);
|
|
|
|
// Get entity that holds this terrain
|
|
CEntity *penEntity = ptrTerrain->tr_penEntity;
|
|
// Get relative hit point
|
|
FLOAT3D vRelHitPoint = (vHitPoint - penEntity->en_plPlacement.pl_PositionVector) * !penEntity->en_mRotation;
|
|
|
|
// Unstretch hit point and convert it to 2d
|
|
Point pt;
|
|
pt.pt_iX = (INDEX) (ceil(vRelHitPoint(1) / ptrTerrain->tr_vStretch(1) - 0.5f));
|
|
pt.pt_iY = (INDEX) (ceil(vRelHitPoint(3) / ptrTerrain->tr_vStretch(3) - 0.5f));
|
|
|
|
return pt;
|
|
}
|
|
|
|
// Calculate tex coords on shading map from absolute 3d point in world
|
|
FLOAT2D CalculateShadingTexCoords(CTerrain *ptrTerrain, FLOAT3D &vPoint)
|
|
{
|
|
ASSERT(ptrTerrain!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity!=NULL);
|
|
// Get entity that holds this terrain
|
|
CEntity *penEntity = ptrTerrain->tr_penEntity;
|
|
// Get relative hit point
|
|
FLOAT3D vRelPoint = (vPoint - penEntity->en_plPlacement.pl_PositionVector) * !penEntity->en_mRotation;
|
|
|
|
// Unstretch hit point and convert it to 2d point in shading map
|
|
FLOAT fX = vRelPoint(1) / ptrTerrain->tr_vStretch(1);
|
|
FLOAT fY = vRelPoint(3) / ptrTerrain->tr_vStretch(3);
|
|
FLOAT fU = fX / ((FLOAT)(ptrTerrain->tr_pixHeightMapWidth) / ptrTerrain->GetShadingMapWidth());
|
|
FLOAT fV = fY / ((FLOAT)(ptrTerrain->tr_pixHeightMapHeight) / ptrTerrain->GetShadingMapHeight());
|
|
|
|
ASSERT(fU>0.0f && fU<ptrTerrain->GetShadingMapWidth());
|
|
ASSERT(fV>0.0f && fV<ptrTerrain->GetShadingMapHeight());
|
|
return FLOAT2D(fU,fV);
|
|
}
|