mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
892 lines
31 KiB
C++
892 lines
31 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "stdh.h"
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#include <Engine/Rendering/Render_internal.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Brushes/BrushTransformed.h>
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#include <Engine/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/Entity.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Light/Shadows_internal.h>
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#include <Engine/World/WorldEditingProfile.h>
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//#include <Engine/Graphics/ImageInfo.h>
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//#include <Engine/Base/ErrorReporting.h>
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extern INDEX _ctShadowLayers=0;
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extern INDEX _ctShadowClusters=0;
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// class used for making shadow layers (used only locally)
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class CLayerMaker {
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// implementation:
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public:
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// information about current polygon
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CBrushPolygon *lm_pbpoPolygon; // the polygon
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CBrushShadowMap *lm_pbsmShadowMap; // the shadow map on the polygon
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FLOAT lm_fMipFactor; // the mip factor of this polygon
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CWorld *lm_pwoWorld; // world for casting rays in
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CBrushShadowLayer *lm_pbslLayer;// current layer
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// dimensions of currently processed shadow map
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MEX lm_mexSizeU; // size in mex
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MEX lm_mexSizeV;
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MEX lm_mexOffsetU; // offsets in mex
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MEX lm_mexOffsetV;
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INDEX lm_iMipLevel; // mip level
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PIX lm_pixSizeU; // size in pixels
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PIX lm_pixSizeV;
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struct MipmapTable lm_mmtPolygonMask; // mip map table of the polygon mask
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PIX lm_pixLayerMinU; // layer rectangle inside shadow map
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PIX lm_pixLayerMinV;
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PIX lm_pixLayerSizeU;
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PIX lm_pixLayerSizeV;
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FLOAT lm_fpixHotU;
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FLOAT lm_fpixHotV;
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FLOAT lm_fLightPlaneDistance;
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struct MipmapTable lm_mmtLayer; // mip map table of the layer
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UBYTE *lm_pubPolygonMask; // bit-packed mask of where the current polygon is
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UBYTE *lm_pubLayer; // bit-packed mask of where the current light lights the polygon
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FLOAT3D lm_vLight; // position of the light source
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// gradients for shadow map walking
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FLOAT3D lm_vO; // upper left corner of shadow map in 3D
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FLOAT3D lm_vStepU; // step between pixels in same row
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FLOAT3D lm_vStepV; // step between rows
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ANGLE3D lm_aMappingOrientation; // orientation of the texture map in 3D
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ANGLE3D lm_aInverseMappingOrientation;
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FLOATmatrix3D lm_mToInverseMapping; // matrix for parallel lights
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CLightSource *lm_plsLight; // current light
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// remember general data
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void CalculateData(void);
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// make bit-packed mask of where the polygon is in the shadow map
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void MakePolygonMask(void);
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// make shadow mask for the light
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ULONG MakeShadowMask(CBrushShadowLayer *pbsl);
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ULONG MakeOneShadowMaskMip(INDEX iMip);
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// flip shadow mask around V axis (for parallel lights)
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void FlipShadowMask(INDEX iMip);
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/* Spread the shadow towards pixels outside of polygon. */
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void SpreadShadowMaskOutwards(void);
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/* Spread the shadow towards pixels inside of polygon. */
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void SpreadShadowMaskInwards(void);
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public:
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// interface:
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/* Constructor. */
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CLayerMaker(void);
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/* Cast shadows for all layers of a given polygon. */
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BOOL CreateLayers(CBrushPolygon &bpo, CWorld &woWorld, BOOL bDoDirectionalLights);
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};
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/* Make mip-maps of the shadow mask. */
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static void MakeMipmapsForMask(UBYTE *pubMask, PIX pixSizeU, PIX pixSizeV, SLONG slTotalSize)
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{
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// remember pointer after first mip map
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UBYTE *pubSecond = pubMask+pixSizeU*pixSizeV;
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// start at the first mip map
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UBYTE *pubThis = pubMask;
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PIX pixThisSizeU = pixSizeU;
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PIX pixThisSizeV = pixSizeV;
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UBYTE *pubNext;
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PIX pixNextSizeU;
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PIX pixNextSizeV;
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// repeat
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for(;;) {
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// calculate size and position of next mip map
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pubNext = pubThis+pixThisSizeU*pixThisSizeV;
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pixNextSizeU = pixThisSizeU/2;
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pixNextSizeV = pixThisSizeV/2;
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// if the next mip map is too small
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if (pixNextSizeU<1 || pixNextSizeV<1) {
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// stop
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break;
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}
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// for each pixel in the next mip map
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UBYTE *pub = pubNext;
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for (PIX pixNextV=0; pixNextV<pixNextSizeV; pixNextV++) {
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for (PIX pixNextU=0; pixNextU<pixNextSizeU; pixNextU++) {
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// calculate the pixel from four pixels in this mip-map
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UBYTE *pubUL = pubThis+pixNextU*2+pixNextV*2*pixThisSizeU;
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UBYTE *pubUR = pubUL+1;
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UBYTE *pubDL = pubUL+pixThisSizeU;
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UBYTE *pubDR = pubDL+1;
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ASSERT(pubDR<pubNext);
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ULONG ulTotal = ULONG(*pubUL)+ULONG(*pubUR)+ULONG(*pubDL)+ULONG(*pubDR);
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*pub++ = ulTotal/4;
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}
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}
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// make next mip-map current
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pubThis = pubNext;
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pixThisSizeU = pixNextSizeU;
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pixThisSizeV = pixNextSizeV;
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}
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// must have passed exactly all mip-maps
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ASSERT(pubNext==pubMask+slTotalSize);
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// for each pixel in all mip-maps after first
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UBYTE *pubEnd = pubNext;
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for (UBYTE *pub=pubSecond; pub<pubEnd; pub++) {
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// normalize the pixel to 0-255
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if (*pub<=128) {
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*pub = 0;
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} else {
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*pub = 255;
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}
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}
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}
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// convert byte packed array to bits (can perform inplace conversion)
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// NOTE: needs +8 bytes safety wall at the end
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static void ConvertBytesToBits(UBYTE *pubBytesSrc, UBYTE *pubBitsDst, INDEX ctBytes)
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{
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// for each byte of bits
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for (INDEX i=0; i<(ctBytes+7)/8; i++) {
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// compose it from 8 bytes (note that bytes are either 0 or 255)
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*pubBitsDst++ =
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(pubBytesSrc[0]&0x01)|
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(pubBytesSrc[1]&0x02)|
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(pubBytesSrc[2]&0x04)|
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(pubBytesSrc[3]&0x08)|
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(pubBytesSrc[4]&0x10)|
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(pubBytesSrc[5]&0x20)|
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(pubBytesSrc[6]&0x40)|
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(pubBytesSrc[7]&0x80);
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pubBytesSrc+=8;
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}
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}
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// convert bit packed array to bytes
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// NOTE: needs +8 bytes safety wall at the end
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static void ConvertBitsToBytes(UBYTE *pubBitsSrc, UBYTE *pubBytesDst, INDEX ctBytes)
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{
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// for each byte of bits
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for (INDEX i=0; i<(ctBytes+7)/8; i++) {
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// decompose it to 8 bytes
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pubBytesDst[0] = (*pubBitsSrc)&0x01;
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pubBytesDst[1] = (*pubBitsSrc)&0x02;
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pubBytesDst[2] = (*pubBitsSrc)&0x04;
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pubBytesDst[3] = (*pubBitsSrc)&0x08;
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pubBytesDst[4] = (*pubBitsSrc)&0x10;
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pubBytesDst[5] = (*pubBitsSrc)&0x20;
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pubBytesDst[6] = (*pubBitsSrc)&0x40;
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pubBytesDst[7] = (*pubBitsSrc)&0x80;
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pubBitsSrc++;
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pubBytesDst+=8;
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}
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}
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// remember general data
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void CLayerMaker::CalculateData(void)
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{
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lm_mexSizeU = lm_pbsmShadowMap->sm_mexWidth;
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lm_mexSizeV = lm_pbsmShadowMap->sm_mexHeight;
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lm_mexOffsetU = lm_pbsmShadowMap->sm_mexOffsetX;
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lm_mexOffsetV = lm_pbsmShadowMap->sm_mexOffsetY;
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lm_iMipLevel = lm_pbsmShadowMap->sm_iFirstMipLevel;
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lm_pixSizeU = lm_mexSizeU>>lm_iMipLevel;
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lm_pixSizeV = lm_mexSizeV>>lm_iMipLevel;
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// find mip-mapping information for the polygon mask
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MakeMipmapTable( lm_pixSizeU, lm_pixSizeV, lm_mmtPolygonMask);
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CEntity *penWithPolygon = lm_pbpoPolygon->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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ASSERT(penWithPolygon!=NULL);
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const FLOATmatrix3D &mPolygonRotation = penWithPolygon->en_mRotation;
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const FLOAT3D &vPolygonTranslation = penWithPolygon->GetPlacement().pl_PositionVector;
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// get first pixel in texture in 3D
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Vector<MEX, 2> vmex0;
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vmex0(1) = -lm_mexOffsetU; //+(1<<(lm_iMipLevel-1));
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vmex0(2) = -lm_mexOffsetV; //+(1<<(lm_iMipLevel-1));
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lm_pbpoPolygon->bpo_mdShadow.GetSpaceCoordinates(
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lm_pbpoPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative,
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vmex0, lm_vO);
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lm_vO = lm_vO*mPolygonRotation+vPolygonTranslation;
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// get steps for walking in texture in 3D
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Vector<MEX, 2> vmexU, vmexV;
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vmexU(1) = (1<<lm_iMipLevel)-lm_mexOffsetU; //+(1<<(lm_iMipLevel-1));
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vmexU(2) = (0<<lm_iMipLevel)-lm_mexOffsetV; //+(1<<(lm_iMipLevel-1));
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vmexV(1) = (0<<lm_iMipLevel)-lm_mexOffsetU; //+(1<<(lm_iMipLevel-1));
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vmexV(2) = (1<<lm_iMipLevel)-lm_mexOffsetV; //+(1<<(lm_iMipLevel-1));
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lm_pbpoPolygon->bpo_mdShadow.GetSpaceCoordinates(
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lm_pbpoPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative,
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vmexU, lm_vStepU);
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lm_vStepU = lm_vStepU*mPolygonRotation+vPolygonTranslation;
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lm_pbpoPolygon->bpo_mdShadow.GetSpaceCoordinates(
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lm_pbpoPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_mvRelative,
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vmexV, lm_vStepV);
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lm_vStepV = lm_vStepV*mPolygonRotation+vPolygonTranslation;
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lm_vStepU-=lm_vO;
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lm_vStepV-=lm_vO;
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// make 3 orthogonal vectors that define mapping orientation
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FLOAT3D vX = lm_vStepU;
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FLOAT3D vY = -lm_vStepV;
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FLOAT3D vZ = vX*vY;
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// make a rotation matrix from those vectors
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vX.Normalize();
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vY.Normalize();
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vZ.Normalize();
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FLOATmatrix3D mOrientation;
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mOrientation(1,1) = vX(1); mOrientation(1,2) = vY(1); mOrientation(1,3) = vZ(1);
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mOrientation(2,1) = vX(2); mOrientation(2,2) = vY(2); mOrientation(2,3) = vZ(2);
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mOrientation(3,1) = vX(3); mOrientation(3,2) = vY(3); mOrientation(3,3) = vZ(3);
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FLOATmatrix3D mInvOrientation;
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mInvOrientation(1,1) = -vX(1); mInvOrientation(1,2) = vY(1); mInvOrientation(1,3) = -vZ(1);
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mInvOrientation(2,1) = -vX(2); mInvOrientation(2,2) = vY(2); mInvOrientation(2,3) = -vZ(2);
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mInvOrientation(3,1) = -vX(3); mInvOrientation(3,2) = vY(3); mInvOrientation(3,3) = -vZ(3);
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// make orientation angles from the matrix
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DecomposeRotationMatrixNoSnap(lm_aMappingOrientation, mOrientation);
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DecomposeRotationMatrixNoSnap(lm_aInverseMappingOrientation, mInvOrientation);
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// remember matrix for parallel lights
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lm_mToInverseMapping = !mInvOrientation;
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}
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// test if a point is inside a brush polygon
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inline BOOL TestPointInPolygon(CBrushPolygon &bpo, const FLOAT3D &v)
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{
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// find major axes of the polygon plane
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INDEX iMajorAxis1 = bpo.bpo_pbplPlane->bpl_iPlaneMajorAxis1;
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INDEX iMajorAxis2 = bpo.bpo_pbplPlane->bpl_iPlaneMajorAxis2;
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// if the point is not inside the bounding box of polygon (projected to the major plane)
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if (v(iMajorAxis1)<bpo.bpo_boxBoundingBox.Min()(iMajorAxis1)
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||v(iMajorAxis1)>bpo.bpo_boxBoundingBox.Max()(iMajorAxis1)
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||v(iMajorAxis2)<bpo.bpo_boxBoundingBox.Min()(iMajorAxis2)
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||v(iMajorAxis2)>bpo.bpo_boxBoundingBox.Max()(iMajorAxis2)
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) {
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// it is not inside the polygon
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return FALSE;
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}
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// create an intersector
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CIntersector isIntersector(v(iMajorAxis1), v(iMajorAxis2));
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// for all edges in the polygon
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FOREACHINSTATICARRAY(bpo.bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
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// get edge vertices (edge direction is irrelevant here!)
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const FLOAT3D &vVertex0 = itbpe->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
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const FLOAT3D &vVertex1 = itbpe->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
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// pass the edge to the intersector
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isIntersector.AddEdge(
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vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
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vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
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}
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// ask the intersector if the point is inside the polygon
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return isIntersector.IsIntersecting();
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}
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/////////////////////////////////////////////////////////////////////
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// CLayerMaker
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/*
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* Constructor.
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*/
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CLayerMaker::CLayerMaker(void)
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{
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}
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/* Spread the shadow towards pixels outside of polygon. */
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void CLayerMaker::SpreadShadowMaskOutwards(void)
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{
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// for each mip map of the layer
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for(INDEX iMipmap=0; iMipmap<lm_mmtLayer.mmt_ctMipmaps; iMipmap++) {
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PIX pixLayerMinU = lm_pixLayerMinU>>iMipmap;
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PIX pixLayerMinV = lm_pixLayerMinV>>iMipmap;
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PIX pixLayerSizeU = lm_pixLayerSizeU>>iMipmap;
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PIX pixLayerSizeV = lm_pixLayerSizeV>>iMipmap;
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PIX pixSizeU = lm_pixSizeU>>iMipmap;
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PIX pixSizeV = lm_pixSizeV>>iMipmap;
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PIX pixSizeULog2 = FastLog2(lm_pixSizeU)-iMipmap;
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UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMipmap];
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UBYTE *pubPolygonMask = lm_pubPolygonMask+lm_mmtPolygonMask.mmt_aslOffsets[iMipmap];
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SLONG slOffsetLayer = 0;
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// for each pixel in the layer shadow mask
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for (PIX pixLayerV=0; pixLayerV<pixLayerSizeV; pixLayerV++) {
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for (PIX pixLayerU=0; pixLayerU<pixLayerSizeU; pixLayerU++) {
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PIX pixMapU = pixLayerU+pixLayerMinU;
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PIX pixMapV = pixLayerV+pixLayerMinV;
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PIX slOffsetMap = pixMapU+(pixMapV<<pixSizeULog2);
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// if the pixel is not inside the polygon
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if (!pubPolygonMask[slOffsetMap]) {
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// find number of all of its neighbours that are in the polygon
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// and number of all of them that are not in the shadow
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INDEX ctInPolygon = 0;
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INDEX ctLighted = 0;
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#define ADDNEIGHBOUR(du, dv) \
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if ((pixLayerU+(du)>=0) \
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&&(pixLayerU+(du)<pixLayerSizeU) \
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&&(pixLayerV+(dv)>=0) \
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&&(pixLayerV+(dv)<pixLayerSizeV) \
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&&(pubPolygonMask[slOffsetMap+(du)+((dv)<<pixSizeULog2)])) { \
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ctInPolygon++; \
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ctLighted+=pubLayer[slOffsetLayer+(du)+(dv)*pixLayerSizeU]&0x01; \
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}
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ADDNEIGHBOUR(-2, -2);
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ADDNEIGHBOUR(-1, -2);
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ADDNEIGHBOUR(+0, -2);
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ADDNEIGHBOUR(+1, -2);
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ADDNEIGHBOUR(+2, -2);
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ADDNEIGHBOUR(-2, -1);
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ADDNEIGHBOUR(-1, -1);
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ADDNEIGHBOUR(+0, -1);
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ADDNEIGHBOUR(+1, -1);
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ADDNEIGHBOUR(+2, -1);
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ADDNEIGHBOUR(-2, +0);
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ADDNEIGHBOUR(-1, +0);
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// ADDNEIGHBOUR(+0, +0);
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ADDNEIGHBOUR(+1, +0);
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ADDNEIGHBOUR(+2, +0);
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ADDNEIGHBOUR(-2, +1);
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ADDNEIGHBOUR(-1, +1);
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ADDNEIGHBOUR(+0, +1);
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ADDNEIGHBOUR(+1, +1);
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ADDNEIGHBOUR(+2, +1);
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ADDNEIGHBOUR(-2, +2);
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ADDNEIGHBOUR(-1, +2);
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ADDNEIGHBOUR(+0, +2);
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ADDNEIGHBOUR(+1, +2);
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ADDNEIGHBOUR(+2, +2);
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// if there are some neighbours inside, and most of them are lighted
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if ((ctInPolygon>0) && (ctLighted>ctInPolygon/2)) {
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// make this one lighted
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pubLayer[slOffsetLayer] = 255;
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// otherwise
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} else {
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// make this one shadowed
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pubLayer[slOffsetLayer] = 0;
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}
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// if the pixel is inside the polygon
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} else {
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NOTHING;
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}
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slOffsetLayer++;
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}
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}
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}
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}
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/* Spread the shadow towards pixels inside of polygon. */
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void CLayerMaker::SpreadShadowMaskInwards(void)
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{
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// for each mip map of the layer
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for(INDEX iMipmap=0; iMipmap<lm_mmtLayer.mmt_ctMipmaps; iMipmap++) {
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PIX pixLayerMinU = lm_pixLayerMinU>>iMipmap;
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PIX pixLayerMinV = lm_pixLayerMinV>>iMipmap;
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PIX pixLayerSizeU = lm_pixLayerSizeU>>iMipmap;
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PIX pixLayerSizeV = lm_pixLayerSizeV>>iMipmap;
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PIX pixSizeU = lm_pixSizeU>>iMipmap;
|
|
PIX pixSizeV = lm_pixSizeV>>iMipmap;
|
|
PIX pixSizeULog2 = FastLog2(lm_pixSizeU)-iMipmap;
|
|
UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMipmap];
|
|
UBYTE *pubPolygonMask = lm_pubPolygonMask+lm_mmtPolygonMask.mmt_aslOffsets[iMipmap];
|
|
|
|
SLONG slOffsetLayer = 0;
|
|
// for each pixel in the layer shadow mask
|
|
for (PIX pixLayerV=0; pixLayerV<pixLayerSizeV; pixLayerV++) {
|
|
for (PIX pixLayerU=0; pixLayerU<pixLayerSizeU; pixLayerU++) {
|
|
PIX pixMapU = pixLayerU+pixLayerMinU;
|
|
PIX pixMapV = pixLayerV+pixLayerMinV;
|
|
PIX slOffsetMap = pixMapU+(pixMapV<<pixSizeULog2);
|
|
|
|
// if the pixel is inside the polygon
|
|
if (pubPolygonMask[slOffsetMap]) {
|
|
// find number of all of its neighbours that are out of the polygon
|
|
// and number of all of them that are not in the shadow
|
|
INDEX ctOutPolygon = 0;
|
|
INDEX ctLighted = 0;
|
|
|
|
#undef ADDNEIGHBOUR
|
|
|
|
#define ADDNEIGHBOUR(du, dv) \
|
|
if ((pixLayerU+(du)>=0) \
|
|
&&(pixLayerU+(du)<pixLayerSizeU) \
|
|
&&(pixLayerV+(dv)>=0) \
|
|
&&(pixLayerV+(dv)<pixLayerSizeV)) \
|
|
{\
|
|
if(!pubPolygonMask[slOffsetMap+(du)+((dv)<<pixSizeULog2)]) { \
|
|
ctOutPolygon++; \
|
|
ctLighted+=pubLayer[slOffsetLayer+(du)+(dv)*pixLayerSizeU]&0x01; \
|
|
}\
|
|
}
|
|
|
|
|
|
/*
|
|
ADDNEIGHBOUR(-2, -2);
|
|
ADDNEIGHBOUR(+2, -2);
|
|
ADDNEIGHBOUR(-2, +2);
|
|
ADDNEIGHBOUR(+2, +2);
|
|
*/
|
|
|
|
ADDNEIGHBOUR(-1, -2);
|
|
ADDNEIGHBOUR(+0, -2);
|
|
ADDNEIGHBOUR(+1, -2);
|
|
ADDNEIGHBOUR(-2, -1);
|
|
ADDNEIGHBOUR(+2, -1);
|
|
ADDNEIGHBOUR(-2, +0);
|
|
ADDNEIGHBOUR(+2, +0);
|
|
ADDNEIGHBOUR(-2, +1);
|
|
ADDNEIGHBOUR(+2, +1);
|
|
ADDNEIGHBOUR(-1, +2);
|
|
ADDNEIGHBOUR(+0, +2);
|
|
ADDNEIGHBOUR(+1, +2);
|
|
|
|
ADDNEIGHBOUR(-1, -1);
|
|
ADDNEIGHBOUR(+0, -1);
|
|
ADDNEIGHBOUR(+1, -1);
|
|
ADDNEIGHBOUR(-1, +0);
|
|
// ADDNEIGHBOUR(+0, +0);
|
|
ADDNEIGHBOUR(+1, +0);
|
|
ADDNEIGHBOUR(-1, +1);
|
|
ADDNEIGHBOUR(+0, +1);
|
|
ADDNEIGHBOUR(+1, +1);
|
|
|
|
// if there are some neighbours outside
|
|
if (ctOutPolygon>0) {
|
|
// if some are not lighted
|
|
if (ctLighted<ctOutPolygon) {
|
|
// make this one shadowed
|
|
pubLayer[slOffsetLayer] = 0;
|
|
// otherwise
|
|
} else {
|
|
// make this one lighted
|
|
// pubLayer[slOffsetLayer] = 255;
|
|
}
|
|
}
|
|
// if the pixel is not inside the polygon
|
|
} else {
|
|
NOTHING;
|
|
}
|
|
|
|
slOffsetLayer++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// make bit-packed mask of where the polygon is in the shadow map
|
|
void CLayerMaker::MakePolygonMask(void)
|
|
{
|
|
// allocate memory for the mask
|
|
lm_pubPolygonMask = (UBYTE *)AllocMemory(lm_mmtPolygonMask.mmt_slTotalSize+8);
|
|
|
|
// if there is packed polygon mask remembered in the shadow map
|
|
if (lm_pbsmShadowMap->bsm_pubPolygonMask!=NULL) {
|
|
// convert it from bit-packed into byte-packed mask
|
|
ConvertBitsToBytes(
|
|
lm_pbsmShadowMap->bsm_pubPolygonMask,
|
|
lm_pubPolygonMask,
|
|
lm_mmtPolygonMask.mmt_slTotalSize);
|
|
|
|
} else {
|
|
UBYTE *pub = lm_pubPolygonMask;
|
|
// for each mip-map
|
|
for (INDEX iMipmap=0; iMipmap<lm_mmtPolygonMask.mmt_ctMipmaps; iMipmap++) {
|
|
UBYTE *pubForSaving = pub;
|
|
// start at the first pixel
|
|
FLOAT3D vRow = lm_vO+(lm_vStepU+lm_vStepV)*(FLOAT(1<<iMipmap)/2.0f);
|
|
// for each pixel in the shadow map
|
|
for (PIX pixV=0; pixV<lm_pixSizeV>>iMipmap; pixV++) {
|
|
FLOAT3D vPoint = vRow;
|
|
for (PIX pixU=0; pixU<lm_pixSizeU>>iMipmap; pixU++) {
|
|
// if the point is in the polygon
|
|
if (TestPointInPolygon(*lm_pbpoPolygon, vPoint)) {
|
|
// set the pixel
|
|
*pub = 255;
|
|
// if the point is not in the polygon
|
|
} else {
|
|
// clear the pixel
|
|
*pub = 0;
|
|
}
|
|
// go to the next pixel
|
|
pub++;
|
|
vPoint+=lm_vStepU*FLOAT(1<<iMipmap);
|
|
}
|
|
vRow+=lm_vStepV*FLOAT(1<<iMipmap);
|
|
}
|
|
}
|
|
// make mip maps of the polygon mask
|
|
// MakeMipmapsForMask(lm_pubPolygonMask, lm_pixSizeU, lm_pixSizeV,
|
|
// lm_mmtPolygonMask.mmt_slTotalSize);
|
|
|
|
// convert it from byte-packed into bit-packed mask
|
|
lm_pbsmShadowMap->bsm_pubPolygonMask = (UBYTE *)AllocMemory((lm_mmtPolygonMask.mmt_slTotalSize+7)/8);
|
|
ConvertBytesToBits(
|
|
lm_pubPolygonMask,
|
|
lm_pbsmShadowMap->bsm_pubPolygonMask,
|
|
lm_mmtPolygonMask.mmt_slTotalSize);
|
|
}
|
|
}
|
|
|
|
// flip shadow mask around V axis (for parallel lights)
|
|
void CLayerMaker::FlipShadowMask(INDEX iMip)
|
|
{
|
|
PIX pixLayerMinU = lm_pixLayerMinU>>iMip;
|
|
PIX pixLayerMinV = lm_pixLayerMinV>>iMip;
|
|
PIX pixLayerSizeU = lm_pixLayerSizeU>>iMip;
|
|
PIX pixLayerSizeV = lm_pixLayerSizeV>>iMip;
|
|
UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMip];
|
|
|
|
UBYTE *pubRow = pubLayer;
|
|
// for each row
|
|
for (PIX pixV=0; pixV<pixLayerSizeV; pixV++) {
|
|
// flip the row
|
|
UBYTE *pubLt = pubRow;
|
|
UBYTE *pubRt = pubRow+pixLayerSizeU-1;
|
|
for (PIX pixU=0; pixU<pixLayerSizeU/2; pixU++) {
|
|
Swap(*pubLt, *pubRt);
|
|
pubLt++;
|
|
pubRt--;
|
|
}
|
|
pubRow+=pixLayerSizeU;
|
|
}
|
|
}
|
|
|
|
// make shadow mask for the light
|
|
ULONG CLayerMaker::MakeShadowMask(CBrushShadowLayer *pbsl)
|
|
{
|
|
// if the light doesn't cast shadows, or the polygon does not receive them
|
|
if (!(pbsl->bsl_plsLightSource->ls_ulFlags&LSF_CASTSHADOWS) ||
|
|
(lm_pbpoPolygon->bpo_ulFlags&BPOF_DOESNOTRECEIVESHADOW) ) {
|
|
// do nothing
|
|
return BSLF_ALLLIGHT;
|
|
}
|
|
|
|
// remember current layer and its light source
|
|
lm_plsLight = pbsl->bsl_plsLightSource;
|
|
lm_pbslLayer = pbsl;
|
|
lm_vLight = lm_plsLight->ls_penEntity->GetPlacement().pl_PositionVector;
|
|
|
|
// find the influenced rectangle
|
|
CLightRectangle lr;
|
|
lm_pbsmShadowMap->FindLightRectangle(*lm_plsLight, lr);
|
|
ASSERT(lr.lr_pixSizeU == lm_pbslLayer->bsl_pixSizeU);
|
|
ASSERT(lr.lr_pixSizeV == lm_pbslLayer->bsl_pixSizeV);
|
|
lm_fpixHotU = lr.lr_fpixHotU;
|
|
lm_fpixHotV = lr.lr_fpixHotV;
|
|
lm_fLightPlaneDistance = lr.lr_fLightPlaneDistance;
|
|
lm_pixLayerMinU = lr.lr_pixMinU;
|
|
lm_pixLayerMinV = lr.lr_pixMinV;
|
|
lm_pixLayerSizeU= lr.lr_pixSizeU;
|
|
lm_pixLayerSizeV= lr.lr_pixSizeV;
|
|
// find mip-mapping information for the rectangle
|
|
MakeMipmapTable(lm_pixLayerSizeU, lm_pixLayerSizeV, lm_mmtLayer);
|
|
|
|
ASSERT(lr.lr_pixSizeU == lm_pbslLayer->bsl_pixSizeU);
|
|
ASSERT(lr.lr_pixSizeV == lm_pbslLayer->bsl_pixSizeV);
|
|
ASSERT(lr.lr_pixSizeU <= lm_pixSizeU);
|
|
ASSERT(lr.lr_pixSizeV <= lm_pixSizeV);
|
|
|
|
// if there is no influence, do nothing
|
|
if ((lr.lr_pixSizeU==0) || (lr.lr_pixSizeV==0)) return BSLF_ALLDARK;
|
|
|
|
lm_pbslLayer->bsl_pixMinU = lr.lr_pixMinU;
|
|
lm_pbslLayer->bsl_pixMinV = lr.lr_pixMinV;
|
|
lm_pbslLayer->bsl_pixSizeU = lr.lr_pixSizeU;
|
|
lm_pbslLayer->bsl_pixSizeV = lr.lr_pixSizeV;
|
|
lm_pbslLayer->bsl_slSizeInPixels = lm_mmtLayer.mmt_slTotalSize;
|
|
|
|
// allocate shadow mask for the light (+8 is safety wall for fast conversions)
|
|
lm_pubLayer = (UBYTE *)AllocMemory(lm_mmtLayer.mmt_slTotalSize+8);
|
|
const FLOAT fEpsilon = (1<<lm_iMipLevel)/1024.0f;
|
|
|
|
ULONG ulLighted=BSLF_ALLLIGHT|BSLF_ALLDARK;
|
|
// if this polygon requires exact shadows
|
|
if (lm_pbpoPolygon->bpo_ulFlags & BPOF_ACCURATESHADOWS) {
|
|
// make each mip-map of mask for itself
|
|
for(INDEX iMip=0; iMip<lm_mmtLayer.mmt_ctMipmaps; iMip++) {
|
|
ulLighted&=MakeOneShadowMaskMip(iMip);
|
|
}
|
|
} else {
|
|
// make first mip-map of mask
|
|
ulLighted&=MakeOneShadowMaskMip(0);
|
|
// make other shadow mask mips from the first one
|
|
MakeMipmapsForMask( lm_pubLayer, lm_mmtLayer.mmt_pixU, lm_mmtLayer.mmt_pixV,
|
|
lm_mmtLayer.mmt_slTotalSize);
|
|
}
|
|
|
|
// spread the shadow mask towards pixels outside of polygon
|
|
if( !(lm_pbpoPolygon->bpo_ulFlags&BPOF_DARKCORNERS)) {
|
|
SpreadShadowMaskOutwards();
|
|
} else {
|
|
SpreadShadowMaskInwards();
|
|
SpreadShadowMaskOutwards();
|
|
}
|
|
|
|
// convert the shadow mask from byte-packed into bit-packed mask
|
|
ConvertBytesToBits(lm_pubLayer, lm_pubLayer, lm_mmtLayer.mmt_slTotalSize);
|
|
ShrinkMemory((void **)&lm_pubLayer, (lm_mmtLayer.mmt_slTotalSize+7)/8);
|
|
pbsl->bsl_pubLayer = lm_pubLayer;
|
|
|
|
// update statistics
|
|
_ctShadowLayers++;
|
|
_ctShadowClusters+=lm_mmtLayer.mmt_slTotalSize;
|
|
|
|
return ulLighted;
|
|
}
|
|
|
|
ULONG CLayerMaker::MakeOneShadowMaskMip(INDEX iMip)
|
|
{
|
|
ULONG ulLighted=BSLF_ALLLIGHT|BSLF_ALLDARK;
|
|
|
|
PIX pixLayerMinU = lm_pixLayerMinU>>iMip;
|
|
PIX pixLayerMinV = lm_pixLayerMinV>>iMip;
|
|
PIX pixLayerSizeU = lm_pixLayerSizeU>>iMip;
|
|
PIX pixLayerSizeV = lm_pixLayerSizeV>>iMip;
|
|
INDEX iMipLevel = lm_iMipLevel+iMip;
|
|
FLOAT3D vO = lm_vO+(lm_vStepU+lm_vStepV)*(FLOAT(1<<iMip)/2.0f);
|
|
FLOAT3D vStepU = lm_vStepU*FLOAT(1<<iMip);
|
|
FLOAT3D vStepV = lm_vStepV*FLOAT(1<<iMip);
|
|
FLOAT fpixHotU = lm_fpixHotU/FLOAT(1<<iMip);
|
|
FLOAT fpixHotV = lm_fpixHotV/FLOAT(1<<iMip);
|
|
UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMip];
|
|
|
|
// if the light is directional
|
|
if (lm_plsLight->ls_ulFlags&LSF_DIRECTIONAL) {
|
|
// prepare parallel projection as if viewing from polygon and the shadow map is screen
|
|
CParallelProjection3D prProjection;
|
|
prProjection.ScreenBBoxL() = FLOATaabbox2D(
|
|
FLOAT2D(pixLayerMinU,
|
|
pixLayerMinV),
|
|
FLOAT2D(pixLayerMinU+pixLayerSizeU,
|
|
pixLayerMinV+pixLayerSizeV)
|
|
);
|
|
prProjection.AspectRatioL() = 1.0f;
|
|
prProjection.NearClipDistanceL() = 0.00f;
|
|
prProjection.pr_vZoomFactors(1) =
|
|
prProjection.pr_vZoomFactors(2) = 1024.0f/(1<<iMipLevel);
|
|
|
|
FLOAT3D vDirection;
|
|
AnglesToDirectionVector(
|
|
lm_plsLight->ls_penEntity->GetPlacement().pl_OrientationAngle,
|
|
vDirection);
|
|
// if polygon is turned away from the light
|
|
if ((vDirection%(const FLOAT3D &)lm_pbpoPolygon->bpo_pbplPlane->bpl_plAbsolute)>-0.001) {
|
|
// layer is all dark
|
|
return BSLF_ALLDARK;
|
|
}
|
|
|
|
vDirection = vDirection*lm_mToInverseMapping;
|
|
|
|
prProjection.pr_vStepFactors(1) = -vDirection(1)/vDirection(3);
|
|
prProjection.pr_vStepFactors(2) = -vDirection(2)/vDirection(3);
|
|
|
|
prProjection.pr_vStepFactors(1)*=prProjection.pr_vZoomFactors(1);
|
|
prProjection.pr_vStepFactors(2)*=prProjection.pr_vZoomFactors(2);
|
|
|
|
CPlacement3D plCenter;
|
|
plCenter.pl_OrientationAngle = lm_aInverseMappingOrientation;
|
|
plCenter.pl_PositionVector =
|
|
vO
|
|
+vStepU*(FLOAT(pixLayerSizeU)/2-0.5f) // !!!!
|
|
+vStepV*(FLOAT(pixLayerSizeV)/2);//+5.0f);
|
|
prProjection.ViewerPlacementL() = plCenter;
|
|
|
|
// render the view to the shadow layer (but ignore the target polygon)
|
|
CAnyProjection3D apr;
|
|
apr = prProjection;
|
|
ULONG ulFlagsBefore = lm_pbpoPolygon->bpo_ulFlags;
|
|
lm_pbpoPolygon->bpo_ulFlags |= BPOF_INVISIBLE;
|
|
ulLighted&=RenderShadows(*lm_pwoWorld, *(CEntity*)NULL, apr,
|
|
lm_pbpoPolygon->bpo_boxBoundingBox, pubLayer, pixLayerSizeU, pixLayerSizeV,
|
|
lm_plsLight->ls_ubPolygonalMask);
|
|
lm_pbpoPolygon->bpo_ulFlags = ulFlagsBefore;
|
|
|
|
// flip the shadow mask around v axis (left-right)
|
|
FlipShadowMask(iMip);
|
|
|
|
// if the light is point
|
|
} else {
|
|
|
|
// prepare perspective projection as if viewing from light and the shadow map is screen
|
|
CPerspectiveProjection3D prProjection;
|
|
if( !(lm_pbpoPolygon->bpo_ulFlags&BPOF_DARKCORNERS)) {
|
|
prProjection.ScreenBBoxL() = FLOATaabbox2D(
|
|
FLOAT2D(pixLayerMinU-fpixHotU+1,
|
|
pixLayerMinV-fpixHotV+1),
|
|
FLOAT2D(pixLayerMinU+pixLayerSizeU-fpixHotU+1,
|
|
pixLayerMinV+pixLayerSizeV-fpixHotV+1)
|
|
);
|
|
} else {
|
|
prProjection.ScreenBBoxL() = FLOATaabbox2D(
|
|
FLOAT2D(pixLayerMinU-fpixHotU,
|
|
pixLayerMinV-fpixHotV),
|
|
FLOAT2D(pixLayerMinU+pixLayerSizeU-fpixHotU,
|
|
pixLayerMinV+pixLayerSizeV-fpixHotV)
|
|
);
|
|
}
|
|
prProjection.AspectRatioL() = 1.0f;
|
|
|
|
prProjection.NearClipDistanceL() = lm_plsLight->ls_fNearClipDistance;
|
|
prProjection.FarClipDistanceL()
|
|
= lm_fLightPlaneDistance-lm_plsLight->ls_fFarClipDistance; //-fEpsilon/2; !!!! use minimal epsilon for polygon
|
|
prProjection.ppr_fMetersPerPixel = (1<<iMipLevel)/1024.0f;
|
|
prProjection.ppr_fViewerDistance = lm_fLightPlaneDistance;
|
|
|
|
CPlacement3D plLight;
|
|
plLight.pl_OrientationAngle = lm_aMappingOrientation;
|
|
plLight.pl_PositionVector = lm_vLight;
|
|
prProjection.ViewerPlacementL() = plLight;
|
|
CAnyProjection3D apr;
|
|
apr = prProjection;
|
|
|
|
// ignore the target polygon during rendering
|
|
ULONG ulFlagsBefore = lm_pbpoPolygon->bpo_ulFlags;
|
|
lm_pbpoPolygon->bpo_ulFlags |= BPOF_INVISIBLE;
|
|
// if light is not illumination light
|
|
if (lm_plsLight->ls_ubPolygonalMask==0) {
|
|
// just render starting at the light entity position
|
|
ulLighted&=RenderShadows(*lm_pwoWorld, *lm_plsLight->ls_penEntity,
|
|
apr, FLOATaabbox3D(),
|
|
pubLayer, pixLayerSizeU, pixLayerSizeV,
|
|
lm_plsLight->ls_ubPolygonalMask);
|
|
// if light is illumination light
|
|
} else {
|
|
// add entire box around target polygon and light position to rendering
|
|
FLOATaabbox3D box = lm_pbpoPolygon->bpo_boxBoundingBox;
|
|
box|=lm_plsLight->ls_penEntity->GetPlacement().pl_PositionVector;
|
|
ulLighted&=RenderShadows(*lm_pwoWorld, *(CEntity*)NULL, apr, box,
|
|
pubLayer, pixLayerSizeU, pixLayerSizeV,
|
|
lm_plsLight->ls_ubPolygonalMask);
|
|
}
|
|
lm_pbpoPolygon->bpo_ulFlags = ulFlagsBefore;
|
|
}
|
|
|
|
return ulLighted;
|
|
}
|
|
|
|
/*
|
|
* Create a shadow map for a given polygon.
|
|
*/
|
|
BOOL CLayerMaker::CreateLayers(CBrushPolygon &bpo, CWorld &woWorld, BOOL bDoDirectionalLights)
|
|
{
|
|
// __pfWorldEditingProfile.IncrementAveragingCounter();
|
|
// __pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_MAKESHADOWS);
|
|
|
|
BOOL bInitialized = FALSE;
|
|
BOOL bCalculatedSome = FALSE;
|
|
BOOL bSomeAreUncalculated = FALSE;
|
|
|
|
// remember the world
|
|
lm_pwoWorld = &woWorld;
|
|
lm_pbsmShadowMap = &bpo.bpo_smShadowMap;
|
|
lm_pbpoPolygon = &bpo;
|
|
|
|
// for each layer that should be calculated, but isn't
|
|
FORDELETELIST(CBrushShadowLayer, bsl_lnInShadowMap, lm_pbsmShadowMap->bsm_lhLayers, itbsl) {
|
|
// if already calculated, or dynamic
|
|
if (itbsl->bsl_ulFlags&BSLF_CALCULATED ||
|
|
itbsl->bsl_plsLightSource->ls_ulFlags&LSF_DYNAMIC) {
|
|
// skip it
|
|
continue;
|
|
}
|
|
// if we are not doing directional lights and it is directional
|
|
if (!bDoDirectionalLights
|
|
&& (itbsl->bsl_plsLightSource->ls_ulFlags&LSF_DIRECTIONAL)) {
|
|
// skip it
|
|
bSomeAreUncalculated = TRUE;
|
|
continue;
|
|
}
|
|
|
|
// if not yet initialized
|
|
if( !bInitialized) {
|
|
// remember general data
|
|
CalculateData();
|
|
// make bit-packed mask of where the polygon is in the shadow map
|
|
MakePolygonMask();
|
|
bInitialized = TRUE;
|
|
}
|
|
|
|
CBrushShadowLayer &bsl = *itbsl;
|
|
// mark the layer is calculated
|
|
bsl.bsl_ulFlags |= BSLF_CALCULATED;
|
|
// make shadow mask for the light
|
|
ULONG ulLighted=MakeShadowMask(itbsl);
|
|
ASSERT((ulLighted==0) || (ulLighted==BSLF_ALLLIGHT) || (ulLighted==BSLF_ALLDARK));
|
|
bsl.bsl_ulFlags &= ~(BSLF_ALLLIGHT|BSLF_ALLDARK);
|
|
bsl.bsl_ulFlags |= ulLighted;
|
|
|
|
// if the layer is not needed
|
|
if( ulLighted&(BSLF_ALLLIGHT|BSLF_ALLDARK)) {
|
|
// free it
|
|
if( bsl.bsl_pubLayer!=NULL) FreeMemory( bsl.bsl_pubLayer);
|
|
bsl.bsl_pubLayer = NULL;
|
|
}
|
|
bCalculatedSome = TRUE;
|
|
}
|
|
|
|
// if was intialized
|
|
if( bInitialized) {
|
|
// free bit-packed polygon mask
|
|
FreeMemory( lm_pubPolygonMask);
|
|
}
|
|
|
|
// if some new layers have been calculated
|
|
if( bCalculatedSome) {
|
|
// invalidate mixed layers
|
|
bpo.bpo_smShadowMap.Invalidate();
|
|
}
|
|
|
|
return bSomeAreUncalculated;
|
|
}
|
|
|
|
/*
|
|
* Create shadow map for the polygon.
|
|
*/
|
|
void CBrushPolygon::MakeShadowMap(CWorld *pwoWorld, BOOL bDoDirectionalLights)
|
|
{
|
|
_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_MAKESHADOWMAP);
|
|
// create new shadow map
|
|
CLayerMaker lmMaker;
|
|
BOOL bSomeAreUncalculated = lmMaker.CreateLayers(*this, *pwoWorld, bDoDirectionalLights);
|
|
// unqueue the shadow map
|
|
if (!bSomeAreUncalculated && bpo_smShadowMap.bsm_lnInUncalculatedShadowMaps.IsLinked()) {
|
|
bpo_smShadowMap.bsm_lnInUncalculatedShadowMaps.Remove();
|
|
}
|
|
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_MAKESHADOWMAP);
|
|
}
|