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C++

#include "MLRHeaders.hpp"
extern DWORD gEnableLightMaps, gEnableFancyWater;
//#############################################################################
//## MLRTerrain with no color no lighting w/ detail texture, uv's from xyz ###
//#############################################################################
DynamicArrayOf<Vector2DScalar>
*MLR_Water::detailTexCoords;
MLR_Water::ClassData*
MLR_Water::DefaultData = NULL;
Stuff::UnitVector3D
MLR_Water::sunLight;
Stuff::Scalar
MLR_Water::specMult;
Stuff::Scalar
MLR_Water::specCutoff;
int
MLR_Water::specPow;
BYTE
MLR_Water::lookUpSpecular[256];
extern DynamicArrayOf<Vector2DScalar> *lightMapUVs;
extern DynamicArrayOf<Scalar> *lightMapSqFalloffs;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLR_WaterClassID,
"MidLevelRenderer::MLR_Water",
MLR_I_C_DeT_TMesh::DefaultData,
(MLRPrimitiveBase::Factory)&Make
);
Register_Object(DefaultData);
Vector3D sl(1.0f, -1.0f, -1.0f);
sl.Normalize(sl);
sunLight = sl;
specMult = 345.0f;
specPow = 5;
specCutoff = 0.5f;
detailTexCoords = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(detailTexCoords);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
Unregister_Object(detailTexCoords);
delete detailTexCoords;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::SetSpecularValues(Stuff::Scalar fac, int _pow, Scalar cutOff )
{
specMult = fac;
specPow = _pow;
specCutoff = cutOff;
Scalar oneOver255 = 1.0f/255.0f;
for(int i=0;i<256;i++)
{
Scalar sval = static_cast<Scalar>(255.5f * specMult * pow(i*oneOver255, specPow));
if(sval>255.0f)
{
lookUpSpecular[i] = 0xff;
}
else
{
lookUpSpecular[i] = Truncate_Float_To_Byte(sval);
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Water::MLR_Water(
ClassData *class_data,
MemoryStream *stream,
int version
):
MLR_I_C_DeT_TMesh(class_data, stream, version)
{
Check_Pointer(this);
Check_Pointer(stream);
referenceState.SetLightingMode(MLRState::LightMapLightingMode);
referenceState.SetSpecularOn();
facePlanes.SetLength(0);
if (!dataStore)
dataStore = new DataStorage;
Check_Pointer(dataStore);
if (!colors.GetLength())
{
#if COLOR_AS_DWORD
dataStore->colors.AssignValue(0xFFFFFFFF, coords.GetLength());
#else
dataStore->colors.AssignValue(RGBAColor::White, coords.GetLength());
#endif
colors.AssignData(dataStore->colors.GetData(), dataStore->colors.GetLength());
}
Verify(colors.GetData() == dataStore->colors.GetData());
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Water::MLR_Water(ClassData *class_data):
MLR_I_C_DeT_TMesh(class_data)
{
Check_Pointer(this);
facePlanes.SetLength(0);
if (!dataStore)
dataStore = new DataStorage;
Check_Pointer(dataStore);
if (!colors.GetLength())
{
#if COLOR_AS_DWORD
dataStore->colors.AssignValue(0xFFFFFFFF, coords.GetLength());
#else
dataStore->colors.AssignValue(RGBAColor::White, coords.GetLength());
#endif
colors.AssignData(dataStore->colors.GetData(), dataStore->colors.GetLength());
}
Verify(colors.GetData() == dataStore->colors.GetData());
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Water::~MLR_Water()
{
Check_Object(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_Water*
MLR_Water::Make(
MemoryStream *stream,
int version
)
{
Check_Object(stream);
gos_PushCurrentHeap(PrimitiveHeap);
MLR_Water *water = new MLR_Water(DefaultData, stream, version);
gos_PopCurrentHeap();
return water;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::Save(MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
MLR_I_C_DeT_TMesh::Save(stream);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int
MLR_Water::FindBackFace(const Point3D& u, const Normal3D& n)
{
Check_Object(this);
MLR_RENDER("Backface::MLR_Water");
Start_Timer(Find_Backface_Time);
BYTE *iPtr;
if(numOfTriangles <= 0)
{
visible = 0;
Stop_Timer(Find_Backface_Time);
return 0;
}
if(gEnableFancyWater==0)
{
FindVisibleVertices();
channelUse &= ~(1<<SpecularRedChannel);
referenceState.SetSpecularOff();
Stop_Timer(Find_Backface_Time);
return 1;
}
ColorType *cols = dataStore->colors.GetData();
int len = dataStore->colors.GetLength();
DWORD new_color = paintMeColorDW;
for(int i=0;i<len;i++)
{
Vector3D v;
v.Subtract(u, coords[i]);
v.NormalizeApproximate(v);
Scalar a = 1.2f - 2.5f*v.y;
if(a < 0.6f)
{
a = 0.6f;
}
#if COLOR_AS_DWORD
a *= 255.0f;
if(a>=255.0f)
{
*((BYTE *)&new_color + 3) = 0xff;
}
else
{
*((BYTE *)&new_color + 3) = Truncate_Float_To_Byte(a);
}
cols[i] = new_color;
#else
// SPEW(("micgaert", "%f", v.y/v.GetApproximateLength()));
cols[i] = paintMeColorF;
cols[i].alpha = a;
#endif
v.y=0.0f;
/*
Vector3D reflect_vect(0.0f,1.0f,0.0f), rev_sun;
rev_sun.Negate(sunLight);
reflect_vect.Multiply(reflect_vect,2*rev_sun.y);
reflect_vect.Subtract(reflect_vect, rev_sun);
reflect_vect.Normalize(reflect_vect);
Scalar sval = reflect_vect*v;
*/
Scalar sval = sunLight*v;
if(sval<specCutoff)
{
(*extraChannels[2*SpecularRedChannel])[i] = 0;
}
else
{
(*extraChannels[2*SpecularRedChannel])[i] = lookUpSpecular[Truncate_Float_To_Byte(255.5f*sval)];
}
}
referenceState.SetSpecularOn();
channelUse |= 1<<SpecularRedChannel;
iPtr = testList->GetData();
memset(iPtr, 1, numOfTriangles);
visible = 1;
FindVisibleVertices();
// passes = 1;
Stop_Timer(Find_Backface_Time);
return 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::Copy(
MLR_I_C_TMesh *prim,
MLRState detailState,
Stuff::Scalar xOff,
Stuff::Scalar yOff,
Stuff::Scalar xFac,
Stuff::Scalar yFac
)
{
MLR_I_C_DeT_TMesh::Copy(prim, detailState, xOff, yOff, xFac, yFac);
facePlanes.SetLength(0);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
MLR_Water::Copy(MLR_I_C_DeT_PMesh *prim)
{
bool b = MLR_I_C_DeT_TMesh::Copy(prim);
facePlanes.SetLength(0);
return b;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/*
int
MLR_Water::GetNumPasses()
{
Check_Object(this);
return 2;
}
*/
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
#define I_SAY_YES_TO_DETAIL_TEXTURES
#define I_SAY_YES_TO_WATER
#define I_SAY_YES_TO_COLOR
#undef I_SAY_YES_TO_TERRAIN2
#undef I_SAY_YES_TO_DUAL_TEXTURES
#undef I_SAY_YES_TO_TERRAIN
#undef I_SAY_YES_TO_LIGHTING
#define CLASSNAME MLR_Water
#define CLASSNAMENOCOLOR MLR_I_DeT_TMesh
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// This include contains follwing functions:
// void MLR_Water::TransformNoClip(Matrix4D*, GOSVertexPool*);
// int MLR_Water::Clip(MLRClippingState, GOSVertexPool*);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include <MLR\MLRTriangleClipping.hpp>
#undef I_SAY_YES_TO_DETAIL_TEXTURES
#undef I_SAY_YES_TO_WATER
#undef I_SAY_YES_TO_COLOR
#undef CLASSNAME
#undef CLASSNAMENOCOLOR
extern RGBAColor errorColor;
extern bool
CheckForBigTriangles(DynamicArrayOf<Vector2DScalar> *lightMapUVs, int stride);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_Water::LightMapLighting(MLRLight *light)
{
MLRLightMap *lightMap = light->GetLightMap();
if((!lightMap) || !gEnableLightMaps || lightMap->IsFull()==true)
{
return;
}
int i, j, k, len = numOfTriangles;
LinearMatrix4D matrix = LinearMatrix4D::Identity;
Point3D lightPosInShape, hitPoint;
UnitVector3D up, left, forward;
bool lm;
Scalar falloff = 1.0f, distance;
Scalar waterHeight = coords[0].z;
BYTE addedVertices = 0;
BYTE addedIndicies = 0;
int tooBig = 0;
Scalar bigUV = MLRState::GetMaxUV();
switch(light->GetLightType())
{
case MLRLight::PointLight:
{
Check_Object(lightMap);
light->GetInShapePosition(lightPosInShape);
Scalar n, f;
Cast_Object(MLRPointLight*, light)->GetFalloffDistance(n, f);
Scalar One_Over_Falloff = 1.0f/f;
for(i=0,j=0,k=0;i<len;i++,j += 3)
{
if((*testList)[i] == 0)
{
continue;
}
f = lightPosInShape.z - waterHeight;
lm = false;
tooBig = 0;
for(k=0;k<3;k++)
{
Vector3D vec(coords[index[k+j]]);
vec-=lightPosInShape;
(*lightMapUVs)[k][0] = vec.x * One_Over_Falloff;
(*lightMapUVs)[k][1] = vec.z * One_Over_Falloff;
falloff = 1.0f;
if(
(*lightMapUVs)[k][0] >= -0.5f && (*lightMapUVs)[k][0] <= 0.5f &&
(*lightMapUVs)[k][1] >= -0.5f && (*lightMapUVs)[k][1] <= 0.5f
)
{
lm = true;
}
if(
bigUV > 0.0f &&
(
(*lightMapUVs)[k][0] < -bigUV || (*lightMapUVs)[k][0] > bigUV ||
(*lightMapUVs)[k][1] < -bigUV || (*lightMapUVs)[k][1] > bigUV
)
)
{
tooBig++;
}
}
if(tooBig==0 && (lm == true || CheckForBigTriangles(lightMapUVs, 3) == true))
{
#if 0
Vector3D vec(coords[index[j]]);
SPEW(("micgaert", "\nvertex1 = %f,%f,%f", vec.x, vec.y, vec.z));
vec = coords[index[j+1]];
SPEW(("micgaert", "vertex2 = %f,%f,%f", vec.x, vec.y, vec.z));
vec = coords[index[j+2]];
SPEW(("micgaert", "vertex3 = %f,%f,%f", vec.x, vec.y, vec.z));
vec = Vector3D(0.0f, 1.0f, 0.0f);
SPEW(("micgaert", "normal = %f,%f,%f", vec.x, vec.y, vec.z));
SPEW(("micgaert", "forward = %f,%f,%f", forward.x, forward.y, forward.z));
SPEW(("micgaert", "distance = %f", f));
SPEW(("micgaert", "light = %f,%f,%f", lightPosInShape.x, lightPosInShape.y, lightPosInShape.z));
SPEW(("micgaert", "projection = %f,%f,%f", hitPoint.x, hitPoint.y, hitPoint.z));
#endif
Scalar sq_falloff
= falloff*falloff*light->GetIntensity();
RGBAColor color;
light->GetColor(color);
color.red *= sq_falloff;
color.green *= sq_falloff;
color.blue *= sq_falloff;
color.alpha = 1.0f;
for(k=0;k<3;k++)
{
(*lightMapUVs)[k][0] += 0.5f;
(*lightMapUVs)[k][1] += 0.5f;
if(
lightMap->AddIndex(addedIndicies++, addedVertices)==false ||
#if COLOR_AS_DWORD
lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], GOSCopyColor(&color))==false
#else // COLOR_AS_DWORD
lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], color)==false
#endif // COLOR_AS_DWORD
)
{
return;
}
if(addedIndicies >= 252 && addedVertices > 0)
{
lightMap->AddMesh(referenceState.GetPriority()+1, addedVertices, addedIndicies);
addedIndicies = 0;
addedVertices = 0;
}
}
}
}
}
break;
case MLRLight::SpotLight:
{
int behindCount = 0, falloffCount = 0;
Check_Object(lightMap);
light->GetInShapePosition(matrix);
lightPosInShape = matrix;
Scalar tanSpeadAngle = Cast_Object(MLRSpotLight*, light)->GetTanSpreadAngle();
#ifndef TOP_DOWN_ONLY
matrix.GetLocalLeftInWorld(&left);
matrix.GetLocalUpInWorld(&up);
matrix.GetLocalForwardInWorld(&forward);
#else
forward = UnitVector3D(0.0f, -1.0f, 0.0);
up = UnitVector3D(1.0f, 0.0f, 0.0);
left = UnitVector3D(0.0f, 0.0f, 1.0);
#endif
Verify(Small_Enough(up*left));
for(i=0,j=0,k=0;i<len;i++,j += 3)
{
behindCount = 0;
falloffCount = 0;
if((*testList)[i] == 0)
{
continue;
}
lm = false;
if(!facePlanes[i].IsSeenBy(lightPosInShape))
{
continue;
}
#if SPEW_AWAY
Scalar maxX, maxZ;
Scalar minX, minZ;
minX = maxX = coords[index[j]].x;
minZ = maxZ = coords[index[j]].z;
if(minX>coords[index[j+1]].x)
{
minX = coords[index[j+1]].x;
}
if(minX>coords[index[j+2]].x)
{
minX = coords[index[j+2]].x;
}
if(minZ>coords[index[j+1]].z)
{
minZ = coords[index[j+1]].z;
}
if(minX>coords[index[j+2]].z)
{
minZ = coords[index[j+2]].z;
}
if(maxX<coords[index[j+1]].x)
{
maxX = coords[index[j+1]].x;
}
if(maxX<coords[index[j+2]].x)
{
maxX = coords[index[j+2]].x;
}
if(maxZ<coords[index[j+1]].z)
{
maxZ = coords[index[j+1]].z;
}
if(maxX<coords[index[j+2]].z)
{
maxZ = coords[index[j+2]].z;
}
if(lightPosInShape.x > minX && lightPosInShape.x < maxX && lightPosInShape.z > minZ && lightPosInShape.z < maxZ)
{
SPEW(("micgaert", "On Target !!"));
}
#endif
tooBig = 0;
for(k=0;k<3;k++)
{
Vector3D vec;
Scalar oneOver;
vec.Subtract(coords[index[k+j]], lightPosInShape);
#ifndef TOP_DOWN_ONLY
distance = (vec*forward);
#else
distance = -vec.y;
#endif
#if SPEW_AWAY
SPEW(("micgaert", "vertex%d = %f,%f,%f", k, coords[index[k+j]].x, coords[index[k+j]].y, coords[index[k+j]].z));
SPEW(("micgaert", "distance = %f", distance));
#endif
if(distance > SMALL)
{
if(Cast_Object(MLRInfiniteLightWithFalloff*, light)->GetFalloff(distance, falloff) == false)
{
falloffCount++;
}
(*lightMapSqFalloffs)[k] = falloff*falloff*light->GetIntensity();
oneOver
#if 0
= 1.0f/(2.0f*distance*tanSpeadAngle);
#else
= OneOverApproximate(2.0f*distance*tanSpeadAngle);
#endif
}
else
{
behindCount++;
oneOver = 1.0f/50.0f;
(*lightMapSqFalloffs)[k] = 0.0f;
#if SPEW_AWAY
SPEW(("micgaert", "Behind"));
#endif
}
#ifndef TOP_DOWN_ONLY
(*lightMapUVs)[k][0] = (left*vec) * oneOver;
(*lightMapUVs)[k][1] = -(up*vec) * oneOver;
#else
(*lightMapUVs)[k][0] = vec.x * oneOver;
(*lightMapUVs)[k][1] = -vec.z * oneOver;
#endif
#if SPEW_AWAY
SPEW(("micgaert", "uv%d = %f,%f", k, (*lightMapUVs)[k][0], (*lightMapUVs)[k][1]));
#endif
if(
(*lightMapUVs)[k][0] >= -0.5f && (*lightMapUVs)[k][0] <= 0.5f &&
(*lightMapUVs)[k][1] >= -0.5f && (*lightMapUVs)[k][1] <= 0.5f
)
{
lm = true;
}
if(
bigUV > 0.0f &&
(
(*lightMapUVs)[k][0] < -bigUV || (*lightMapUVs)[k][0] > bigUV ||
(*lightMapUVs)[k][1] < -bigUV || (*lightMapUVs)[k][1] > bigUV
)
)
{
tooBig++;
}
}
#if 1
if(
tooBig == 0
&& behindCount < 3
&& falloffCount < 3
&& ((lm == true) || CheckForBigTriangles(lightMapUVs, 3) == true)
)
{
for(k=0;k<3;k++)
{
RGBAColor color;
color.red = (*lightMapSqFalloffs)[k];
color.green = (*lightMapSqFalloffs)[k];
color.blue = (*lightMapSqFalloffs)[k];
color.alpha = 1.0f;
(*lightMapUVs)[k][0] += 0.5f;
(*lightMapUVs)[k][1] += 0.5f;
if(
lightMap->AddIndex(addedIndicies++, addedVertices)==false ||
#if COLOR_AS_DWORD
lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], GOSCopyColor(&color))==false
#else // COLOR_AS_DWORD
lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], color)==false
#endif // COLOR_AS_DWORD
)
{
return;
}
if(addedIndicies >= 252 && addedVertices > 0)
{
lightMap->AddMesh(referenceState.GetPriority()+1, addedVertices, addedIndicies);
addedIndicies = 0;
addedVertices = 0;
}
}
#if SPEW_AWAY
SPEW(("micgaert", "See the Light !"));
#endif
}
#if SPEW_AWAY
Vector3D vec = facePlanes[i].normal;
SPEW(("micgaert", "normal = %f,%f,%f", vec.x, vec.y, vec.z));
SPEW(("micgaert", "forward = %f,%f,%f", forward.x, forward.y, forward.z));
SPEW(("micgaert", "left = %f,%f,%f", left.x, left.y, left.z));
SPEW(("micgaert", "up = %f,%f,%f", up.x, up.y, up.z));
SPEW(("micgaert", "light = %f,%f,%f\n", lightPosInShape.x, lightPosInShape.y, lightPosInShape.z));
#endif
#else
if(tooBig != 0)
{
lightMap->SetPolygonMarker(1);
lightMap->AddUShort(3);
for(k=0;k<3;k++)
{
lightMap->AddCoord(coords[index[k+j]]);
}
for(k=0;k<3;k++)
{
lightMap->AddColor(RGBAColor(0.0f, 0.0f, 0.5f, 1.0f));
}
for(k=0;k<3;k++)
{
lightMap->AddUVs(0.5f, 0.5f);
// DEBUG_STREAM << k << " " << lightMapUVs[k][0] << " " << lightMapUVs[k][0] << "\n";
}
}
else if(behindCount != 0)
{
lightMap->SetPolygonMarker(1);
lightMap->AddUShort(3);
for(k=0;k<3;k++)
{
lightMap->AddCoord(coords[index[k+j]]);
}
for(k=0;k<3;k++)
{
lightMap->AddColor(RGBAColor(0.5f, 0.0f, 0.0f, 1.0f));
}
for(k=0;k<3;k++)
{
lightMap->AddUVs(0.5f, 0.5f);
// DEBUG_STREAM << k << " " << lightMapUVs[k][0] << " " << lightMapUVs[k][0] << "\n";
}
}
else if(behindCount == 0 && (lm == true || CheckForBigTriangles(&lightMapUVs, 3) == true) )
{
lightMap->SetPolygonMarker(1);
lightMap->AddUShort(3);
for(k=0;k<3;k++)
{
lightMap->AddCoord(coords[index[k+j]]);
}
for(k=0;k<3;k++)
{
lightMap->AddColor(lightMapSqFalloffs[k], lightMapSqFalloffs[k], lightMapSqFalloffs[k], 1.0f);
}
for(k=0;k<3;k++)
{
lightMap->AddUVs(lightMapUVs[k][0]+0.5f, lightMapUVs[k][1]+0.5f);
// DEBUG_STREAM << k << " " << lightMapUVs[k][0] << " " << lightMapUVs[k][0] << "\n";
}
}
else if(CheckForBigTriangles(&lightMapUVs, 3) == false)
{
lightMap->SetPolygonMarker(1);
lightMap->AddUShort(3);
for(k=0;k<3;k++)
{
lightMap->AddCoord(coords[index[k+j]]);
}
for(k=0;k<3;k++)
{
lightMap->AddColor(errorColor);
}
for(k=0;k<3;k++)
{
lightMap->AddUVs(0.5f, 0.5f);
// DEBUG_STREAM << k << " " << lightMapUVs[k][0] << " " << lightMapUVs[k][0] << "\n";
}
}
#endif
}
}
break;
#define TOP_DOWN_ONLY
case MLRLight::ProjectLight:
{
MLRProjectLight *pLight = Cast_Object(MLRProjectLight*, light);
light->GetInShapePosition(lightPosInShape);
Scalar n, f;
pLight->GetFalloffDistance(n, f);
Scalar ray_distance = light->GetIntensity();
UnitVector3D dir, rot;
light->GetInShapeDirection(dir);
lightPosInShape.AddScaled(lightPosInShape, dir, ray_distance);
rot = dir;
rot.y = 0.0f;
rot.Normalize(rot);
if(ray_distance <= SMALL)
{
break;
}
// Scalar One_Over_Falloff = 1.0f/(3.0f*f);
Scalar oneOverRadius = 0.5f / (pLight->GetTanSpreadAngle() * ray_distance);
if(pLight->GetFalloff(ray_distance, falloff))
{
for(i=0,j=0,k=0;i<len;i++,j += 3)
{
if((*testList)[i] == 0)
{
continue;
}
if(dir.y>0.0f)
{
continue;
}
lm = false;
tooBig = 0;
for(k=0;k<3;k++)
{
Vector3D vec(coords[index[k+j]]);
vec-=lightPosInShape;
Scalar u, v;
u = vec.x * oneOverRadius;
v = vec.z * oneOverRadius;
(*lightMapUVs)[k][0] = u*rot.z - v*rot.x;
(*lightMapUVs)[k][1] = v*rot.z + u*rot.x;
if(
(*lightMapUVs)[k][0] >= -0.5f && (*lightMapUVs)[k][0] <= 0.5f &&
(*lightMapUVs)[k][1] >= -0.25f && (*lightMapUVs)[k][1] <= 0.75f
)
{
lm = true;
}
if(
bigUV > 0.0f &&
(
(*lightMapUVs)[k][0] < -bigUV || (*lightMapUVs)[k][0] > bigUV ||
(*lightMapUVs)[k][1] < -bigUV || (*lightMapUVs)[k][1] > bigUV
)
)
{
tooBig++;
}
}
if(tooBig==0 && (lm == true || CheckForBigTriangles(lightMapUVs, 3) == true))
{
#if 0
Vector3D vec(coords[index[j]]);
SPEW(("micgaert", "\nvertex1 = %f,%f,%f", vec.x, vec.y, vec.z));
vec = coords[index[j+1]];
SPEW(("micgaert", "vertex2 = %f,%f,%f", vec.x, vec.y, vec.z));
vec = coords[index[j+2]];
SPEW(("micgaert", "vertex3 = %f,%f,%f", vec.x, vec.y, vec.z));
vec = facePlanes[i].normal;
SPEW(("micgaert", "normal = %f,%f,%f", vec.x, vec.y, vec.z));
SPEW(("micgaert", "forward = %f,%f,%f", forward.x, forward.y, forward.z));
SPEW(("micgaert", "distance = %f", f));
SPEW(("micgaert", "light = %f,%f,%f", lightPosInShape.x, lightPosInShape.y, lightPosInShape.z));
SPEW(("micgaert", "projection = %f,%f,%f", hitPoint.x, hitPoint.y, hitPoint.z));
#endif
Scalar sq_falloff
= falloff*falloff; //*light->GetIntensity();
RGBAColor color;
light->GetColor(color);
color.red *= sq_falloff;
color.green *= sq_falloff;
color.blue *= sq_falloff;
color.alpha = 1.0f;
for(k=0;k<3;k++)
{
(*lightMapUVs)[k][0] += 0.5f;
(*lightMapUVs)[k][1] += 0.25f;
if(
lightMap->AddIndex(addedIndicies++, addedVertices)==false ||
#if COLOR_AS_DWORD
lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], GOSCopyColor(&color))==false
#else // COLOR_AS_DWORD
lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], color)==false
#endif // COLOR_AS_DWORD
)
{
return;
}
if(addedIndicies >= 252 && addedVertices > 0)
{
lightMap->AddMesh(referenceState.GetPriority()+1, addedVertices, addedIndicies);
addedIndicies = 0;
addedVertices = 0;
}
}
}
}
}
}
break;
case MLRLight::ShadowLight:
break;
default:
STOP(("MLR_Water::LightMapLighting: What you want me to do ?"));
break;
}
if(addedIndicies && addedVertices)
{
lightMap->AddMesh(referenceState.GetPriority()+1, addedVertices, addedIndicies);
}
}
void
MLR_Water::FindFacePlanes()
{
Check_Object(this);
int i, j, numPrimitives = GetNumPrimitives();
Vector3D v;
Verify(index.GetLength() > 0);
for(i=0,j=0;i<numPrimitives;++i,j+=3)
{
facePlanes[i].BuildPlane(
coords[index[j]],
coords[index[j+1]],
coords[index[j+2]]
);
;
}
}