Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
993 lines
23 KiB
C++
993 lines
23 KiB
C++
#include "MLRHeaders.hpp"
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extern DWORD gEnableLightMaps, gEnableFancyWater;
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//#############################################################################
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//## MLRTerrain with no color no lighting w/ detail texture, uv's from xyz ###
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//#############################################################################
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DynamicArrayOf<Vector2DScalar>
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*MLR_Water::detailTexCoords;
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MLR_Water::ClassData*
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MLR_Water::DefaultData = NULL;
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Stuff::UnitVector3D
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MLR_Water::sunLight;
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Stuff::Scalar
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MLR_Water::specMult;
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Stuff::Scalar
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MLR_Water::specCutoff;
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int
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MLR_Water::specPow;
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BYTE
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MLR_Water::lookUpSpecular[256];
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extern DynamicArrayOf<Vector2DScalar> *lightMapUVs;
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extern DynamicArrayOf<Scalar> *lightMapSqFalloffs;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::InitializeClass()
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{
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Verify(!DefaultData);
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Verify(gos_GetCurrentHeap() == StaticHeap);
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DefaultData =
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new ClassData(
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MLR_WaterClassID,
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"MidLevelRenderer::MLR_Water",
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MLR_I_C_DeT_TMesh::DefaultData,
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(MLRPrimitiveBase::Factory)&Make
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);
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Register_Object(DefaultData);
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Vector3D sl(1.0f, -1.0f, -1.0f);
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sl.Normalize(sl);
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sunLight = sl;
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specMult = 345.0f;
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specPow = 5;
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specCutoff = 0.5f;
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detailTexCoords = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
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Register_Object(detailTexCoords);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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Unregister_Object(detailTexCoords);
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delete detailTexCoords;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::SetSpecularValues(Stuff::Scalar fac, int _pow, Scalar cutOff )
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{
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specMult = fac;
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specPow = _pow;
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specCutoff = cutOff;
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Scalar oneOver255 = 1.0f/255.0f;
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for(int i=0;i<256;i++)
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{
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Scalar sval = static_cast<Scalar>(255.5f * specMult * pow(i*oneOver255, specPow));
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if(sval>255.0f)
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{
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lookUpSpecular[i] = 0xff;
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}
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else
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{
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lookUpSpecular[i] = Truncate_Float_To_Byte(sval);
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}
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLR_Water::MLR_Water(
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ClassData *class_data,
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MemoryStream *stream,
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int version
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):
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MLR_I_C_DeT_TMesh(class_data, stream, version)
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{
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Check_Pointer(this);
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Check_Pointer(stream);
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referenceState.SetLightingMode(MLRState::LightMapLightingMode);
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referenceState.SetSpecularOn();
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facePlanes.SetLength(0);
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if (!dataStore)
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dataStore = new DataStorage;
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Check_Pointer(dataStore);
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if (!colors.GetLength())
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{
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#if COLOR_AS_DWORD
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dataStore->colors.AssignValue(0xFFFFFFFF, coords.GetLength());
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#else
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dataStore->colors.AssignValue(RGBAColor::White, coords.GetLength());
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#endif
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colors.AssignData(dataStore->colors.GetData(), dataStore->colors.GetLength());
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}
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Verify(colors.GetData() == dataStore->colors.GetData());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLR_Water::MLR_Water(ClassData *class_data):
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MLR_I_C_DeT_TMesh(class_data)
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{
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Check_Pointer(this);
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facePlanes.SetLength(0);
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if (!dataStore)
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dataStore = new DataStorage;
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Check_Pointer(dataStore);
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if (!colors.GetLength())
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{
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#if COLOR_AS_DWORD
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dataStore->colors.AssignValue(0xFFFFFFFF, coords.GetLength());
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#else
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dataStore->colors.AssignValue(RGBAColor::White, coords.GetLength());
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#endif
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colors.AssignData(dataStore->colors.GetData(), dataStore->colors.GetLength());
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}
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Verify(colors.GetData() == dataStore->colors.GetData());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLR_Water::~MLR_Water()
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{
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Check_Object(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLR_Water*
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MLR_Water::Make(
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MemoryStream *stream,
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int version
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)
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{
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Check_Object(stream);
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gos_PushCurrentHeap(PrimitiveHeap);
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MLR_Water *water = new MLR_Water(DefaultData, stream, version);
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gos_PopCurrentHeap();
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return water;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::Save(MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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MLR_I_C_DeT_TMesh::Save(stream);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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int
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MLR_Water::FindBackFace(const Point3D& u, const Normal3D& n)
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{
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Check_Object(this);
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MLR_RENDER("Backface::MLR_Water");
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Start_Timer(Find_Backface_Time);
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BYTE *iPtr;
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if(numOfTriangles <= 0)
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{
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visible = 0;
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Stop_Timer(Find_Backface_Time);
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return 0;
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}
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if(gEnableFancyWater==0)
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{
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FindVisibleVertices();
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channelUse &= ~(1<<SpecularRedChannel);
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referenceState.SetSpecularOff();
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Stop_Timer(Find_Backface_Time);
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return 1;
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}
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ColorType *cols = dataStore->colors.GetData();
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int len = dataStore->colors.GetLength();
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DWORD new_color = paintMeColorDW;
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for(int i=0;i<len;i++)
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{
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Vector3D v;
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v.Subtract(u, coords[i]);
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v.NormalizeApproximate(v);
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Scalar a = 1.2f - 2.5f*v.y;
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if(a < 0.6f)
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{
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a = 0.6f;
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}
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#if COLOR_AS_DWORD
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a *= 255.0f;
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if(a>=255.0f)
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{
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*((BYTE *)&new_color + 3) = 0xff;
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}
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else
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{
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*((BYTE *)&new_color + 3) = Truncate_Float_To_Byte(a);
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}
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cols[i] = new_color;
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#else
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// SPEW(("micgaert", "%f", v.y/v.GetApproximateLength()));
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cols[i] = paintMeColorF;
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cols[i].alpha = a;
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#endif
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v.y=0.0f;
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/*
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Vector3D reflect_vect(0.0f,1.0f,0.0f), rev_sun;
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rev_sun.Negate(sunLight);
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reflect_vect.Multiply(reflect_vect,2*rev_sun.y);
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reflect_vect.Subtract(reflect_vect, rev_sun);
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reflect_vect.Normalize(reflect_vect);
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Scalar sval = reflect_vect*v;
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*/
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Scalar sval = sunLight*v;
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if(sval<specCutoff)
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{
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(*extraChannels[2*SpecularRedChannel])[i] = 0;
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}
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else
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{
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(*extraChannels[2*SpecularRedChannel])[i] = lookUpSpecular[Truncate_Float_To_Byte(255.5f*sval)];
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}
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}
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referenceState.SetSpecularOn();
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channelUse |= 1<<SpecularRedChannel;
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iPtr = testList->GetData();
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memset(iPtr, 1, numOfTriangles);
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visible = 1;
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FindVisibleVertices();
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// passes = 1;
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Stop_Timer(Find_Backface_Time);
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return 1;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::Copy(
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MLR_I_C_TMesh *prim,
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MLRState detailState,
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Stuff::Scalar xOff,
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Stuff::Scalar yOff,
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Stuff::Scalar xFac,
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Stuff::Scalar yFac
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)
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{
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MLR_I_C_DeT_TMesh::Copy(prim, detailState, xOff, yOff, xFac, yFac);
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facePlanes.SetLength(0);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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MLR_Water::Copy(MLR_I_C_DeT_PMesh *prim)
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{
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bool b = MLR_I_C_DeT_TMesh::Copy(prim);
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facePlanes.SetLength(0);
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return b;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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/*
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int
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MLR_Water::GetNumPasses()
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{
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Check_Object(this);
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return 2;
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}
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*/
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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#define I_SAY_YES_TO_DETAIL_TEXTURES
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#define I_SAY_YES_TO_WATER
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#define I_SAY_YES_TO_COLOR
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#undef I_SAY_YES_TO_TERRAIN2
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#undef I_SAY_YES_TO_DUAL_TEXTURES
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#undef I_SAY_YES_TO_TERRAIN
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#undef I_SAY_YES_TO_LIGHTING
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#define CLASSNAME MLR_Water
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#define CLASSNAMENOCOLOR MLR_I_DeT_TMesh
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// This include contains follwing functions:
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// void MLR_Water::TransformNoClip(Matrix4D*, GOSVertexPool*);
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// int MLR_Water::Clip(MLRClippingState, GOSVertexPool*);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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#include <MLR\MLRTriangleClipping.hpp>
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#undef I_SAY_YES_TO_DETAIL_TEXTURES
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#undef I_SAY_YES_TO_WATER
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#undef I_SAY_YES_TO_COLOR
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#undef CLASSNAME
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#undef CLASSNAMENOCOLOR
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extern RGBAColor errorColor;
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extern bool
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CheckForBigTriangles(DynamicArrayOf<Vector2DScalar> *lightMapUVs, int stride);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLR_Water::LightMapLighting(MLRLight *light)
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{
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MLRLightMap *lightMap = light->GetLightMap();
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if((!lightMap) || !gEnableLightMaps || lightMap->IsFull()==true)
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{
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return;
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}
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int i, j, k, len = numOfTriangles;
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LinearMatrix4D matrix = LinearMatrix4D::Identity;
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Point3D lightPosInShape, hitPoint;
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UnitVector3D up, left, forward;
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bool lm;
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Scalar falloff = 1.0f, distance;
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Scalar waterHeight = coords[0].z;
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BYTE addedVertices = 0;
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BYTE addedIndicies = 0;
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int tooBig = 0;
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Scalar bigUV = MLRState::GetMaxUV();
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switch(light->GetLightType())
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{
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case MLRLight::PointLight:
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{
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Check_Object(lightMap);
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light->GetInShapePosition(lightPosInShape);
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Scalar n, f;
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Cast_Object(MLRPointLight*, light)->GetFalloffDistance(n, f);
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Scalar One_Over_Falloff = 1.0f/f;
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for(i=0,j=0,k=0;i<len;i++,j += 3)
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{
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if((*testList)[i] == 0)
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{
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continue;
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}
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f = lightPosInShape.z - waterHeight;
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lm = false;
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tooBig = 0;
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for(k=0;k<3;k++)
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{
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Vector3D vec(coords[index[k+j]]);
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vec-=lightPosInShape;
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(*lightMapUVs)[k][0] = vec.x * One_Over_Falloff;
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(*lightMapUVs)[k][1] = vec.z * One_Over_Falloff;
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falloff = 1.0f;
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if(
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(*lightMapUVs)[k][0] >= -0.5f && (*lightMapUVs)[k][0] <= 0.5f &&
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(*lightMapUVs)[k][1] >= -0.5f && (*lightMapUVs)[k][1] <= 0.5f
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)
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{
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lm = true;
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}
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if(
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bigUV > 0.0f &&
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(
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(*lightMapUVs)[k][0] < -bigUV || (*lightMapUVs)[k][0] > bigUV ||
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(*lightMapUVs)[k][1] < -bigUV || (*lightMapUVs)[k][1] > bigUV
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)
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)
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{
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tooBig++;
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}
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}
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if(tooBig==0 && (lm == true || CheckForBigTriangles(lightMapUVs, 3) == true))
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{
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#if 0
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Vector3D vec(coords[index[j]]);
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SPEW(("micgaert", "\nvertex1 = %f,%f,%f", vec.x, vec.y, vec.z));
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vec = coords[index[j+1]];
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SPEW(("micgaert", "vertex2 = %f,%f,%f", vec.x, vec.y, vec.z));
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vec = coords[index[j+2]];
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SPEW(("micgaert", "vertex3 = %f,%f,%f", vec.x, vec.y, vec.z));
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vec = Vector3D(0.0f, 1.0f, 0.0f);
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SPEW(("micgaert", "normal = %f,%f,%f", vec.x, vec.y, vec.z));
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SPEW(("micgaert", "forward = %f,%f,%f", forward.x, forward.y, forward.z));
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SPEW(("micgaert", "distance = %f", f));
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SPEW(("micgaert", "light = %f,%f,%f", lightPosInShape.x, lightPosInShape.y, lightPosInShape.z));
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SPEW(("micgaert", "projection = %f,%f,%f", hitPoint.x, hitPoint.y, hitPoint.z));
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#endif
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Scalar sq_falloff
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= falloff*falloff*light->GetIntensity();
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RGBAColor color;
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light->GetColor(color);
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color.red *= sq_falloff;
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color.green *= sq_falloff;
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color.blue *= sq_falloff;
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color.alpha = 1.0f;
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for(k=0;k<3;k++)
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{
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(*lightMapUVs)[k][0] += 0.5f;
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(*lightMapUVs)[k][1] += 0.5f;
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if(
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lightMap->AddIndex(addedIndicies++, addedVertices)==false ||
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#if COLOR_AS_DWORD
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lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], GOSCopyColor(&color))==false
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#else // COLOR_AS_DWORD
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lightMap->AddVertex(addedVertices++, coords[index[k+j]], (*lightMapUVs)[k], color)==false
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#endif // COLOR_AS_DWORD
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)
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{
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return;
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}
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if(addedIndicies >= 252 && addedVertices > 0)
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{
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lightMap->AddMesh(referenceState.GetPriority()+1, addedVertices, addedIndicies);
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addedIndicies = 0;
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addedVertices = 0;
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}
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}
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}
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}
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}
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break;
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case MLRLight::SpotLight:
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{
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int behindCount = 0, falloffCount = 0;
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Check_Object(lightMap);
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light->GetInShapePosition(matrix);
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lightPosInShape = matrix;
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Scalar tanSpeadAngle = Cast_Object(MLRSpotLight*, light)->GetTanSpreadAngle();
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#ifndef TOP_DOWN_ONLY
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matrix.GetLocalLeftInWorld(&left);
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matrix.GetLocalUpInWorld(&up);
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matrix.GetLocalForwardInWorld(&forward);
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#else
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forward = UnitVector3D(0.0f, -1.0f, 0.0);
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up = UnitVector3D(1.0f, 0.0f, 0.0);
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left = UnitVector3D(0.0f, 0.0f, 1.0);
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#endif
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Verify(Small_Enough(up*left));
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for(i=0,j=0,k=0;i<len;i++,j += 3)
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{
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behindCount = 0;
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falloffCount = 0;
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if((*testList)[i] == 0)
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{
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continue;
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}
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lm = false;
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if(!facePlanes[i].IsSeenBy(lightPosInShape))
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{
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continue;
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}
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#if SPEW_AWAY
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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]]
|
|
);
|
|
|
|
;
|
|
}
|
|
}
|
|
|