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firestorm/Gameleap/code/mw4/Libraries/mlr/MLRProjectLight.cpp
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C++

#include "MLRHeaders.hpp"
//#############################################################################
//######################### MLRProjectLight ################################
//#############################################################################
MLRProjectLight::ClassData*
MLRProjectLight::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLRProjectLightClassID,
"MidLevelRenderer::MLRProjectLight",
MLRInfiniteLightWithFalloff::DefaultData
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRProjectLight::MLRProjectLight() :
MLRInfiniteLightWithFalloff(DefaultData)
{
Verify(gos_GetCurrentHeap() == LightsHeap);
lightMap = NULL;
inverseLightToShape = Matrix4D::Identity;
xMin = -0.005f;
xMax = 0.005f;
yMin = -0.005f;
yMax = 0.005f;
nnear = 0.1f;
ffar = 1.9f;
distance = -1.0f;
CreateProjectMatrix();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRProjectLight::MLRProjectLight(
Stuff::MemoryStream *stream,
int version
) :
MLRInfiniteLightWithFalloff(DefaultData, stream, version)
{
Check_Object(stream);
Verify(gos_GetCurrentHeap() == LightsHeap);
lightMap = NULL;
if (version > 7)
{
MString name;
*stream >> name;
if (name.GetLength() > 0)
{
Check_Object(MLRTexturePool::Instance);
MLRTexture *texture = (*MLRTexturePool::Instance)(name, 0);
if (!texture)
texture = MLRTexturePool::Instance->Add(name, 0);
Check_Object(texture);
lightMap = new MLRLightMap(texture);
Register_Object(lightMap);
lightMap->AttachReference();
lightMask |= MLRState::LightMapLightingMode;
}
}
Radian angle;
*stream >> angle;
SetSpreadAngle(angle);
inverseLightToShape = Matrix4D::Identity;
xMin = -0.05f;
xMax = 0.05f;
yMin = -0.05f;
yMax = 0.05f;
nnear = 0.1f;
ffar = 1.9f;
distance = -1.0f;
CreateProjectMatrix();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRProjectLight::MLRProjectLight(Stuff::Page *page):
MLRInfiniteLightWithFalloff(DefaultData, page)
{
Check_Object(page);
Verify(gos_GetCurrentHeap() == LightsHeap);
lightMap = NULL;
const char* lightmap;
if (page->GetEntry("LightMap", &lightmap))
{
Check_Pointer(lightmap);
Check_Object(MLRTexturePool::Instance);
MLRTexture *texture = (*MLRTexturePool::Instance)(lightmap, 0);
if (!texture)
texture = MLRTexturePool::Instance->Add(lightmap, 0);
Check_Object(texture);
lightMap = new MLRLightMap(texture);
Register_Object(lightMap);
lightMap->AttachReference();
lightMask |= MLRState::LightMapLightingMode;
}
Degree angle=45.0;
page->GetEntry("Spread", &angle.angle);
SetSpreadAngle(angle);
inverseLightToShape = Matrix4D::Identity;
xMin = -0.05f;
xMax = 0.05f;
yMin = -0.05f;
yMax = 0.05f;
nnear = 0.1f;
ffar = 1.9f;
distance = -1.0f;
CreateProjectMatrix();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRProjectLight::~MLRProjectLight()
{
if(lightMap!=NULL)
{
lightMap->DetachReference();
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
MLRInfiniteLightWithFalloff::Save(stream);
if (lightMap)
{
Check_Object(lightMap);
unsigned handle = lightMap->GetState().GetTextureHandle();
MLRTexture *texture = (*MLRTexturePool::Instance)[handle];
Check_Object(texture);
MString name = texture->GetTextureName();
*stream << name;
}
else
*stream << *MString::s_Empty;
*stream << spreadAngle;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::Write(Stuff::Page *page)
{
Check_Object(this);
Check_Object(page);
MLRInfiniteLightWithFalloff::Write(page);
if (lightMap)
{
Check_Object(lightMap);
unsigned handle = lightMap->GetState().GetTextureHandle();
MLRTexture *texture = (*MLRTexturePool::Instance)[handle];
Check_Object(texture);
page->SetEntry("LightMap", texture->GetTextureName());
}
page->SetEntry("Spread", spreadAngle * Degrees_Per_Radian);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::CreateProjectMatrix()
{
Matrix4D m4_1, m4_2;
m4_1 = Matrix4D::Identity;
// m4_1.BuildTranslation(Point3D(0.5f, 0.5f, 0.0f));
// m4_1(0,0) = 0.5f;
// m4_1(1,1) = 0.5f;
// m4_1(2,2) = 1.0f;
m4_2 = Matrix4D::Identity;
m4_2.SetPerspective(nnear, ffar, xMax, xMin, yMax, yMin);
projMatrix.Multiply(m4_2, m4_1);
LinearMatrix4D moveBack;
moveBack = LinearMatrix4D::Identity;
moveBack.BuildTranslation(Point3D(0.0f, 0.0f, distance));
m4_1.Multiply(moveBack, projMatrix);
projMatrix = m4_1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::InitLineTextureProjection(
Stuff::Point3D *lineTestPoints,
Stuff::RGBAColor *lineTestColors
)
{
Point3D p[8];
p[0] = Point3D(xMin, yMin, (nnear + distance));
p[1] = Point3D(xMax, yMin, (nnear + distance));
p[2] = Point3D(xMax, yMax, (nnear + distance));
p[3] = Point3D(xMin, yMax, (nnear + distance));
float t = ffar / nnear;
p[4] = Point3D(xMin * t, yMin * t, (ffar + distance));
p[5] = Point3D(xMax * t, yMin * t, (ffar + distance));
p[6] = Point3D(xMax * t, yMax * t, (ffar + distance));
p[7] = Point3D(xMin * t, yMax * t, (ffar + distance));
lineTestPoints[0] = p[0]; lineTestPoints[1] = p[1];
lineTestPoints[2] = p[1]; lineTestPoints[3] = p[2];
lineTestPoints[4] = p[2]; lineTestPoints[5] = p[3];
lineTestPoints[6] = p[3]; lineTestPoints[7] = p[0];
lineTestPoints[8] = p[0]; lineTestPoints[9] = p[4];
lineTestPoints[10] = p[1]; lineTestPoints[11] = p[5];
lineTestPoints[12] = p[2]; lineTestPoints[13] = p[6];
lineTestPoints[14] = p[3]; lineTestPoints[15] = p[7];
lineTestPoints[16] = p[4]; lineTestPoints[17] = p[5];
lineTestPoints[18] = p[5]; lineTestPoints[19] = p[6];
lineTestPoints[20] = p[6]; lineTestPoints[21] = p[7];
lineTestPoints[22] = p[7]; lineTestPoints[23] = p[4];
for(int i=0;i<24;i++)
{
lineTestColors[i] = RGBAColor (
Random::GetFraction(),
Random::GetFraction(),
Random::GetFraction(),
1.0f
);
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::SetLightToShapeMatrix(const LinearMatrix4D& worldToShape)
{
Check_Object(this);
lightToShape.Multiply(lightToWorld, worldToShape);
inverseLightToShape.Invert(lightToShape);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::SetSpreadAngle(const Radian &radian)
{
Check_Object(this);
spreadAngle = radian;
tanSpreadAngle = (Scalar)tan(spreadAngle);
cosSpreadAngle = (Scalar)cos(spreadAngle);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::SetSpreadAngle(const Degree &degree)
{
Check_Object(this);
spreadAngle = degree;
tanSpreadAngle = (Scalar)tan(spreadAngle);
cosSpreadAngle = (Scalar)cos(spreadAngle);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
MLRProjectLight::GetSpreadAngle(Radian *angle)
{
Check_Object(this);
*angle = spreadAngle;
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::LightVertex(const MLRVertexData& vertexData)
{
UnitVector3D light_z;
RGBColor light_color(color);
Point3D vertex_to_light;
Verify(GetFalloffDistance(vertex_to_light.x, vertex_to_light.y));
GetInShapePosition(vertex_to_light);
vertex_to_light -= *vertexData.point;
//
//--------------------------------------------------------------
// If the distance to the vertex is zero, the light will not
// contribute to the vertex coloration. Otherwise, decrease the
// light level as appropriate to the distance
//--------------------------------------------------------------
//
Scalar length = vertex_to_light.GetApproximateLength();
Scalar falloff = 1.0f;
if(GetFalloff(length, falloff))
{
light_color.red *= falloff;
light_color.green *= falloff;
light_color.blue *= falloff;
}
else
{
return;
}
Scalar cos_spread_angle = GetCosSpreadAngle();
GetInShapeDirection(light_z);
length = -1.0f / length;
vertex_to_light *= length;
Scalar t = vertex_to_light * light_z;
if (t <= cos_spread_angle)
{
return;
}
/* Verify(!Close_Enough(cos_spread_angle, 1.0f));
spread = 1.0f - ((1.0f - t) / (1.0f - cos_spread_angle));
light_color.red *= cos_spread_angle;
light_color.green *= cos_spread_angle;
light_color.blue *= cos_spread_angle;
*/
light_z.x = vertex_to_light.x;
light_z.y = vertex_to_light.y;
light_z.z = vertex_to_light.z;
//
//-------------------------------------------------------------------
// Now we reduce the light level falling on the vertex based upon the
// cosine of the angle between light and normal
//-------------------------------------------------------------------
//
Scalar cosine = 0.7071f;
if(vertexData.normal!=NULL)
{
cosine = -(light_z * (*vertexData.normal)); // * intensity;
}
if (cosine > SMALL)
{
light_color.red *= cosine;
light_color.green *= cosine;
light_color.blue *= cosine;
Stuff::RGBAColor *t = const_cast<Stuff::RGBAColor*>(vertexData.color);
Check_Pointer(t);
t->red += light_color.red;
t->green += light_color.green;
t->blue += light_color.blue;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::LightCenter(RGBAColor& rcol)
{
UnitVector3D light_z;
RGBColor light_color(color);
Point3D vertex_to_light;
Verify(GetFalloffDistance(vertex_to_light.x, vertex_to_light.y));
GetInShapePosition(vertex_to_light);
//
//--------------------------------------------------------------
// If the distance to the vertex is zero, the light will not
// contribute to the vertex coloration. Otherwise, decrease the
// light level as appropriate to the distance
//--------------------------------------------------------------
//
Scalar length = vertex_to_light.GetApproximateLength();
Scalar falloff = 1.0f;
if(GetFalloff(length, falloff))
{
light_color.red *= falloff;
light_color.green *= falloff;
light_color.blue *= falloff;
}
else
{
return;
}
Scalar cos_spread_angle = GetCosSpreadAngle();
GetInShapeDirection(light_z);
length = -1.0f / length;
vertex_to_light *= length;
Scalar t = vertex_to_light * light_z;
if (t <= cos_spread_angle)
{
return;
}
/* Verify(!Close_Enough(cos_spread_angle, 1.0f));
spread = 1.0f - ((1.0f - t) / (1.0f - cos_spread_angle));
light_color.red *= cos_spread_angle;
light_color.green *= cos_spread_angle;
light_color.blue *= cos_spread_angle;
*/
light_z.x = vertex_to_light.x;
light_z.y = vertex_to_light.y;
light_z.z = vertex_to_light.z;
//
//-------------------------------------------------------------------
// Now we reduce the light level falling on the vertex based upon the
// cosine of the angle between light and normal
//-------------------------------------------------------------------
//
Scalar cosine = 0.7071f;
if (cosine > SMALL)
{
light_color.red *= cosine;
light_color.green *= cosine;
light_color.blue *= cosine;
rcol.red += light_color.red;
rcol.green += light_color.green;
rcol.blue += light_color.blue;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRProjectLight::SetLightMap(MLRLightMap *light_map)
{
Check_Object(this);
if (lightMap)
{
lightMap->DetachReference();
}
lightMap = light_map;
if (lightMap == NULL)
{
lightMask &= ~MLRState::LightMapLightingMode;
}
else
{
lightMap->AttachReference();
lightMask |= MLRState::LightMapLightingMode;
}
}