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

#include "MLRHeaders.hpp"
#include <MLR\GOSVertex3UV.hpp>
#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
BitTrace *MLR_BumpyWater_Clip;
#endif
extern DWORD gEnableLightMaps;
//#############################################################################
//############################## Bumpmaped watersurface ######################
//#############################################################################
DynamicArrayOf<Vector2DScalar>
*MLR_BumpyWater::texCoords2, *MLR_BumpyWater::texCoords3;
DynamicArrayOf<Vector2DScalar>
*MLR_BumpyWater::clipExtraTexCoords2, *MLR_BumpyWater::clipExtraTexCoords3;
Stuff::UnitVector3D
MLR_BumpyWater::sunLight;
MLR_BumpyWater::ClassData*
MLR_BumpyWater::DefaultData = NULL;
extern DynamicArrayOf<Vector2DScalar> *lightMapUVs;
extern DynamicArrayOf<Scalar> *lightMapSqFalloffs;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_BumpyWater::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLR_BumpyWaterClassID,
"MidLevelRenderer::MLR_BumpyWater",
MLR_I_C_TMesh::DefaultData,
(MLRPrimitiveBase::Factory)&Make
);
Register_Object(DefaultData);
texCoords2 = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(texCoords2);
texCoords3 = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(texCoords3);
clipExtraTexCoords2 = new DynamicArrayOf<Vector2DScalar> (2*Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(clipExtraTexCoords2);
clipExtraTexCoords3 = new DynamicArrayOf<Vector2DScalar> (2*Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(clipExtraTexCoords3);
Vector3D sl(1.0f, -1.0f, -1.0f);
sl.Normalize(sl);
sunLight = sl;
#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
MLR_BumpyWater_Clip = new BitTrace("MLR_BumpyWater_Clip");
Register_Object(MLR_BumpyWater_Clip);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_BumpyWater::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
Unregister_Object(texCoords2);
delete texCoords2;
Unregister_Object(texCoords3);
delete texCoords3;
Unregister_Object(clipExtraTexCoords2);
delete clipExtraTexCoords2;
Unregister_Object(clipExtraTexCoords3);
delete clipExtraTexCoords3;
#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
Unregister_Object(MLR_BumpyWater_Clip);
delete MLR_BumpyWater_Clip;
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_BumpyWater::MLR_BumpyWater(
ClassData *class_data,
MemoryStream *stream,
int version
):
MLR_I_C_TMesh(class_data, stream, version)
{
Check_Pointer(this);
Check_Pointer(stream);
referenceState.SetLightingMode(MLRState::LightMapLightingMode);
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_BumpyWater::MLR_BumpyWater(ClassData *class_data):
MLR_I_C_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_BumpyWater::~MLR_BumpyWater()
{
Check_Object(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLR_BumpyWater*
MLR_BumpyWater::Make(
MemoryStream *stream,
int version
)
{
Check_Object(stream);
gos_PushCurrentHeap(PrimitiveHeap);
MLR_BumpyWater *water = new MLR_BumpyWater(DefaultData, stream, version);
gos_PopCurrentHeap();
return water;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_BumpyWater::Save(MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
MLR_I_C_TMesh::Save(stream);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_BumpyWater::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_BumpyWater::Copy(MLR_Water *tMesh)
{
Check_Object(this);
Check_Object(tMesh);
int len;
const BYTE *_index;
const Point3D *_coords;
const Vector2DScalar *_texCoords;
const ColorType *_colors;
if(tMesh->dataStore!=NULL && tMesh->dataStore->coords.GetLength()>0)
{
tMesh->GetCoordData(&_coords, &len);
dataStore->coords.SetLength(len);
Mem_Copy(dataStore->coords.GetData(), _coords, len*sizeof(Point3D), dataStore->coords.GetSize());
SetCoordData(dataStore->coords.GetData(), len);
}
else
{
tMesh->GetCoordData(&_coords, &len);
SetCoordData(_coords, len);
}
if(tMesh->dataStore!=NULL && tMesh->dataStore->index.GetLength()>0)
{
tMesh->GetIndexData(&_index, &len);
dataStore->index.SetLength(len);
Mem_Copy(dataStore->index.GetData(), _index, len*sizeof(BYTE), dataStore->index.GetSize());
SetIndexData(dataStore->index.GetData(), len);
}
else
{
tMesh->GetIndexData(&_index, &len);
SetIndexData(_index, len);
}
SetSubprimitiveLengths(NULL, tMesh->GetNumPrimitives());
if(tMesh->dataStore!=NULL && tMesh->dataStore->texCoords.GetLength()>0)
{
tMesh->GetTexCoordData(&_texCoords, &len);
dataStore->texCoords.SetLength(len);
Mem_Copy(dataStore->texCoords.GetData(), _texCoords, len*sizeof(Vector2DScalar), dataStore->texCoords.GetSize());
SetTexCoordData(dataStore->texCoords.GetData(), len);
}
else
{
tMesh->GetTexCoordData(&_texCoords, &len);
SetTexCoordData(_texCoords, len);
}
texCoords2->SetLength(len);
texCoords3->SetLength(len);
referenceState = tMesh->GetReferenceState();
referenceState.SetBumpMapOn();
visibleIndexedVerticesKey = false;
if(tMesh->dataStore!=NULL && tMesh->dataStore->colors.GetLength()>0)
{
tMesh->GetColorData(&_colors, &len);
dataStore->colors.SetLength(len);
Mem_Copy(dataStore->colors.GetData(), _colors, len*sizeof(ColorType), dataStore->colors.GetSize());
SetColorData(dataStore->colors.GetData(), len);
}
else
{
tMesh->GetColorData(&_colors, &len);
SetColorData(_colors, len);
}
facePlanes.SetLength(0);
}
extern int tCounter;
inline DWORD ConvertVectorToColor(UnitVector3D &vect)
{
int r,g,b;
r=(int)(vect.x*0x7f+0x80); // x
g=(int)(vect.z*0x7f+0x80); // z
b=(int)(vect.y*0x7f+0x80); // y
Verify(r<0x100 && g<0x100 && b<0x100);
return ((0xff&0xff)<<24)|
((r&0xff)<<16)|
((g&0xff)<<8)|
((b&0xff)<<0);
/*
return 0xff808080 +
((0x7f & (int)(vect.x*127))<<0)+
((0x7f & (int)(vect.z*127))<<8);
((0x7f & (int)(vect.y*127))<<16);
return 0xffffffff;
*/
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int
MLR_BumpyWater::FindBackFace(const Point3D& u, const Normal3D& n)
{
Check_Object(this);
Start_Timer(Find_Backface_Time);
BYTE *iPtr;
Vector3D v;
UnitVector3D vn, hn;
if(numOfTriangles <= 0)
{
visible = 0;
return 0;
}
ColorType *cols = dataStore->colors.GetData();
int i, len = dataStore->colors.GetLength();
for(i=0;i<len;i++)
{
v.Subtract(coords[i], u);
vn.Normalize(v);
hn.x = -(vn.x + sunLight.x)*0.5f;
hn.y = -(vn.y + sunLight.y)*0.5f;
hn.z = -(vn.z + sunLight.z)*0.5f;
// Scalar intens = vn * sunLight;
#if COLOR_AS_DWORD
cols[i] = ConvertVectorToColor(hn);
#else
#endif
}
len = texCoords.GetLength();
Scalar r = 1.0f;
if(MLRState::GetCanBumpEnvMap() != 0)
{
r = bumpRatio;
}
else if(MLRState::GetCanBumpDotMap())
{
r = bumpNormRatio;
}
for(i=0;i<len;i++)
{
(*texCoords2)[i][0] = r*texCoords[i][0];
(*texCoords2)[i][1] = r*texCoords[i][1];
(*texCoords3)[i][0] = envRatio*texCoords[i][0];
(*texCoords3)[i][1] = envRatio*texCoords[i][1];
}
#if 0
MLRTexture *tex = (*MLRTexturePool::Instance)[referenceState.GetTextureHandle()];
tex->SetAnimateTexture(true);
AffineMatrix4D &textureMatrix = tex->GetTextureMatrix();
textureMatrix(3, 0) = tCounter * 0.0004f;
textureMatrix(3, 1) = tCounter * 0.0005f;
tex = (*MLRTexturePool::Instance)[textureNorm];
tex->SetAnimateTexture(true);
AffineMatrix4D &textureMatrix2 = tex->GetTextureMatrix();
textureMatrix2(3, 0) = -tCounter * 0.0002f;
textureMatrix2(3, 1) = tCounter * 0.0004f;
#endif
iPtr = testList->GetData();
memset(iPtr, 1, numOfTriangles);
visible = 1;
FindVisibleVertices();
passes = 1;
Stop_Timer(Find_Backface_Time);
return 1;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/*
int
MLR_BumpyWater::GetNumPasses()
{
Check_Object(this);
return 2;
}
*/
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
#define I_SAY_YES_TO_COLOR
#define I_SAY_YES_TO_BUMP_TEXTURE
#undef I_SAY_YES_TO_DETAIL_TEXTURES
#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
#undef I_SAY_YES_TO_WATER
#undef CALCULATEuvONtheFLY
#define CLASSNAME MLR_BumpyWater
#define CLASSNAMENOCOLOR MLR_I_TMesh
#if defined(TRACE_ENABLED) && defined(MLR_TRACE)
#define SET_MLR_TMESH_CLIP() MLR_BumpyWater_Clip->Set()
#define CLEAR_MLR_TMESH_CLIP() MLR_BumpyWater_Clip->Clear()
#else
#define SET_MLR_TMESH_CLIP()
#define CLEAR_MLR_TMESH_CLIP()
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// This include contains follwing functions:
// void MLR_BumpyWater::TransformNoClip(Matrix4D*, GOSVertexPool*);
// int MLR_BumpyWater::Clip(MLRClippingState, GOSVertexPool*);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include <MLR\MLRTriangleClipping.hpp>
#undef I_SAY_YES_TO_COLOR
#undef I_SAY_YES_TO_BUMP_TEXTURE
#undef CLASSNAME
#undef CLASSNAMENOCOLOR
extern RGBAColor errorColor;
extern bool
CheckForBigTriangles(DynamicArrayOf<Vector2DScalar> *lightMapUVs, int stride);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLR_BumpyWater::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;
}
}
}
}
}
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 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;
case MLRLight::ProjectLight:
#if 1
{
Check_Object(lightMap);
MLRProjectLight *pLight = Cast_Object(MLRProjectLight*, light);
light->GetInShapePosition(lightPosInShape);
Scalar n, f;
pLight->GetFalloffDistance(n, f);
UnitVector3D dir, rot;
light->GetInShapeDirection(dir);
rot = dir;
rot.y = 0.0f;
rot.Normalize(rot);
// Scalar One_Over_Falloff = 1.0f/(3.0f*f);
if(lightPosInShape.y <= SMALL)
{
break;
}
Scalar oneOverRadius = 1.0f / (pLight->GetTanSpreadAngle() * lightPosInShape.y);
if(pLight->GetFalloff(lightPosInShape.y, 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] >= -0.5f && (*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 = 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] += 0.5f;
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;
}
}
}
}
}
}
#else
{
int behindCount = 0, falloffCount = 0;
light->GetInShapePosition(lightPosInShape);
MLRProjectLight *pLight = Cast_Object(MLRProjectLight*, light);
static Point3D texUV[Limits::Max_Number_Vertices_Per_Mesh];
Matrix4D m4;
m4.Multiply(pLight->GetInversMatrix(), pLight->GetProjectMatrix());
Vector4D v4;
for(i=0;i<coords.GetLength();i++)
{
v4.Multiply(coords[i], m4);
Scalar rhw = 1.0f/v4.w;
texUV[i].x = v4.x*rhw;
texUV[i].y = v4.y*rhw;
texUV[i].z = v4.z*rhw;
}
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;
}
int tooBig = 0;
for(k=0;k<3;k++)
{
(*lightMapUVs)[k][0] = texUV[index[k+j]][0];
(*lightMapUVs)[k][1] = texUV[index[k+j]][1];
/* if(
// (*lightMapUVs)[k][0] >= -0.5f && (*lightMapUVs)[k][0] <= 0.5f &&
// (*lightMapUVs)[k][1] >= -0.5f && (*lightMapUVs)[k][1] <= 0.5f
// )
{
lm = true;
}
if(
(*lightMapUVs)[k][0] < -1.5f || (*lightMapUVs)[k][0] > 1.5f ||
(*lightMapUVs)[k][1] < -1.5f && (*lightMapUVs)[k][1] > 1.5f
)
{
tooBig++;
}
*/
lm = true;
}
if(
tooBig == 0 &&
behindCount == 0 &&
falloffCount < 3 &&
(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);
lightMap->AddColor(1.0f, 1.0f, 1.0f, 1.0f);
}
for(k=0;k<3;k++)
{
lightMap->AddUVs((*lightMapUVs)[k][0], (*lightMapUVs)[k][1]);
// lightMap->AddUVs((*lightMapUVs)[k][0]+0.5f, (*lightMapUVs)[k][1]+0.5f);
// DEBUG_STREAM << k << " " << lightMapUVs[k][0] << " " << lightMapUVs[k][0] << "\n";
}
}
}
}
#endif
break;
case MLRLight::ShadowLight:
break;
default:
STOP(("MLR_BumpyWater::LightMapLighting: What you want me to do ?"));
break;
}
if(addedIndicies && addedVertices)
{
lightMap->AddMesh(referenceState.GetPriority()+1, addedVertices, addedIndicies);
}
}
void
MLR_BumpyWater::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]]
);
;
}
}