bool InteriorLMManager::loadBaseLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle) { AssertFatal(interiorHandle < mInteriors.size(), "InteriorLMManager::loadBaseLightmaps: invalid interior handle"); AssertFatal(instanceHandle < mInteriors[interiorHandle]->mInstances.size(), "InteriorLMManager::loadBaseLightmaps: invalid instance handle"); // must use a valid instance handle if(!instanceHandle) return(false); InteriorLMInfo * interiorInfo = mInteriors[interiorHandle]; if(!interiorInfo->mNumLightmaps) return(false); InstanceLMInfo * baseInstanceInfo = interiorInfo->mInstances[0]; // already loaded? (if any bitmap is present, then assumed that all will be) GFXTexHandle texture (baseInstanceInfo->mLightmapHandles[0]); if(texture.isValid() && texture.getBitmap()) return(true); InstanceLMInfo * instanceInfo = interiorInfo->mInstances[instanceHandle]; Resource<InteriorResource> & interiorRes = instanceInfo->mInstance->getResource(); if(!bool(interiorRes)) return(false); GBitmap *** pBitmaps = 0; if(!instanceInfo->mInstance->readLightmaps(&pBitmaps)) return(false); for(U32 i = 0; i < interiorRes->getNumDetailLevels(); i++) { Interior * interior = interiorRes->getDetailLevel(i); AssertFatal(interior, "InteriorLMManager::loadBaseLightmaps: invalid detail level in resource"); AssertFatal(interior->getLMHandle() != LM_HANDLE(-1), "InteriorLMManager::loadBaseLightmaps: interior not added to manager"); AssertFatal(interior->getLMHandle() < mInteriors.size(), "InteriorLMManager::loadBaseLightmaps: invalid interior"); InteriorLMInfo * interiorInfo = mInteriors[interior->getLMHandle()]; InstanceLMInfo * baseInstanceInfo = interiorInfo->mInstances[0]; for(U32 j = 0; j < interiorInfo->mNumLightmaps; j++) { AssertFatal(pBitmaps[i][j], "InteriorLMManager::loadBaseLightmaps: invalid bitmap"); if (baseInstanceInfo->mLightmapHandles[j]) { GFXTextureObject * texObj = baseInstanceInfo->mLightmapHandles[j]; texObj->mBitmap = pBitmaps[i][j]; } else baseInstanceInfo->mLightmapHandles[j].set( pBitmaps[i][j], &GFXDefaultPersistentProfile, false, String("Interior Lightmap Handle") ); } } delete [] pBitmaps; return(true); }
void blInteriorProxy::addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level) { if(light->getType() != LightInfo::Vector) return; ColorF ambient = light->getAmbient(); bool shadowedTree = true; InteriorInstance* interior = dynamic_cast<InteriorInstance*>(getObject()); if (!interior) return; Resource<InteriorResource> mInteriorRes = interior->getResource(); // check if just getting shadow detail if(level == SceneLighting::SHADOW_DETAIL) { shadowedTree = false; level = mInteriorRes->getNumDetailLevels() - 1; } Interior * detail = mInteriorRes->getDetailLevel(level); bool hasAlarm = detail->hasAlarmState(); // make sure surfaces do not get processed more than once BitVector surfaceProcessed; surfaceProcessed.setSize(detail->mSurfaces.size()); surfaceProcessed.clear(); ColorI color = light->getAmbient(); // go through the zones of the interior and grab outside visible surfaces for(U32 i = 0; i < detail->getNumZones(); i++) { Interior::Zone & zone = detail->mZones[i]; for(U32 j = 0; j < zone.surfaceCount; j++) { U32 surfaceIndex = detail->mZoneSurfaces[zone.surfaceStart + j]; // dont reprocess a surface if(surfaceProcessed.test(surfaceIndex)) continue; surfaceProcessed.set(surfaceIndex); Interior::Surface & surface = detail->mSurfaces[surfaceIndex]; // outside visible? if(!(surface.surfaceFlags & Interior::SurfaceOutsideVisible)) continue; // good surface? PlaneF plane = detail->getPlane(surface.planeIndex); if(Interior::planeIsFlipped(surface.planeIndex)) plane.neg(); // project the plane PlaneF projPlane; mTransformPlane(interior->getTransform(), interior->getScale(), plane, &projPlane); // fill with ambient? (need to do here, because surface will not be // added to the SVBSP tree) F32 dot = mDot(projPlane, light->getDirection()); if(dot > -gParellelVectorThresh)// && !(GFX->getPixelShaderVersion() > 0.0) ) { if(shadowedTree) { // alarm lighting GFXTexHandle normHandle = gInteriorLMManager.duplicateBaseLightmap(detail->getLMHandle(), interior->getLMHandle(), detail->getNormalLMapIndex(surfaceIndex)); GFXTexHandle alarmHandle; GBitmap * normLightmap = normHandle->getBitmap(); GBitmap * alarmLightmap = 0; // check if they share the lightmap if(hasAlarm) { if(detail->getNormalLMapIndex(surfaceIndex) != detail->getAlarmLMapIndex(surfaceIndex)) { alarmHandle = gInteriorLMManager.duplicateBaseLightmap(detail->getLMHandle(), interior->getLMHandle(), detail->getAlarmLMapIndex(surfaceIndex)); alarmLightmap = alarmHandle->getBitmap(); } } // // Support for interior light map border sizes. // U32 xlen, ylen, xoff, yoff; U32 lmborder = detail->getLightMapBorderSize(); xlen = surface.mapSizeX + (lmborder * 2); ylen = surface.mapSizeY + (lmborder * 2); xoff = surface.mapOffsetX - lmborder; yoff = surface.mapOffsetY - lmborder; // attemp to light normal and alarm lighting for(U32 c = 0; c < 2; c++) { GBitmap * lightmap = (c == 0) ? normLightmap : alarmLightmap; if(!lightmap) continue; // fill it for(U32 y = 0; y < ylen; y++) { for(U32 x = 0; x < xlen; x++) { ColorI outColor(255, 0, 0, 255); #ifndef SET_COLORS ColorI lmColor(0, 0, 0, 255); lightmap->getColor(xoff + x, yoff + y, lmColor); U32 _r = static_cast<U32>( color.red ) + static_cast<U32>( lmColor.red ); U32 _g = static_cast<U32>( color.green ) + static_cast<U32>( lmColor.green ); U32 _b = static_cast<U32>( color.blue ) + static_cast<U32>( lmColor.blue ); outColor.red = mClamp(_r, 0, 255); outColor.green = mClamp(_g, 0, 255); outColor.blue = mClamp(_b, 0, 255); #endif lightmap->setColor(xoff + x, yoff + y, outColor); } } } } continue; } ShadowVolumeBSP::SVPoly * poly = buildInteriorPoly(shadowVolume, detail, surfaceIndex, light, shadowedTree); // insert it into the SVBSP tree shadowVolume->insertPoly(poly); } } }