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); } } }
ShadowVolumeBSP::SVPoly * blInteriorProxy::buildInteriorPoly(ShadowVolumeBSP * shadowVolumeBSP, Interior * detail, U32 surfaceIndex, LightInfo * light, bool createSurfaceInfo) { InteriorInstance* interior = dynamic_cast<InteriorInstance*>(getObject()); if (!interior) return NULL; // transform and add the points... const MatrixF & transform = interior->getTransform(); const VectorF & scale = interior->getScale(); const Interior::Surface & surface = detail->mSurfaces[surfaceIndex]; ShadowVolumeBSP::SVPoly * poly = shadowVolumeBSP->createPoly(); poly->mWindingCount = surface.windingCount; // project these points for(U32 j = 0; j < poly->mWindingCount; j++) { Point3F iPnt = detail->mPoints[detail->mWindings[surface.windingStart + j]].point; Point3F tPnt; iPnt.convolve(scale); transform.mulP(iPnt, &tPnt); poly->mWinding[j] = tPnt; } // convert from fan U32 tmpIndices[ShadowVolumeBSP::SVPoly::MaxWinding]; Point3F fanIndices[ShadowVolumeBSP::SVPoly::MaxWinding]; tmpIndices[0] = 0; U32 idx = 1; U32 i; for(i = 1; i < poly->mWindingCount; i += 2) tmpIndices[idx++] = i; for(i = ((poly->mWindingCount - 1) & (~0x1)); i > 0; i -= 2) tmpIndices[idx++] = i; idx = 0; for(i = 0; i < poly->mWindingCount; i++) if(surface.fanMask & (1 << i)) fanIndices[idx++] = poly->mWinding[tmpIndices[i]]; // set the data poly->mWindingCount = idx; for(i = 0; i < poly->mWindingCount; i++) poly->mWinding[i] = fanIndices[i]; // flip the plane - shadow volumes face inwards PlaneF plane = detail->getPlane(surface.planeIndex); if(!Interior::planeIsFlipped(surface.planeIndex)) plane.neg(); // transform the plane mTransformPlane(transform, scale, plane, &poly->mPlane); shadowVolumeBSP->buildPolyVolume(poly, light); // do surface info? if(createSurfaceInfo) { ShadowVolumeBSP::SurfaceInfo * surfaceInfo = new ShadowVolumeBSP::SurfaceInfo; shadowVolumeBSP->mSurfaces.push_back(surfaceInfo); // fill it surfaceInfo->mSurfaceIndex = surfaceIndex; surfaceInfo->mShadowVolume = shadowVolumeBSP->getShadowVolume(poly->mShadowVolume); // POLY and POLY node gets it too ShadowVolumeBSP::SVNode * traverse = shadowVolumeBSP->getShadowVolume(poly->mShadowVolume); while(traverse->mFront) { traverse->mSurfaceInfo = surfaceInfo; traverse = traverse->mFront; } // get some info from the poly node poly->mSurfaceInfo = traverse->mSurfaceInfo = surfaceInfo; surfaceInfo->mPlaneIndex = traverse->mPlaneIndex; } return(poly); }