3855 lines
111 KiB
C++
3855 lines
111 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/zone_lighter.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/patchuv_locator.h"
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#include "nel/3d/shape.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_multi_lod.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/water_shape.h"
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#include "nel/3d/texture_file.h"
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#include "nel/misc/common.h"
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#include "nel/misc/thread.h"
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#include "nel/misc/path.h"
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#include "nel/misc/file.h"
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#include "nel/misc/aabbox.h"
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#include "nel/misc/algo.h"
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#ifdef NL_OS_WINDOWS
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# define WIN32_LEAN_AND_MEAN
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# define NOMINMAX
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# include <windows.h>
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# include <winbase.h>
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#endif // NL_OS_WINDOWS
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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// Define this to render the zbuffers into a bitmap zbuffer and save it into a jpeg
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// #define SAVE_ZBUFFER "c:/temp"
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#define DEFAULT_JITTER 0.4f
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#define DEFAULT_ZBUFFER_LANDSCAPE_SIZE 32768
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#define DEFAULT_ZBUFFER_OBJECT_SIZE (32768*3)
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#define DEFAULT_SUN_DISTANCE 50000
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#define DEFAULT_SUN_FOV (NLMISC::Pi/6)
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#define DEFAULT_SUN_CENTER (CVector (0, 0, 0))
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#define DEFAULT_SUN_RADIUS 5000
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#define DEFAULT_SUN_SRQT_SAMPLES 4
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// Bad coded: don't set too big else it allocates too much memory.
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#define NL3D_ZONE_LIGHTER_CUBE_GRID_SIZE 16
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// ***************************************************************************
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/*
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Documentation:
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To light a zone, you must first adding shadow caster triangles using the addTriangle() methods.
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Triangles can come from landscape zones or IG meshes. Then call the lighting process with ligth().
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addTriangle ()
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- Add landscape triangles to shadow caster triangle list
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- Tesselate the landscape to shadow accuracy (2 meters)
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- Add others triangles to shadow caster triangle list (trees, building)
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- AlphaTest textures can be used here
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light ()
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The lighting process uses a software zbuffers render to compute shadow attenuation of the zone.
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CRenderZBuffer () (multithread)
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- Render shadow caster triangles into the light zbuffers for shadows. Each z value is tested and
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written in the pixel and in the 8 neighbor pixels.
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- There is a zbuffer per landscape softshadow sample and an additionnal zbuffer for objects. So
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landscape triangles cast softshadows and object (trees and building) cast antialiased shadows.
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- Render shadow caster triangles into a heightfield used for radiosity
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buildZoneInformation ()
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- Tesselate the landscape to shadow accuracy (2 meters)
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- Compute lumel positions.
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Lumel position is the average of lumel triangles center overlapping
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the lumel but using the shadow accuracy triangle position because
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we need the same triangles than shadow caster polygons.
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Border lumel position are extended to fit the patch border.
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- Tesselate to lumel accuracy (0.5 meter)
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- Compute lumel normal
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- Lumel normal is the average of lumel triangles normals. The normals
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comes from the lumel accuracy to get more precise lighting. So normals
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are interpolated from the center of the lumel but they will be rendered
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on the patch border. Unlike the position, we can extand the normal to the
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border without loosing normal precision because normal interpolation is
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aligned with the tesselation. So we need some border normal smoothing.
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- Border normal smoothing
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- Normals on the border of the patches are smoothed with neighbor normals.
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CLightRunnable () (multithread)
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- For each patches and for each lumels
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attenuation ()
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- Compute shadow attenuation
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- Get an antialised attenuation value in each lansdcape softshadow zbuffer.
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Average it with jitter.
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- Get an antialised attenuation value from the object zbuffer.
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- Return the smaller value of the both.
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- Compute sun lighting (dot product)
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getSkyContribution ()
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- Compute sky lighting (radiosity)
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- Algorithm
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- Get the lumel position in the heightfield
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- Lookup in the 8 2d directions for max height
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- Compute an approximation of the sky surface visible from
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the lumel position
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- Store final lumel luminosity
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*/
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// ***************************************************************************
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inline float easineasout(float x)
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{
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float y;
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// cubic tq f(0)=0, f'(0)=0, f(1)=1, f'(1)=0.
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float x2=x*x;
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float x3=x2*x;
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y= -2*x3 + 3*x2;
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return y;
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}
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// ***************************************************************************
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inline void transformVectorToZBuffer (const CZoneLighter::CZBuffer& zbuffer, const CVector &world, CVector &projected)
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{
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projected = zbuffer.WorldToZBuffer * world;
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float temp = projected.z;
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projected.z = projected.y;
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projected.y = -temp;
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projected = zbuffer.WorldToZBufferFrustum.project (projected);
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// Scale to zbuffer size
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projected.x *= zbuffer.ZBufferPixelSize;
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projected.y *= zbuffer.ZBufferPixelSize;
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projected.z = temp;
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}
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// ***********************************************************
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static const sint DeltaZ[9][2]=
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{
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{0, 0},
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{-1, 0},
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{1, 0},
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{0, -1},
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{0, 1},
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{-1, -1},
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{1, 1},
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{1, -1},
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{-1, 1},
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};
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// ***************************************************************************
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inline float testZPercentageCloserFilter (float x, float y, float z, CZoneLighter::CZBuffer &zbuffer, const CZoneLighter::CLightDesc &description, bool &zBufferOverflowFlag)
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{
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// See "Rendering Antialiased Shadows With Depth Maps" Reeves, Salesint, Cook, ACM 1987
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// Bilinear filtering
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float biliValues[2][2];
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float ix = (float)floor (x-0.5f);
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float factorX = x - (ix+0.5f);
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nlassert (factorX>=0);
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nlassert (factorX<=1);
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float iy = (float)floor (y-0.5f);
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float factorY = y - (iy+0.5f);
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nlassert (factorY>=0);
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nlassert (factorY<=1);
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sint dx, dy;
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for (dy=0; dy<2; dy++)
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for (dx=0; dx<2; dx++)
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{
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const sint fx = dx + (sint)ix;
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const sint fy = dy + (sint)iy;
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if ((fx >= 0) && (fx < zbuffer.LocalZBufferWidth) && (fy >= 0) && (fy < zbuffer.LocalZBufferHeight))
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{
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const float zRed = zbuffer.Pixels[fx + (zbuffer.LocalZBufferHeight - 1 - fy) * zbuffer.LocalZBufferWidth];
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biliValues[dx][dy] = (zRed < (-z)) ? 0.f : 1.f;
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}
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else
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{
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biliValues[dx][dy] = 1;
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zBufferOverflowFlag = true;
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}
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}
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// Bilinear
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return (biliValues[0][0] * (1 - factorX) + biliValues[1][0] * factorX) * (1 - factorY) +
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(biliValues[0][1] * (1 - factorX) + biliValues[1][1] * factorX) * factorY;
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}
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// ***************************************************************************
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CZoneLighter::CZoneLighter () : _PatchComputed ("PatchComputed")
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{
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}
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// ***************************************************************************
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void CZoneLighter::init ()
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{
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// Precalc some values
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for (uint i=0; i<8; i++)
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{
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// Precalc sinP and cosP
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float sinP=(float)(sin((Pi/4)*(i+0.5))-sin((Pi/4)*(i-0.5)));
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float cosP=(float)(cos((Pi/4)*(i-0.5))-cos((Pi/4)*(i+0.5)));
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for (uint phi=0; phi<256; phi++)
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{
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// Real phi
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float fPhi=(float)((Pi/2)*phi/256.0);
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// Tmp result
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float tmp0=(float)(fPhi-sin(2*fPhi)/2);
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float tmp1=(float)sin(fPhi);
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// Calc K
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_K[phi][i].set (tmp0*sinP, tmp0*cosP, (float)((Pi/4)*tmp1*tmp1));
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}
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}
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// Init some containers
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_ZBufferOverflow = false;
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_Bitmaps.clear ();
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}
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// ***************************************************************************
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// N - NW - W - SW - S - SE - E - NE
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static const sint deltaDirection[8][2]=
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{
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{1, 0},
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{1, 1},
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{0, 1},
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{-1, 1},
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{-1, 0},
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{-1, -1},
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{0, -1},
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{1, -1},
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};
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// ***************************************************************************
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float CZoneLighter::calcSkyContribution (sint s, sint t, float height, float skyIntensity, const CVector& normal) const
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{
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// Sky contribution
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float skyContribution;
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// Calc k
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CVector k (0, 0, 0);
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// For the height direction
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for (uint i=0; i<8; i++)
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{
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// Get phi for this point
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uint8 phi=getMaxPhi (s, t, deltaDirection[i][0], deltaDirection[i][1], height);
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// Add to k
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k+=_K[phi][i];
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}
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// Finalize sky contribution
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skyContribution=(float)(skyIntensity*(normal*k)/(2*Pi));
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skyContribution=(float)(skyIntensity*(normal*k)/(2*Pi));
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clamp (skyContribution, 0.f, 1.f);
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return skyContribution;
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}
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// ***************************************************************************
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void NEL3DCalcBase (CVector &direction, CMatrix& matrix)
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{
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direction.normalize();
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CVector K=-direction;
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CVector I=CVector::K^K;
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CVector J=K^I;
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J.normalize();
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I=J^K;
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I.normalize();
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matrix.identity();
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matrix.setRot(I,J,K, true);
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}
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// ***************************************************************************
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void setCPUMask (IThread *thread, uint process)
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{
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// Set the processor mask
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uint64 mask = IProcess::getCurrentProcess()->getCPUMask ();
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// Mask must not be NULL
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nlassert (mask != 0);
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if (mask != 0)
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{
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uint i=0;
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uint count = 0;
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for(;;)
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{
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if (mask & (UINT64_CONSTANT(1)<<i))
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{
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if (count == process)
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break;
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count++;
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}
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i++;
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if (i==64)
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i = 0;
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}
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// Set the CPU mask
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thread->setCPUMask (1<<i);
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}
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}
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// ***************************************************************************
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class NL3D::CLightRunnable : public IRunnable
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{
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// Members
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uint _Process;
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CZoneLighter *_ZoneLighter;
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const CZoneLighter::CLightDesc *_Description;
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public:
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IThread *Thread;
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public:
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// Ctor
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CLightRunnable (uint process, CZoneLighter *zoneLighter, const CZoneLighter::CLightDesc *description)
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{
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_ZoneLighter = zoneLighter;
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_Process = process;
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_Description = description;
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}
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// Run method
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void run()
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{
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// Set the CPU mask
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setCPUMask (Thread, _Process);
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_ZoneLighter->processCalc (_Process, *_Description);
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_ZoneLighter->_ProcessExited++;
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}
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};
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// ***************************************************************************
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class NL3D::CRenderZBuffer : public IRunnable
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{
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// Members
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uint _Process;
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CZoneLighter *_ZoneLighter;
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// The lighting decription
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const CZoneLighter::CLightDesc *_Description;
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// Triangles to render
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uint _FirstTriangle;
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uint _NumTriangle;
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const vector<CZoneLighter::CTriangle> *_Triangles;
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public:
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IThread *Thread;
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public:
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// Ctor
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CRenderZBuffer (uint process, CZoneLighter *zoneLighter, const CZoneLighter::CLightDesc *description, uint firstTriangle, uint numTriangle, const vector<CZoneLighter::CTriangle> *triangles)
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{
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_ZoneLighter = zoneLighter;
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_Description = description;
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_Process = process;
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_FirstTriangle = firstTriangle;
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_NumTriangle = numTriangle;
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_Triangles = triangles;
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}
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// Run method
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virtual void run ();
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};
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// ***************************************************************************
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#define CLIPPED_TOP 1
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#define CLIPPED_BOTTOM 2
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#define CLIPPED_RIGHT 3
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#define CLIPPED_LEFT 4
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#define CLIPPED_ALL (CLIPPED_TOP|CLIPPED_BOTTOM|CLIPPED_LEFT|CLIPPED_RIGHT)
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void RenderTriangle (const CZoneLighter::CTriangle &triangle, const CZoneLighter::CLightDesc &description, CPolygon2D::TRasterVect &borders,
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CFastMutex &mutex, CZoneLighter::CZBuffer &zbuffer, uint radius)
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{
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// *** Transform it in the zbuffer basis
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// 2d polygon used for rasteriation
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CPolygon2D zBasis;
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zBasis.Vertices.resize (3);
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// 3d polygon used for the gradient
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NLMISC::CTriangle gradientTriangle;
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// One over z value
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float ooz[3];
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// Clipping
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uint8 in = 0;
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// For each vertex
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for (uint j=0; j<3; j++)
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{
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// Pointer on the vector
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const CVector *pt = (&triangle.Triangle.V0)+j;
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CVector *ptDest = (&gradientTriangle.V0)+j;
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// Transform it in the zbuffer basis
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transformVectorToZBuffer (zbuffer, *pt, *ptDest);
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// Clip
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if (ptDest->x >= zbuffer.LocalZBufferXMin)
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in |= CLIPPED_LEFT;
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if (ptDest->x <= zbuffer.LocalZBufferXMax)
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in |= CLIPPED_RIGHT;
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if (ptDest->y >= zbuffer.LocalZBufferYMin)
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in |= CLIPPED_TOP;
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if (ptDest->y <= zbuffer.LocalZBufferYMax)
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in |= CLIPPED_BOTTOM;
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// Set the 2d points
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zBasis.Vertices[j].x = ptDest->x - (float)zbuffer.LocalZBufferXMin;
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zBasis.Vertices[j].y = ptDest->y - (float)zbuffer.LocalZBufferYMin;
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ooz[j] = 1.f / ptDest->z;
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// No z
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ptDest->z = 0;
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}
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// Not clipped ?
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if (in == CLIPPED_ALL)
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{
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// Rasterise
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sint minimumY;
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borders.clear ();
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zBasis.computeBorders (borders, minimumY);
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// Compute the gradient for one over z
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CVector ozzGradient;
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gradientTriangle.computeGradient (ooz[0], ooz[1], ooz[2], ozzGradient);
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// Need uv ?
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bool needUV = triangle.Texture != NULL;
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// Compute the gradient for uv
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CVector uGradient;
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CVector vGradient;
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if (needUV)
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{
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gradientTriangle.computeGradient (triangle.U[0], triangle.U[1], triangle.U[2], uGradient);
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gradientTriangle.computeGradient (triangle.V[0], triangle.V[1], triangle.V[2], vGradient);
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}
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// Texture information
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uint width=0;
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uint height=0;
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const CObjectVector<uint8> *pixels = 0;
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if (needUV)
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{
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// Get pixels
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pixels = &triangle.Texture->getPixels ();
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// Get width and height
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width = triangle.Texture->getWidth ();
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height = triangle.Texture->getHeight ();
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}
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// For each scanlines
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sint y = std::max (minimumY, 0);
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sint yMax = std::min ((sint)(minimumY+borders.size ()), zbuffer.LocalZBufferHeight);
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for (; y<yMax; y++)
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{
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// Ref on the raster
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const CPolygon2D::TRaster &raster = borders[y-minimumY];
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// Gradient y for ooz, u and v
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const float deltaY = (float)y - zBasis.Vertices[0].y;
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const float oozGradientY = deltaY * ozzGradient.y;
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float uGradientY=0.0f;
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float vGradientY=0.0f;
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if (needUV)
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{
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uGradientY = deltaY * uGradient.y;
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vGradientY = deltaY * vGradient.y;
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}
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// Clip it
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sint x = std::max (raster.first, 0);
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sint xMax = std::min (raster.second+1, zbuffer.LocalZBufferWidth);
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for (; x<xMax; x++)
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{
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// Gradient x for ooz, u and v
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const float deltaX = (float)x - zBasis.Vertices[0].x;
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const float oozGradientX = deltaX * ozzGradient.x;
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float uGradientX=0.0f;
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float vGradientX=0.0f;
|
|
if (needUV)
|
|
{
|
|
uGradientX = deltaX * uGradient.x;
|
|
vGradientX = deltaX * vGradient.x;
|
|
}
|
|
|
|
// Calc z
|
|
float z = - 1.f / (ooz[0] + oozGradientX + oozGradientY);
|
|
|
|
// Calc u & v
|
|
float u;
|
|
float v;
|
|
bool alphaTest = true;
|
|
if (needUV)
|
|
{
|
|
// Compute uv
|
|
u = triangle.U[0] + uGradientX + uGradientY;
|
|
v = triangle.V[0] + vGradientX + vGradientY;
|
|
|
|
// Clamp or wrap ?
|
|
if (triangle.Flags & CZoneLighter::CTriangle::ClampU)
|
|
clamp (u, 0.f, 1.f);
|
|
else
|
|
u -= (float)floor (u);
|
|
if (triangle.Flags & CZoneLighter::CTriangle::ClampV)
|
|
clamp (v, 0.f, 1.f);
|
|
else
|
|
v -= (float)floor (v);
|
|
|
|
// Lookup in the texture
|
|
u *= width;
|
|
v *= height;
|
|
clamp (u, 0, width-1);
|
|
clamp (v, 0, height-1);
|
|
uint8 alpha = ((const CRGBA*)&((*pixels)[(((uint)u)+((uint)v)*width)*sizeof (CRGBA)]))->A;
|
|
|
|
// Alpha test
|
|
alphaTest = alpha >= triangle.AlphaTestThreshold;
|
|
}
|
|
|
|
// Good alpha test ?
|
|
if (alphaTest)
|
|
{
|
|
// Enter the mutex
|
|
mutex.enter ();
|
|
|
|
// Write Z around
|
|
uint d;
|
|
for (d=0; d<radius; d++)
|
|
{
|
|
// Ref in the zbuffer
|
|
sint fx = x + DeltaZ[d][0];
|
|
sint fy = y + DeltaZ[d][1];
|
|
if ( (fx >= 0) && (fx < zbuffer.LocalZBufferWidth) && (fy >= 0) && (fy < zbuffer.LocalZBufferHeight) )
|
|
{
|
|
float &zValue = zbuffer.Pixels[fx+(zbuffer.LocalZBufferHeight-fy-1)*zbuffer.LocalZBufferWidth];
|
|
|
|
// Z test
|
|
if (z < zValue)
|
|
{
|
|
// Render z in zbuffer
|
|
zValue = z;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Leave the mutex
|
|
mutex.leave ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void NL3D::CRenderZBuffer::run()
|
|
{
|
|
// Set the CPU mask
|
|
setCPUMask (Thread, _Process);
|
|
|
|
// Span array
|
|
CPolygon2D::TRasterVect borders;
|
|
|
|
// For each triangles
|
|
uint i;
|
|
for (i=_FirstTriangle; i<_FirstTriangle+_NumTriangle; i++)
|
|
{
|
|
// Triangle reference
|
|
const CZoneLighter::CTriangle &triangle = (*_Triangles)[i];
|
|
|
|
// Keep backface and doublesided polygons
|
|
if ((triangle.Flags & CZoneLighter::CTriangle::DoubleSided) || ((triangle.getPlane ().getNormal() * _ZoneLighter->_SunDirection) > 0))
|
|
{
|
|
// Landscape triangle ?
|
|
if (triangle.Flags & CZoneLighter::CTriangle::Landscape)
|
|
{
|
|
// For each landscape zbuffer
|
|
uint sample;
|
|
const uint samples = _Description->SoftShadowSamplesSqrt*_Description->SoftShadowSamplesSqrt;
|
|
for (sample=0; sample<samples; sample++)
|
|
{
|
|
RenderTriangle (triangle, *_Description, borders, _ZoneLighter->_Mutex, _ZoneLighter->_ZBufferLandscape[sample], 9);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Render in a high resolution zbuffer
|
|
RenderTriangle (triangle, *_Description, borders, _ZoneLighter->_Mutex, _ZoneLighter->_ZBufferObject, 1);
|
|
}
|
|
}
|
|
_ZoneLighter->_NumberOfPatchComputed++;
|
|
}
|
|
|
|
// Exit
|
|
_ZoneLighter->_ProcessExited++;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
class NL3D::CCalcLightableShapeRunnable : public IRunnable
|
|
{
|
|
public:
|
|
CCalcLightableShapeRunnable(uint process,
|
|
CZoneLighter *zoneLighter,
|
|
const CZoneLighter::CLightDesc *description,
|
|
CZoneLighter::TShapeVect *shapeToLit,
|
|
uint firstShape,
|
|
uint lastShape
|
|
)
|
|
:
|
|
_ZoneLighter(zoneLighter),
|
|
_Description(description),
|
|
_ShapesToLit(shapeToLit),
|
|
_FirstShape(firstShape),
|
|
_LastShape(lastShape),
|
|
_Process(process)
|
|
{
|
|
}
|
|
void run()
|
|
{
|
|
_ZoneLighter->processLightableShapeCalc(_Process, _ShapesToLit, _FirstShape, _LastShape, *_Description);
|
|
_ZoneLighter->_ProcessExited++;
|
|
}
|
|
private:
|
|
CZoneLighter *_ZoneLighter;
|
|
const CZoneLighter::CLightDesc *_Description;
|
|
CZoneLighter::TShapeVect *_ShapesToLit;
|
|
uint _FirstShape, _LastShape;
|
|
uint _Process;
|
|
|
|
};
|
|
|
|
// ***************************************************************************
|
|
|
|
void draw2dLine (CBitmap &bitmap, float x0, float y0, float x1, float y1, const CRGBA &color)
|
|
{
|
|
static vector< std::pair<sint, sint> > lines;
|
|
drawFullLine (x0, y0, x1, y1, lines);
|
|
|
|
// Bitmap pixels
|
|
CRGBA *pixels = (CRGBA*)&(bitmap.getPixels ()[0]);
|
|
|
|
// Bitmap size
|
|
sint width = (sint)bitmap.getWidth ();
|
|
sint height = (sint)bitmap.getHeight ();
|
|
|
|
// Draw the line
|
|
uint i;
|
|
for (i=0; i<lines.size (); i++)
|
|
{
|
|
sint x = lines[i].first;
|
|
sint y = lines[i].second;
|
|
|
|
// Clip
|
|
if ( (x >= 0) && (x < width) && (y >= 0) && (y < height) )
|
|
{
|
|
pixels[x+(height-y-1)*width] = color;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void InitZBuffer (CZoneLighter::CZBuffer &zbuffer, const CVector &SunPosition, const CMatrix &rayBasis, const CAABBoxExt &zoneBB, uint zBufferPixelSize, const CZoneLighter::CLightDesc& description)
|
|
{
|
|
// Clac the zbuffer world size
|
|
const float zBufferWorldSize = (float)(tan (description.SunFOV/2)*description.SunDistance*2);
|
|
|
|
// ** Compute the zbuffer basis
|
|
zbuffer.WorldToZBuffer.identity ();
|
|
|
|
zbuffer.WorldToZBuffer = rayBasis;
|
|
zbuffer.WorldToZBuffer.setPos (SunPosition);
|
|
zbuffer.WorldToZBuffer.invert ();
|
|
zbuffer.WorldToZBufferFrustum.init ((float)zBufferWorldSize, (float)zBufferWorldSize, description.SunDistance, description.SunDistance*2);
|
|
|
|
// Zbuffer size
|
|
zbuffer.ZBufferPixelSize = zBufferPixelSize;
|
|
|
|
// Evaluate the size of the local zbuffer
|
|
|
|
// The zone bounding box
|
|
CVector bMin = zoneBB.getMin ();
|
|
CVector bMax = zoneBB.getMax ();
|
|
transformVectorToZBuffer (zbuffer, CVector (bMin.x, bMax.y, bMin.z), zbuffer.BoundingBoxVectors[0]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMin.x, bMin.y, bMin.z), zbuffer.BoundingBoxVectors[1]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMax.x, bMin.y, bMin.z), zbuffer.BoundingBoxVectors[2]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMax.x, bMax.y, bMin.z), zbuffer.BoundingBoxVectors[3]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMin.x, bMax.y, bMax.z), zbuffer.BoundingBoxVectors[4]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMin.x, bMin.y, bMax.z), zbuffer.BoundingBoxVectors[5]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMax.x, bMin.y, bMax.z), zbuffer.BoundingBoxVectors[6]);
|
|
transformVectorToZBuffer (zbuffer, CVector (bMax.x, bMax.y, bMax.z), zbuffer.BoundingBoxVectors[7]);
|
|
|
|
// Get the min and max
|
|
zbuffer.LocalZBufferXMin = 0x7fffffff;
|
|
zbuffer.LocalZBufferYMin = 0x7fffffff;
|
|
zbuffer.LocalZBufferXMax = 0x80000000;
|
|
zbuffer.LocalZBufferYMax = 0x80000000;
|
|
zbuffer.LocalZBufferZMin = FLT_MAX;
|
|
zbuffer.LocalZBufferZMax = -FLT_MAX;
|
|
uint j;
|
|
for (j=0; j<8; j++)
|
|
{
|
|
sint minX = (sint)floor (zbuffer.BoundingBoxVectors[j].x);
|
|
sint maxX = (sint)ceil (zbuffer.BoundingBoxVectors[j].x);
|
|
sint minY = (sint)floor (zbuffer.BoundingBoxVectors[j].y);
|
|
sint maxY = (sint)ceil (zbuffer.BoundingBoxVectors[j].y);
|
|
if (minX<zbuffer.LocalZBufferXMin)
|
|
zbuffer.LocalZBufferXMin = minX;
|
|
if (maxX>zbuffer.LocalZBufferXMax)
|
|
zbuffer.LocalZBufferXMax = maxX;
|
|
if (minY<zbuffer.LocalZBufferYMin)
|
|
zbuffer.LocalZBufferYMin = minY;
|
|
if (maxY>zbuffer.LocalZBufferYMax)
|
|
zbuffer.LocalZBufferYMax = maxY;
|
|
if ((-zbuffer.BoundingBoxVectors[j].z)<zbuffer.LocalZBufferZMin)
|
|
zbuffer.LocalZBufferZMin = -zbuffer.BoundingBoxVectors[j].z;
|
|
if ((-zbuffer.BoundingBoxVectors[j].z)>zbuffer.LocalZBufferZMax)
|
|
zbuffer.LocalZBufferZMax = -zbuffer.BoundingBoxVectors[j].z;
|
|
}
|
|
|
|
// Expand the zbuffer
|
|
zbuffer.LocalZBufferXMax++;
|
|
zbuffer.LocalZBufferXMin--;
|
|
zbuffer.LocalZBufferYMax++;
|
|
zbuffer.LocalZBufferYMin--;
|
|
|
|
zbuffer.LocalZBufferWidth = zbuffer.LocalZBufferXMax-zbuffer.LocalZBufferXMin;
|
|
zbuffer.LocalZBufferHeight = zbuffer.LocalZBufferYMax-zbuffer.LocalZBufferYMin;
|
|
|
|
// Resize and clear the zbuffer
|
|
zbuffer.Pixels.resize (0);
|
|
zbuffer.Pixels.resize (zbuffer.LocalZBufferWidth*zbuffer.LocalZBufferHeight, FLT_MAX);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
#ifdef SAVE_ZBUFFER
|
|
void SaveZBuffer (CZoneLighter::CZBuffer &zbuffer, const char *filename)
|
|
{
|
|
// Resize the bitmap
|
|
CBitmap bitmap;
|
|
bitmap.resize (zbuffer.LocalZBufferWidth, zbuffer.LocalZBufferHeight, CBitmap::Luminance);
|
|
|
|
// Get pixels
|
|
CObjectVector<uint8> &pixels = bitmap.getPixels ();
|
|
|
|
// Draw it
|
|
uint samples = zbuffer.LocalZBufferWidth*zbuffer.LocalZBufferHeight;
|
|
for (uint i=0; i<samples; i++)
|
|
{
|
|
// Get the value
|
|
float value = (zbuffer.Pixels[i] - zbuffer.LocalZBufferZMin) * 255 / (zbuffer.LocalZBufferZMax - zbuffer.LocalZBufferZMin);
|
|
clamp (value, 0, 255);
|
|
pixels[i] = (uint8)value;
|
|
}
|
|
|
|
// Convert to RGBA
|
|
bitmap.convertToType (CBitmap::RGBA);
|
|
|
|
// Draw some red lines
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[0].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[0].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[1].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[1].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[0].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[0].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[3].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[3].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[2].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[2].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[1].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[1].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[2].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[2].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[3].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[3].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[4].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[4].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[5].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[5].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[4].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[4].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[7].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[7].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[6].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[6].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[5].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[5].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[6].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[6].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[7].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[7].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[0].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[0].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[4].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[4].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[1].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[1].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[5].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[5].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[2].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[2].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[6].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[6].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
draw2dLine (bitmap, zbuffer.BoundingBoxVectors[3].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[3].y-(float)zbuffer.LocalZBufferYMin, zbuffer.BoundingBoxVectors[7].x-(float)zbuffer.LocalZBufferXMin, zbuffer.BoundingBoxVectors[7].y-(float)zbuffer.LocalZBufferYMin, CRGBA::Red);
|
|
|
|
// Render it
|
|
COFile outputZFile;
|
|
|
|
// Open it
|
|
if (outputZFile.open (filename))
|
|
{
|
|
// Save the new zone
|
|
try
|
|
{
|
|
// Convert to RGBA
|
|
bitmap.convertToType (CBitmap::RGBA);
|
|
|
|
// Save it
|
|
bitmap.writeJPG (outputZFile, 128);
|
|
}
|
|
catch (Exception& except)
|
|
{
|
|
// Error message
|
|
nlwarning ("ERROR writing %s: %s\n", filename, except.what());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Error can't open the file
|
|
nlwarning ("ERROR Can't open %s for writing\n", filename);
|
|
}
|
|
}
|
|
#endif // SAVE_ZBUFFER
|
|
|
|
// ***************************************************************************
|
|
|
|
void FilterZBuffer (CZoneLighter::CZBuffer &zbuffer, uint filterRadius)
|
|
{
|
|
// Resize the temp buffer
|
|
static std::vector<float> tempPixels;
|
|
tempPixels = zbuffer.Pixels;
|
|
|
|
sint x, y;
|
|
for (y=0; y<zbuffer.LocalZBufferHeight; y++)
|
|
for (x=0; x<zbuffer.LocalZBufferWidth; x++)
|
|
{
|
|
// The Value
|
|
float &newValue = tempPixels[x+y*zbuffer.LocalZBufferWidth];
|
|
|
|
uint n;
|
|
for (n=1; n<filterRadius; n++)
|
|
{
|
|
const sint fx = x + DeltaZ[n][0];
|
|
const sint fy = y + DeltaZ[n][1];
|
|
|
|
// Clip
|
|
if ( (fx>=0) && (fx < zbuffer.LocalZBufferWidth) && (fy>=0) && (fy < zbuffer.LocalZBufferHeight) )
|
|
{
|
|
const float &testValue = zbuffer.Pixels[fx+fy*zbuffer.LocalZBufferWidth];
|
|
if (testValue < newValue)
|
|
newValue = testValue;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Copy the new zbuffer
|
|
zbuffer.Pixels = tempPixels;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::light (CLandscape &landscape, CZone& output, uint zoneToLight, const CLightDesc& description, std::vector<CTriangle>& obstacles, vector<uint> &listZone)
|
|
{
|
|
/*
|
|
* Lighting algorithm
|
|
* ------------------
|
|
*
|
|
* - Create a quad grid to store shadow casting triangles
|
|
* - Create a heightfield used for global illumination. Cells are initialized with -FLT_MAX
|
|
* - Insert each shadow casting triangles in the quad grid and fill the heightfield's cells overlapped by the bounding box of the triangle with
|
|
* the max height of the triangle if its height is > than the current height in the heightfield's cell.
|
|
* -
|
|
*/
|
|
|
|
// Backup thread mask
|
|
IThread *currentThread = IThread::getCurrentThread ();
|
|
uint64 threadMask = currentThread->getCPUMask();
|
|
currentThread->setCPUMask (1);
|
|
|
|
// Calc the ray basis
|
|
_SunDirection=description.SunDirection;
|
|
NEL3DCalcBase (_SunDirection, _RayBasis);
|
|
|
|
// Zone to light
|
|
_ZoneToLight=zoneToLight;
|
|
|
|
// Landscape
|
|
_Landscape=&landscape;
|
|
|
|
// Process count
|
|
_ProcessCount=description.NumCPU;
|
|
if (_ProcessCount==0)
|
|
{
|
|
// Create a doomy thread
|
|
IProcess *pProcess=IProcess::getCurrentProcess ();
|
|
_CPUMask = pProcess->getCPUMask();
|
|
_ProcessCount = 0;
|
|
uint64 i;
|
|
for (i=0; i<64; i++)
|
|
{
|
|
if (_CPUMask&((uint64)1<<i))
|
|
_ProcessCount++;
|
|
}
|
|
}
|
|
if (_ProcessCount>MAX_CPU_PROCESS)
|
|
_ProcessCount=MAX_CPU_PROCESS;
|
|
|
|
// Number of obstacle polygones
|
|
nlinfo ("Obstacle polygones : %zu", obstacles.size ());
|
|
|
|
// Number of CPUS used
|
|
nlinfo ("Number of CPU used: %d", _ProcessCount);
|
|
|
|
// Zone pointer
|
|
CZone *pZone=landscape.getZone (_ZoneToLight);
|
|
if (pZone)
|
|
{
|
|
// *** Compute center of the object
|
|
|
|
// Get the zone bounding box
|
|
const CAABBoxExt &zoneBB=pZone->getZoneBB();
|
|
|
|
// Get the center
|
|
CVector center = zoneBB.getCenter ();
|
|
|
|
// *** Compute planes
|
|
const uint size=(uint)obstacles.size();
|
|
uint triangleId;
|
|
for (triangleId=0; triangleId<size; triangleId++)
|
|
{
|
|
// Triangle ref
|
|
CZoneLighter::CTriangle& triangle=obstacles[triangleId];
|
|
|
|
// Calc the plane
|
|
triangle._Plane.make (triangle.Triangle.V0, triangle.Triangle.V1, triangle.Triangle.V2);
|
|
}
|
|
|
|
// Create landscape zbuffers
|
|
_ZBufferLandscape.resize (description.SoftShadowSamplesSqrt*description.SoftShadowSamplesSqrt);
|
|
|
|
uint sampleX;
|
|
uint sampleY;
|
|
for (sampleY=0; sampleY<description.SoftShadowSamplesSqrt; sampleY++)
|
|
for (sampleX=0; sampleX<description.SoftShadowSamplesSqrt; sampleX++)
|
|
{
|
|
// *** Render the light zbuffer
|
|
CZBuffer &zbuffer = _ZBufferLandscape[sampleX + sampleY*description.SoftShadowSamplesSqrt];
|
|
|
|
// Delta pos for area light
|
|
float deltaX = ( (float)sampleX + 0.5f - (float)description.SoftShadowSamplesSqrt / 2.f) / (float)description.SoftShadowSamplesSqrt;
|
|
float deltaY = ( (float)sampleY + 0.5f - (float)description.SoftShadowSamplesSqrt / 2.f) / (float)description.SoftShadowSamplesSqrt;
|
|
CVector lightPos = _RayBasis.getI () * ((float)description.SunRadius * deltaX) + _RayBasis.getJ () * ((float)description.SunRadius * deltaY);
|
|
lightPos = description.SunCenter - (description.SunDirection * description.SunDistance) + lightPos;
|
|
|
|
InitZBuffer (zbuffer, lightPos, _RayBasis, zoneBB, description.ZBufferLandscapeSize, description);
|
|
nlinfo ("Zbuffer %d size : %d x %d", sampleX+sampleY*description.SoftShadowSamplesSqrt, zbuffer.LocalZBufferWidth, zbuffer.LocalZBufferHeight);
|
|
}
|
|
|
|
|
|
// *** Init the zbuffer for the vegetation
|
|
CVector lightPos = description.SunCenter - (description.SunDirection * description.SunDistance);
|
|
InitZBuffer (_ZBufferObject, lightPos, _RayBasis, zoneBB, description.ZBufferObjectSize, description);
|
|
nlinfo ("Zbuffer object size : %d x %d", _ZBufferObject.LocalZBufferWidth, _ZBufferObject.LocalZBufferHeight);
|
|
|
|
|
|
// Compute the zbuffer in multi thread
|
|
_ProcessExited = 0;
|
|
|
|
// Number of triangle to render per thread
|
|
uint numTriangle = ((uint)obstacles.size () / _ProcessCount) + 1;
|
|
|
|
// First triangle for the thread
|
|
uint firstTriangle = 0;
|
|
|
|
// Count
|
|
_NumberOfPatchComputed = 0;
|
|
|
|
for (uint process=0; process<_ProcessCount; process++)
|
|
{
|
|
// Get list of triangles to render
|
|
uint lastTriangle=firstTriangle+numTriangle;
|
|
if (lastTriangle>obstacles.size ())
|
|
lastTriangle=(uint)obstacles.size ();
|
|
|
|
// Create a thread
|
|
CRenderZBuffer *runnable = new CRenderZBuffer (process, this, &description, firstTriangle, lastTriangle - firstTriangle, &obstacles);
|
|
IThread *pThread=IThread::create (runnable);
|
|
runnable->Thread = pThread;
|
|
|
|
// New first patch
|
|
firstTriangle = lastTriangle;
|
|
|
|
// Launch
|
|
pThread->start();
|
|
}
|
|
|
|
// Wait for others processes
|
|
while (_ProcessExited!=_ProcessCount)
|
|
{
|
|
nlSleep (1000);
|
|
|
|
// Call the progress callback
|
|
progress ("Render triangles", (float)_NumberOfPatchComputed/(float)obstacles.size());
|
|
}
|
|
|
|
// * Save the zbuffer
|
|
uint sample;
|
|
const uint samples = description.SoftShadowSamplesSqrt*description.SoftShadowSamplesSqrt;
|
|
#ifdef SAVE_ZBUFFER
|
|
for (sample=0; sample<samples; sample++)
|
|
{
|
|
// *** The zbuffer
|
|
CZBuffer &zbuffer = _ZBufferLandscape[sample];
|
|
|
|
string zbufferFilename = SAVE_ZBUFFER"/zbuffer_landscape_" + toString (sample) + ".jpg";
|
|
|
|
SaveZBuffer (zbuffer, zbufferFilename.c_str ());
|
|
}
|
|
|
|
// Save the object zbuffer
|
|
SaveZBuffer (_ZBufferObject, SAVE_ZBUFFER"/zbuffer_object.jpg");
|
|
#endif // SAVE_ZBUFFER
|
|
|
|
// *** Filter the zbuffer
|
|
for (sample=0; sample<samples; sample++)
|
|
{
|
|
// For landscape zbuffer, expand the z to neighbor
|
|
FilterZBuffer (_ZBufferLandscape[sample], 5);
|
|
}
|
|
|
|
// Change the quadGrid basis
|
|
CMatrix invRayBasis=_RayBasis;
|
|
invRayBasis.invert ();
|
|
|
|
// Init the heightfield
|
|
_HeightfieldCellSize=description.HeightfieldCellSize;
|
|
_HeightFieldCellCount=(sint)(description.HeightfieldSize/_HeightfieldCellSize);
|
|
nlassert (_HeightFieldCellCount!=0);
|
|
_OrigineHeightField=zoneBB.getCenter ()-CVector (description.HeightfieldSize/2, description.HeightfieldSize/2, 0);
|
|
_HeightField.resize (_HeightFieldCellCount*_HeightFieldCellCount, -FLT_MAX);
|
|
|
|
// Fill the quadGrid and the heightField
|
|
for (triangleId=0; triangleId<size; triangleId++)
|
|
{
|
|
// Progress bar
|
|
if ( (triangleId&0xff) == 0)
|
|
progress ("Build quadtree and heightfield", (float)triangleId/(float)size);
|
|
|
|
// Triangle ref
|
|
CZoneLighter::CTriangle& triangle=obstacles[triangleId];
|
|
|
|
// Look for the min coordinate, in World Basis
|
|
CVector minv;
|
|
minv.minof (triangle.Triangle.V0, triangle.Triangle.V1);
|
|
minv.minof (minv, triangle.Triangle.V2);
|
|
|
|
// Look for the max coordinate, in World Basis
|
|
CVector maxv;
|
|
maxv.maxof (triangle.Triangle.V0, triangle.Triangle.V1);
|
|
maxv.maxof (maxv, triangle.Triangle.V2);
|
|
|
|
// Lanscape tri ?
|
|
if (triangle.Flags & CTriangle::Landscape)
|
|
{
|
|
// Fill the heightfield
|
|
sint minX=std::max (0, (sint)floor (0.5f+(minv.x-_OrigineHeightField.x)/_HeightfieldCellSize));
|
|
sint maxX=std::min (_HeightFieldCellCount, (sint)floor (0.5f+(maxv.x-_OrigineHeightField.x)/_HeightfieldCellSize));
|
|
sint minY=std::max (0, (sint)floor (0.5f+(minv.y-_OrigineHeightField.y)/_HeightfieldCellSize));
|
|
sint maxY=std::min (_HeightFieldCellCount, (sint)floor (0.5f+(maxv.y-_OrigineHeightField.y)/_HeightfieldCellSize));
|
|
|
|
// Calc position in the heightfield
|
|
for (sint y=minY; y<maxY; y++)
|
|
for (sint x=minX; x<maxX; x++)
|
|
{
|
|
// Valid position, try to insert it
|
|
if (maxv.z>_HeightField[x+y*_HeightFieldCellCount])
|
|
{
|
|
// New height in this cell
|
|
_HeightField[x+y*_HeightFieldCellCount]=maxv.z;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Retrieve the zone to fill its shaded value
|
|
pZone->retrieve (_PatchInfo, _BorderVertices);
|
|
|
|
// Number of patch
|
|
uint patchCount=(uint)_PatchInfo.size();
|
|
|
|
// Bit array to know if the lumel is shadowed
|
|
if (description.Shadow)
|
|
_ShadowArray.resize (patchCount);
|
|
|
|
// A lumel vector by patch
|
|
vector<vector<CLumelDescriptor> > lumels;
|
|
lumels.resize (patchCount);
|
|
|
|
// Build zone information
|
|
buildZoneInformation (landscape,
|
|
listZone,
|
|
description);
|
|
|
|
}
|
|
|
|
// Number of patch
|
|
uint patchCount=(uint)_PatchInfo.size();
|
|
|
|
// Reset patch count
|
|
{
|
|
CSynchronized<std::vector<bool> >::CAccessor access (&_PatchComputed);
|
|
access.value().resize (0);
|
|
access.value().resize (patchCount, false);
|
|
}
|
|
|
|
// Patch by thread
|
|
uint patchCountByThread = patchCount/_ProcessCount;
|
|
patchCountByThread++;
|
|
|
|
// Patch to allocate
|
|
uint firstPatch=0;
|
|
_NumberOfPatchComputed = 0;
|
|
|
|
// Reset exited process
|
|
_ProcessExited=0;
|
|
|
|
// Set the thread state
|
|
_LastPatchComputed.resize (_ProcessCount);
|
|
|
|
// Launch threads
|
|
uint process;
|
|
for (process=0; process<_ProcessCount; process++)
|
|
{
|
|
// Last patch
|
|
uint lastPatch=firstPatch+patchCountByThread;
|
|
if (lastPatch>patchCount)
|
|
lastPatch=patchCount;
|
|
|
|
// Last patch computed
|
|
_LastPatchComputed[process] = firstPatch;
|
|
|
|
// Create a thread
|
|
CLightRunnable *runnable = new CLightRunnable (process, this, &description);
|
|
IThread *pThread=IThread::create (runnable);
|
|
runnable->Thread = pThread;
|
|
|
|
// New first patch
|
|
firstPatch=lastPatch;
|
|
|
|
// Launch
|
|
pThread->start();
|
|
}
|
|
|
|
// Wait for others processes
|
|
while (_ProcessExited!=_ProcessCount)
|
|
{
|
|
nlSleep (1000);
|
|
|
|
// Call the progress callback
|
|
progress ("Lighting patches", (float)_NumberOfPatchComputed/(float)_PatchInfo.size());
|
|
}
|
|
|
|
// Reset old thread mask
|
|
currentThread->setCPUMask (threadMask);
|
|
|
|
// overflow ?
|
|
if (_ZBufferOverflow)
|
|
nlwarning ("Error : zbuffer overflow");
|
|
|
|
// Progress bar
|
|
progress ("Compute Influences of PointLights", 0.f);
|
|
|
|
// Compute PointLight influences on zone.
|
|
// Some precalc.
|
|
compilePointLightRT(description.GridSize, description.GridCellSize, obstacles, description.Shadow);
|
|
// Influence patchs and get light list of interest
|
|
std::vector<CPointLightNamed> listPointLight;
|
|
processZonePointLightRT(listPointLight);
|
|
|
|
|
|
// Rebuild the zone
|
|
|
|
// Progress bar
|
|
progress ("Compress the lightmap", 0.6f);
|
|
|
|
// Build, with list of lights.
|
|
CZoneInfo zinfo;
|
|
zinfo.ZoneId= _ZoneToLight;
|
|
zinfo.Patchs= _PatchInfo;
|
|
zinfo.BorderVertices= _BorderVertices;
|
|
zinfo.PointLights= listPointLight;
|
|
output.build (zinfo);
|
|
|
|
/// copy the tiles flags from the zone to light to the output zone
|
|
copyTileFlags(output, *(landscape.getZone(zoneToLight)));
|
|
|
|
/// Perform lightning of some ig's of the current zone (if any)
|
|
lightShapes(zoneToLight, description);
|
|
}
|
|
|
|
|
|
// *************************************************************************************
|
|
void CZoneLighter::copyTileFlags(CZone &destZone, const CZone &srcZone)
|
|
{
|
|
nlassert(destZone.getZoneId() == srcZone.getZoneId());
|
|
nlassert(destZone.getNumPatchs() == srcZone.getNumPatchs());
|
|
for (sint k = 0; k < srcZone.getNumPatchs(); ++k)
|
|
{
|
|
destZone.copyTilesFlags(k, srcZone.getPatch(k));
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
float CZoneLighter::getSkyContribution(const CVector &pos, const CVector &normal, float skyIntensity) const
|
|
{
|
|
float s=(pos.x-_OrigineHeightField.x)/_HeightfieldCellSize;
|
|
float t=(pos.y-_OrigineHeightField.y)/_HeightfieldCellSize;
|
|
sint sInt=(sint)(floor (s+0.5f));
|
|
sint tInt=(sint)(floor (t+0.5f));
|
|
|
|
// Bilinear
|
|
float skyContributionTab[2][2];
|
|
skyContributionTab[0][0] = calcSkyContribution (sInt-1, tInt-1, pos.z, skyIntensity, normal);
|
|
skyContributionTab[1][0] = calcSkyContribution (sInt, tInt-1, pos.z, skyIntensity, normal);
|
|
skyContributionTab[1][1] = calcSkyContribution (sInt, tInt, pos.z, skyIntensity, normal);
|
|
skyContributionTab[0][1] = calcSkyContribution (sInt-1, tInt, pos.z, skyIntensity, normal);
|
|
|
|
float sFact=s+0.5f-sInt;
|
|
float tFact=t+0.5f-tInt;
|
|
return (skyContributionTab[0][0]*(1.f-sFact) + skyContributionTab[1][0]*sFact)*(1.f-tFact) +
|
|
(skyContributionTab[0][1]*(1.f-sFact) + skyContributionTab[1][1]*sFact)*tFact;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::processCalc (uint process, const CLightDesc& description)
|
|
{
|
|
// *** Raytrace each patches
|
|
|
|
// Get a patch
|
|
uint patch = getAPatch (process);
|
|
while (patch != 0xffffffff)
|
|
{
|
|
// For each patch
|
|
if (description.Shadow)
|
|
{
|
|
// Lumels
|
|
std::vector<CLumelDescriptor> &lumels=_Lumels[patch];
|
|
|
|
// Lumel count
|
|
uint lumelCount=(uint)lumels.size();
|
|
CPatchInfo &patchInfo=_PatchInfo[patch];
|
|
nlassert (patchInfo.Lumels.size()==lumelCount);
|
|
|
|
// Resize shadow array
|
|
_ShadowArray[patch].resize (lumelCount);
|
|
|
|
// For each lumel
|
|
for (uint lumel=0; lumel<lumelCount; lumel++)
|
|
{
|
|
float factor=0;
|
|
factor = attenuation (lumels[lumel].Position, description);
|
|
patchInfo.Lumels[lumel]=(uint)(factor*255);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Lumels
|
|
std::vector<CLumelDescriptor> &lumels=_Lumels[patch];
|
|
|
|
// Lumel count
|
|
uint lumelCount=(uint)lumels.size();
|
|
CPatchInfo &patchInfo=_PatchInfo[patch];
|
|
nlassert (patchInfo.Lumels.size()==lumelCount);
|
|
|
|
// For each lumel
|
|
for (uint lumel=0; lumel<lumelCount; lumel++)
|
|
{
|
|
// Not shadowed
|
|
patchInfo.Lumels[lumel]=255;
|
|
}
|
|
}
|
|
|
|
// *** Lighting
|
|
|
|
// Get the patch info
|
|
CPatchInfo &patchInfo=_PatchInfo[patch];
|
|
|
|
// ** Pointer on arries
|
|
std::vector<CLumelDescriptor> &lumels=_Lumels[patch];
|
|
|
|
// Go for light each lumel
|
|
for (uint lumel=0; lumel<lumels.size(); lumel++)
|
|
{
|
|
// Sky contribution
|
|
float skyContribution;
|
|
|
|
if (description.SkyContribution)
|
|
{
|
|
skyContribution = getSkyContribution(lumels[lumel].Position, lumels[lumel].Normal, description.SkyIntensity);
|
|
}
|
|
else
|
|
{
|
|
skyContribution = 0.f;
|
|
}
|
|
|
|
// Sun contribution
|
|
float sunContribution;
|
|
if (description.SunContribution)
|
|
{
|
|
sunContribution=(-lumels[lumel].Normal*_SunDirection)-skyContribution;
|
|
clamp (sunContribution, 0.f, 1.f);
|
|
}
|
|
else
|
|
sunContribution=0;
|
|
|
|
// Final lighting
|
|
sint finalLighting=(sint)(255.f*(((float)patchInfo.Lumels[lumel])*sunContribution/255.f+skyContribution));
|
|
clamp (finalLighting, 0, 255);
|
|
patchInfo.Lumels[lumel]=finalLighting;
|
|
}
|
|
|
|
// Next patch
|
|
patch = getAPatch (process);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
uint8 CZoneLighter::getMaxPhi (sint s, sint t, sint deltaS, sint deltaT, float heightPos) const
|
|
{
|
|
// Start position
|
|
s+=deltaS;
|
|
t+=deltaT;
|
|
|
|
// Distance increment
|
|
float stepDistance=CVector (deltaS*_HeightfieldCellSize, deltaT*_HeightfieldCellSize,0).norm ();
|
|
|
|
// Current distance
|
|
float distance=stepDistance;
|
|
|
|
// Max height
|
|
float maxHeight=0;
|
|
float maxTanTeta=0;
|
|
|
|
// For all the line
|
|
while ((s<_HeightFieldCellCount)&&(t<_HeightFieldCellCount)&&(s>=0)&&(t>=0))
|
|
{
|
|
// Get height
|
|
float height=_HeightField[s+t*_HeightFieldCellCount];
|
|
height-=heightPos;
|
|
|
|
// Better ?
|
|
if (height>maxHeight)
|
|
{
|
|
// Calc sin teta
|
|
float tanTeta=height/distance;
|
|
nlassert (tanTeta>=0);
|
|
|
|
// Better ?
|
|
if (tanTeta>maxTanTeta)
|
|
{
|
|
// New max height
|
|
maxHeight=height;
|
|
maxTanTeta=tanTeta;
|
|
}
|
|
}
|
|
s+=deltaS;
|
|
t+=deltaT;
|
|
distance+=stepDistance;
|
|
}
|
|
|
|
// return phi
|
|
float teta=(float)atan (maxTanTeta);
|
|
nlassert (teta>=0);
|
|
nlassert (teta<=Pi/2);
|
|
clamp (teta, 0.f, (float)Pi/2);
|
|
sint res=(sint)((Pi/2-teta)*256/(Pi/2));
|
|
clamp (res, 0, 255);
|
|
return (uint8)res;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
#define AllFront 0
|
|
#define AllBack 1
|
|
#define Clipped 2
|
|
|
|
// ***************************************************************************
|
|
|
|
bool CZoneLighter::isLumelOnEdgeMustBeOversample (uint patch, uint edge, sint s, sint t, const vector<bool> &binded,
|
|
const vector<bool> &oversampleEdges, vector<CPatchUVLocator> &locator,
|
|
uint8 shadowed, vector<vector<uint8> >& shadowBuffer)
|
|
{
|
|
// Must force oversampling of this edge ?
|
|
if (oversampleEdges[edge])
|
|
return true;
|
|
else
|
|
{
|
|
// binded ?
|
|
if (binded[edge])
|
|
{
|
|
// Lumel coord
|
|
CVector2f lumelCoord (((float)(s+_GetNormalDeltaS[edge])+0.5f)/4.f, ((float)(t+_GetNormalDeltaT[edge])+0.5f)/4.f);
|
|
uint otherPatch=locator[edge].selectPatch(lumelCoord);
|
|
|
|
// Get uv
|
|
CVector2f neighborUV;
|
|
CPatch *patchOut;
|
|
locator[edge].locateUV (lumelCoord, otherPatch, patchOut, neighborUV);
|
|
|
|
// Is the same shadowed flag ?
|
|
sint ss=(sint)(neighborUV.x*4.f);
|
|
sint tt=(sint)(neighborUV.y*4.f);
|
|
return (shadowBuffer[patchOut->getPatchId()][ss+(patchOut->getOrderS()<<2)*tt]!=shadowed);
|
|
}
|
|
else
|
|
{
|
|
// Not oversample if not binded
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
float easineasoutC2(float x)
|
|
{
|
|
float y;
|
|
// 5-nome tq f(0)=0, f'(0)=0, f''(0)=0, f(1)=1, f'(1)=0, f''(1)=0.
|
|
float x3=x*x*x;
|
|
float x4=x3*x;
|
|
float x5=x4*x;
|
|
y= 6*x5 -15*x4 +10*x3;
|
|
return y;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
sint16 CZoneLighter::_GetNormalDeltaS[4]={ -1, 0, 1, 0 };
|
|
sint16 CZoneLighter::_GetNormalDeltaT[4]={ 0, 1, 0, -1 };
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::getNormal (const CPatch *pPatch, sint16 lumelS, sint16 lumelT, vector<CPatchUVLocator> &locator,
|
|
const vector<CPatch::CBindInfo> &bindInfo, const vector<bool> &binded, set<uint64>& visited,
|
|
float deltaS, float deltaT, uint rotation, const CBezierPatch &bezierPatch, uint lastEdge)
|
|
{
|
|
// Build a desc srructure
|
|
uint64 id=(uint64)lumelS|(((uint64)lumelT)<<16)|(((uint64)pPatch->getPatchId())<<32)|(((uint64)pPatch->getZone()->getZoneId())<<48);
|
|
|
|
// Insert it
|
|
if (visited.insert (id).second)
|
|
{
|
|
// Clip
|
|
float sqDist=deltaS*deltaS+deltaT*deltaT;
|
|
if ( sqDist < 1 )
|
|
{
|
|
// Continue...
|
|
|
|
sint orderSx4=pPatch->getOrderS()<<2;
|
|
sint orderTx4=pPatch->getOrderT()<<2;
|
|
|
|
sint16 _GetNormalBorderS[4]={ 0, -10, 1, -10 };
|
|
sint16 _GetNormalBorderT[4]={ -10, 1, -10, 0 };
|
|
_GetNormalBorderS[2]=orderSx4-1;
|
|
_GetNormalBorderT[1]=orderTx4-1;
|
|
|
|
// Add normal
|
|
_GetNormalNormal+=bezierPatch.evalNormal ( ((float)lumelS+0.5f)/(float)orderSx4, ((float)lumelT+0.5f)/(float)orderTx4 );
|
|
|
|
// For the four neighbors
|
|
for (uint edge=0; edge<4; edge++)
|
|
{
|
|
// Not last edge ?
|
|
if (edge!=lastEdge)
|
|
{
|
|
// Direction
|
|
uint globalDirection=(edge+(4-rotation))&0x3;
|
|
|
|
// Neighbor
|
|
if ( (lumelS==_GetNormalBorderS[edge]) || (lumelT==_GetNormalBorderT[edge]) )
|
|
{
|
|
// Binded ?
|
|
bool bind=binded[edge];
|
|
bool smooth=pPatch->getSmoothFlag (edge);
|
|
if (bind&&smooth)
|
|
{
|
|
// Lumel coord
|
|
CVector2f lumelCoord ( ((float)(lumelS+_GetNormalDeltaS[edge])+0.5f)/4,
|
|
((float)(lumelT+_GetNormalDeltaT[edge])+0.5f)/4 );
|
|
|
|
// Get neighbor pixel
|
|
uint otherPatch=locator[edge].selectPatch(lumelCoord);
|
|
|
|
// Get uv
|
|
CVector2f neighborUV;
|
|
CPatch *patchOut;
|
|
locator[edge].locateUV (lumelCoord, otherPatch, patchOut, neighborUV);
|
|
|
|
// New coordinates
|
|
sint16 newLumelS=(sint16)(4.f*neighborUV.x);
|
|
sint16 newLumelT=(sint16)(4.f*neighborUV.y);
|
|
|
|
// Zone id
|
|
uint16 patchId=patchOut->getPatchId();
|
|
uint16 zoneId=_ZoneId[patchOut->getZone()->getZoneId ()];
|
|
|
|
// Get edge
|
|
uint newEdge=0;
|
|
uint i;
|
|
for (i=0; i<=(uint)bindInfo[edge].NPatchs; i++)
|
|
{
|
|
// Good patch ?
|
|
if (bindInfo[edge].Next[i]==patchOut)
|
|
{
|
|
// Get its edge
|
|
newEdge=bindInfo[edge].Edge[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Rotation
|
|
uint newRotation=(2-edge+rotation+newEdge)&0x3;
|
|
|
|
// Must found it
|
|
nlassert (i!=(uint)bindInfo[edge].NPatchs);
|
|
|
|
// Get the bezier patch
|
|
CBezierPatch &NewBezierPatch=_BezierPatch[zoneId][patchId];
|
|
|
|
// Next lumel
|
|
getNormal (patchOut, newLumelS, newLumelT, _Locator[zoneId][patchId], _BindInfo[zoneId][patchId],
|
|
_Binded[zoneId][patchId], visited, deltaS+_GetNormalDeltaS[globalDirection],
|
|
deltaT+_GetNormalDeltaT[globalDirection], newRotation, NewBezierPatch, newEdge);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Left internal
|
|
getNormal (pPatch, lumelS+_GetNormalDeltaS[edge], lumelT+_GetNormalDeltaT[edge], locator, bindInfo, binded, visited,
|
|
deltaS+_GetNormalDeltaS[globalDirection], deltaT+_GetNormalDeltaT[globalDirection], rotation, bezierPatch, (edge+2)&0x3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::addTriangles (CLandscape &landscape, vector<uint> &listZone, uint order, std::vector<CTriangle>& triangleArray)
|
|
{
|
|
// Set all to refine
|
|
excludeAllPatchFromRefineAll (landscape, listZone, false);
|
|
|
|
// Setup the landscape
|
|
landscape.setThreshold (0);
|
|
landscape.setTileMaxSubdivision (order);
|
|
|
|
// Refine it
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
|
|
// Dump tesselated triangles
|
|
std::vector<const CTessFace*> leaves;
|
|
landscape.getTessellationLeaves(leaves);
|
|
|
|
// Number of leaves
|
|
uint leavesCount=(uint)leaves.size();
|
|
|
|
// Reserve the array
|
|
triangleArray.reserve (triangleArray.size()+leavesCount);
|
|
|
|
// Scan each leaves
|
|
for (uint leave=0; leave<leavesCount; leave++)
|
|
{
|
|
// Leave
|
|
const CTessFace *face=leaves[leave];
|
|
|
|
// Add a triangle
|
|
triangleArray.push_back (CTriangle (NLMISC::CTriangle (face->VBase->EndPos, face->VLeft->EndPos, face->VRight->EndPos)));
|
|
}
|
|
|
|
// Setup the landscape
|
|
landscape.setThreshold (1000);
|
|
landscape.setTileMaxSubdivision (0);
|
|
|
|
// Remove all triangles
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::addTriangles (const IShape &shape, const CMatrix& modelMT, std::vector<CTriangle>& triangleArray)
|
|
{
|
|
// Cast to CMesh
|
|
const CMesh *mesh=dynamic_cast<const CMesh*>(&shape);
|
|
|
|
// Cast to CMeshMultiLod
|
|
const CMeshMultiLod *meshMulti=dynamic_cast<const CMeshMultiLod*>(&shape);
|
|
|
|
// Cast to CMeshMultiLod
|
|
const CMeshMRM *meshMRM=dynamic_cast<const CMeshMRM*>(&shape);
|
|
|
|
// It is a mesh ?
|
|
if (mesh)
|
|
{
|
|
// Add its triangles
|
|
addTriangles (*mesh, mesh->getMeshGeom (), modelMT, triangleArray);
|
|
}
|
|
// It is a CMeshMultiLod ?
|
|
else if (meshMulti)
|
|
{
|
|
// Get the first geommesh
|
|
const IMeshGeom *meshGeom=&meshMulti->getMeshGeom (0);
|
|
|
|
// Dynamic cast
|
|
const CMeshGeom *geomMesh=dynamic_cast<const CMeshGeom*>(meshGeom);
|
|
if (geomMesh)
|
|
{
|
|
addTriangles (*meshMulti, *geomMesh, modelMT, triangleArray);
|
|
}
|
|
|
|
// Dynamic cast
|
|
const CMeshMRMGeom *mrmGeomMesh=dynamic_cast<const CMeshMRMGeom*>(meshGeom);
|
|
if (mrmGeomMesh)
|
|
{
|
|
addTriangles (*meshMulti, *mrmGeomMesh, modelMT, triangleArray);
|
|
}
|
|
}
|
|
// It is a CMeshMultiLod ?
|
|
else if (meshMRM)
|
|
{
|
|
// Get the first lod mesh geom
|
|
addTriangles (*meshMRM, meshMRM->getMeshGeom (), modelMT, triangleArray);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::addTriangles (const CMeshBase &meshBase, const CMeshGeom &meshGeom, const CMatrix& modelMT, std::vector<CTriangle>& triangleArray)
|
|
{
|
|
// Get the vertex buffer
|
|
const CVertexBuffer &vb=meshGeom.getVertexBuffer();
|
|
CVertexBufferRead vba;
|
|
vb.lock (vba);
|
|
|
|
// For each matrix block
|
|
uint numBlock=meshGeom.getNbMatrixBlock();
|
|
for (uint block=0; block<numBlock; block++)
|
|
{
|
|
// For each render pass
|
|
uint numRenderPass=meshGeom.getNbRdrPass(block);
|
|
for (uint pass=0; pass<numRenderPass; pass++)
|
|
{
|
|
// Get the primitive block
|
|
const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
|
|
|
|
// Get the material
|
|
const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial ( block, pass));
|
|
|
|
// ** Get the bitmap
|
|
|
|
// Texture information, not NULL only if texture is used for alpha test
|
|
CBitmap *texture;
|
|
bool clampU;
|
|
bool clampV;
|
|
uint8 alphaTestThreshold;
|
|
bool doubleSided;
|
|
if (getTexture (material, texture, clampU, clampV, alphaTestThreshold, doubleSided))
|
|
{
|
|
// Dump triangles
|
|
CIndexBufferRead iba;
|
|
primitive.lock (iba);
|
|
if (iba.getFormat() == CIndexBuffer::Indices32)
|
|
{
|
|
const uint32* triIndex= (const uint32*) iba.getPtr ();
|
|
uint numTri=primitive.getNumIndexes ()/3;
|
|
uint tri;
|
|
for (tri=0; tri<numTri; tri++)
|
|
{
|
|
// Vertex
|
|
CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
|
|
CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
|
|
CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
|
|
|
|
// UV
|
|
float u[3];
|
|
float v[3];
|
|
for (uint i=0; i<3; i++)
|
|
{
|
|
// Get UV coordinates
|
|
const float *uv = (const float*)vba.getTexCoordPointer (triIndex[tri*3+i], 0);
|
|
if (uv)
|
|
{
|
|
// Copy it
|
|
u[i] = uv[0];
|
|
v[i] = uv[1];
|
|
}
|
|
}
|
|
|
|
// Make a triangle
|
|
triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), doubleSided, texture, clampU, clampV, u, v,
|
|
alphaTestThreshold));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const uint16* triIndex=(const uint16*)iba.getPtr ();
|
|
uint numTri=primitive.getNumIndexes ()/3;
|
|
uint tri;
|
|
for (tri=0; tri<numTri; tri++)
|
|
{
|
|
// Vertex
|
|
CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
|
|
CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
|
|
CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
|
|
|
|
// UV
|
|
float u[3];
|
|
float v[3];
|
|
for (uint i=0; i<3; i++)
|
|
{
|
|
// Get UV coordinates
|
|
const float *uv = (const float*)vba.getTexCoordPointer (triIndex[tri*3+i], 0);
|
|
if (uv)
|
|
{
|
|
// Copy it
|
|
u[i] = uv[0];
|
|
v[i] = uv[1];
|
|
}
|
|
}
|
|
|
|
// Make a triangle
|
|
triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), doubleSided, texture, clampU, clampV, u, v,
|
|
alphaTestThreshold));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
bool CZoneLighter::getTexture (const CMaterial &material, CBitmap *&result, bool &clampU, bool &clampV, uint8 &alphaTestThreshold, bool &doubleSided)
|
|
{
|
|
// Texture information, not NULL only if texture is used for alpha test
|
|
result = NULL;
|
|
clampU = false;
|
|
clampV = false;
|
|
|
|
// Alpha test threashold
|
|
float alphaTestThresholdF = material.getAlphaTestThreshold () * 255;
|
|
clamp (alphaTestThresholdF, 0.f, 255.f);
|
|
alphaTestThreshold = (uint8)alphaTestThresholdF;
|
|
|
|
// Drawable material ?
|
|
if (material.getBlend ())
|
|
return false;
|
|
|
|
// Use alpha test ?
|
|
if (material.getAlphaTest ())
|
|
{
|
|
// Get the texture
|
|
ITexture *texture = material.getTexture (0);
|
|
|
|
// Is texture shared ?
|
|
if (texture && texture->supportSharing ())
|
|
{
|
|
// Share name
|
|
string name = texture->getShareName();
|
|
|
|
// Texture exist ?
|
|
std::map<string, NLMISC::CBitmap>::iterator ite = _Bitmaps.find (name);
|
|
if (ite != _Bitmaps.end ())
|
|
{
|
|
// Yes
|
|
result = &(ite->second);
|
|
}
|
|
else
|
|
{
|
|
// No, add it
|
|
ite = _Bitmaps.insert (std::map<string, NLMISC::CBitmap>::value_type (name, CBitmap())).first;
|
|
result = &(ite->second);
|
|
|
|
// Generate the texture
|
|
texture->generate ();
|
|
|
|
// Convert to RGBA
|
|
texture->convertToType (CBitmap::RGBA);
|
|
|
|
// Copy it
|
|
*result = *texture;
|
|
|
|
// Release the texture
|
|
texture->release ();
|
|
}
|
|
|
|
// Wrap flags
|
|
clampU = texture->getWrapS () == ITexture::Clamp;
|
|
clampV = texture->getWrapT () == ITexture::Clamp;
|
|
}
|
|
}
|
|
|
|
// Get double sided flag
|
|
doubleSided = material.getDoubleSided ();
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::addTriangles (const CMeshBase &meshBase, const CMeshMRMGeom &meshGeom, const CMatrix& modelMT, std::vector<CTriangle>& triangleArray)
|
|
{
|
|
// Get the vertex buffer
|
|
const CVertexBuffer &vb=meshGeom.getVertexBuffer();
|
|
CVertexBufferRead vba;
|
|
vb.lock (vba);
|
|
|
|
// For each render pass
|
|
uint numRenderPass=meshGeom.getNbRdrPass(0);
|
|
for (uint pass=0; pass<numRenderPass; pass++)
|
|
{
|
|
// Get the primitive block
|
|
const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
|
|
|
|
// Get the material
|
|
const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial (0, pass));
|
|
|
|
// ** Get the bitmap
|
|
|
|
// Texture information, not NULL only if texture is used for alpha test
|
|
CBitmap *texture;
|
|
bool clampU;
|
|
bool clampV;
|
|
uint8 alphaTestThreshold;
|
|
bool doubleSided;
|
|
if (getTexture (material, texture, clampU, clampV, alphaTestThreshold, doubleSided))
|
|
{
|
|
// Dump triangles
|
|
CIndexBufferRead iba;
|
|
primitive.lock (iba);
|
|
const uint32* triIndex= (const uint32 *) iba.getPtr ();
|
|
uint numTri=primitive.getNumIndexes ()/3;
|
|
uint tri;
|
|
for (tri=0; tri<numTri; tri++)
|
|
{
|
|
// Vertex
|
|
CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
|
|
CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
|
|
CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
|
|
|
|
// UV
|
|
float u[3];
|
|
float v[3];
|
|
for (uint i=0; i<3; i++)
|
|
{
|
|
// Get UV coordinates
|
|
float *uv = (float*)vba.getTexCoordPointer (triIndex[tri*3+i], 0);
|
|
if (uv)
|
|
{
|
|
// Copy it
|
|
u[i] = uv[0];
|
|
v[i] = uv[1];
|
|
}
|
|
}
|
|
|
|
// Make a triangle
|
|
triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), doubleSided, texture, clampU, clampV, u, v,
|
|
alphaTestThreshold));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::excludeAllPatchFromRefineAll (CLandscape &landscape, vector<uint> &listZone, bool exclude)
|
|
{
|
|
// For each zone
|
|
for (uint zone=0; zone<listZone.size(); zone++)
|
|
{
|
|
// Get num patches
|
|
uint patchCount=landscape.getZone(listZone[zone])->getNumPatchs();
|
|
|
|
// For each patches
|
|
for (uint patch=0; patch<patchCount; patch++)
|
|
{
|
|
// Exclude all the patches from refine all
|
|
landscape.excludePatchFromRefineAll (listZone[zone], patch, exclude);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
const sint8 CZoneLighter::TriangleIndexes[10][2][3] =
|
|
{
|
|
{{0, 11, 6}, {0, 6, 9}},
|
|
{{9, 6, 4}, {4, 6, 14}},
|
|
{{4, 14, 8}, {4, 8, 10}},
|
|
{{10, 8, 1}, {-1, -1, -1}},
|
|
{{11, 5, 6}, {5, 13, 6}},
|
|
{{6, 13, 3}, {6, 3, 14}},
|
|
{{3, 8, 14}, {-1, -1, -1}},
|
|
{{5, 12, 7}, {5, 7, 13}},
|
|
{{7, 3, 13}, {-1, -1, -1}},
|
|
{{12, 2, 7}, {-1, -1, -1}}
|
|
};
|
|
|
|
// ***************************************************************************
|
|
|
|
// lumel vertex ID, tesselation edge ID (0 for base<->right, 1 for base<->left), tesselation edge vertex 0, tesselation edge vertex 1
|
|
const sint8 CZoneLighter::VertexThanCanBeSnappedOnABorder[8][4] =
|
|
{
|
|
{0, 0, 0, 9},
|
|
{1, 0, 9, 4},
|
|
{2, 0, 4, 10},
|
|
{3, 0, 10, 1},
|
|
{0, 1, 0, 11},
|
|
{4, 1, 11, 5},
|
|
{7, 1, 5, 12},
|
|
{9, 1, 12, 2},
|
|
};
|
|
|
|
// ***************************************************************************
|
|
|
|
// lumel vertex ID, tesselation corner vertex
|
|
const sint8 CZoneLighter::VertexThanCanBeSnappedOnACorner[3][2] =
|
|
{
|
|
{0, 0},
|
|
{3, 1},
|
|
{9, 2},
|
|
};
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::buildZoneInformation (CLandscape &landscape, const vector<uint> &listZone, const CLightDesc &lightDesc)
|
|
{
|
|
// Bool visit
|
|
vector<vector<uint> > visited;
|
|
|
|
// Zone count
|
|
uint zoneCount=(uint)listZone.size();
|
|
|
|
// Resize arries
|
|
_Locator.resize (zoneCount);
|
|
_Binded.resize (zoneCount);
|
|
_BindInfo.resize (zoneCount);
|
|
_BezierPatch.resize (zoneCount);
|
|
|
|
// For each zone
|
|
for (uint zone=0; zone<zoneCount; zone++)
|
|
{
|
|
// Get num patches
|
|
uint patchCount=landscape.getZone(listZone[zone])->getNumPatchs();
|
|
|
|
// Insert zone id
|
|
_ZoneId.insert (map<uint, uint>::value_type (listZone[zone], zone));
|
|
|
|
// This is the zone to light ?
|
|
if (listZone[zone]==_ZoneToLight)
|
|
{
|
|
// Resize the arraies
|
|
_Lumels.resize(patchCount);
|
|
// _LumelCorners.resize(patchCount);
|
|
// _BezierPatch.resize(patchCount);
|
|
_OversampleEdges.resize(patchCount);
|
|
visited.resize(patchCount);
|
|
}
|
|
|
|
// Common arries
|
|
_Locator[zone].resize(patchCount);
|
|
_Binded[zone].resize(patchCount);
|
|
_BindInfo[zone].resize(patchCount);
|
|
_BezierPatch[zone].resize(patchCount);
|
|
|
|
// For each patch
|
|
uint patch;
|
|
for (patch=0; patch<patchCount; patch++)
|
|
{
|
|
// Get a patch pointer
|
|
const CPatch* pPatch=(const_cast<const CZone*>(landscape.getZone(listZone[zone])))->getPatch (patch);
|
|
|
|
// Progress bar
|
|
progress ("Scan all patches", (float)patch/(float)patchCount);
|
|
|
|
// Get pointer on arries
|
|
vector<bool> &binded=_Binded[zone][patch];
|
|
vector<CPatch::CBindInfo> &bindInfo=_BindInfo[zone][patch];
|
|
vector<CPatchUVLocator> &locator=_Locator[zone][patch];
|
|
CBezierPatch &bezierPatch=_BezierPatch[zone][patch];
|
|
binded.resize (4, false);
|
|
bindInfo.resize (4);
|
|
locator.resize (4);
|
|
|
|
// Contruct the patch
|
|
bezierPatch=*pPatch->unpackIntoCache();
|
|
|
|
// Same zone ?
|
|
if (listZone[zone]==_ZoneToLight)
|
|
{
|
|
// oversample this edge
|
|
_OversampleEdges[patch].resize (4, false);
|
|
}
|
|
|
|
// *** Build bind info
|
|
|
|
// *** Build neighboorhood information
|
|
uint edge;
|
|
for (edge=0; edge<4; edge++)
|
|
{
|
|
// Bond neighbor
|
|
pPatch->getBindNeighbor (edge, bindInfo[edge]);
|
|
|
|
// Patch binded
|
|
if (bindInfo[edge].NPatchs>0)
|
|
{
|
|
// This edeg is binded
|
|
binded[edge]=true;
|
|
|
|
// Same zone ?
|
|
if ((listZone[zone]==_ZoneToLight)&&(bindInfo[edge].Zone->getZoneId()!=_ZoneToLight))
|
|
{
|
|
// oversample this edge
|
|
_OversampleEdges[patch][edge]=true;
|
|
}
|
|
locator[edge].build (pPatch, edge, bindInfo[edge]);
|
|
}
|
|
else
|
|
{
|
|
if (listZone[zone]==_ZoneToLight)
|
|
{
|
|
// oversample this edge
|
|
_OversampleEdges[patch][edge]=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This is the zone to light ?
|
|
if (listZone[zone]==_ZoneToLight)
|
|
{
|
|
// *** Resize lumel array for this patch
|
|
|
|
// Get patch order
|
|
uint orderS=pPatch->getOrderS();
|
|
uint orderT=pPatch->getOrderT();
|
|
|
|
// Number of lumels
|
|
uint lumelCount = orderS*orderT*16;
|
|
|
|
// Resize the lumel descriptor
|
|
CLumelDescriptor descriptor;
|
|
descriptor.Normal.set (0,0,0);
|
|
descriptor.Position.set (0,0,0);
|
|
descriptor.S=0;
|
|
descriptor.T=0;
|
|
_Lumels[patch].resize (lumelCount, descriptor);
|
|
visited[patch].resize (lumelCount, 0);
|
|
// _LumelCorners[patch].resize (lumelCornerCount);
|
|
|
|
|
|
// *** Unexclude this patch
|
|
|
|
// Exclude all the patches from refine all
|
|
landscape.excludePatchFromRefineAll (listZone[zone], patch, false);
|
|
}
|
|
else
|
|
{
|
|
// Exclude all the patches from refine all
|
|
landscape.excludePatchFromRefineAll (listZone[zone], patch, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// *** Now tesselate this zone to shadow casters accuracy
|
|
|
|
// Setup the landscape
|
|
landscape.setThreshold (0);
|
|
landscape.setTileMaxSubdivision (0);
|
|
|
|
// Refine all
|
|
progress ("Refine landscape to shadow accuracy", 0.5f);
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
|
|
// Get tesselated faces
|
|
std::vector<const CTessFace*> leaves;
|
|
landscape.getTessellationLeaves(leaves);
|
|
|
|
|
|
|
|
|
|
if (_WaterShapes.size() != 0) // any water shape in this zone ?
|
|
{
|
|
/// make a quad grid of each water shape
|
|
makeQuadGridFromWaterShapes(landscape.getZone(_ZoneToLight)->getZoneBB().getAABBox());
|
|
|
|
/// check for each tile if it is above / below water
|
|
computeTileFlagsForPositionTowardWater(lightDesc, leaves);
|
|
}
|
|
else
|
|
{
|
|
setTileFlagsToDefault(leaves);
|
|
}
|
|
|
|
|
|
// Id of this zone in the array
|
|
uint zoneNumber=_ZoneId[_ZoneToLight];
|
|
|
|
// Scan each leaves
|
|
uint leavesCount=(uint)leaves.size();
|
|
uint leave;
|
|
for (leave=0; leave<leavesCount; leave++)
|
|
{
|
|
// Progress bar
|
|
if ( (leave&0xff) == 0)
|
|
progress ("Precompute lumel position", (float)leave/(float)leavesCount);
|
|
|
|
// Leave
|
|
const CTessFace *face=leaves[leave];
|
|
|
|
// Get zone id
|
|
if (face->Patch->getZone()->getZoneId()==_ZoneToLight)
|
|
{
|
|
// Get a patch pointer
|
|
const CPatch* pPatch=face->Patch;
|
|
|
|
// Get order
|
|
uint orderS=pPatch->getOrderS();
|
|
uint orderT=pPatch->getOrderT();
|
|
|
|
// *** Base Coordinates
|
|
|
|
CVector pos[15];
|
|
pos[0]=face->VBase->EndPos; // p0
|
|
pos[1]=face->VRight->EndPos;
|
|
pos[2]=face->VLeft->EndPos; // p2
|
|
pos[3]=(pos[1]+pos[2])/2;
|
|
pos[4]=(pos[0]+pos[1])/2; // p4
|
|
pos[5]=(pos[0]+pos[2])/2;
|
|
pos[6]=(pos[0]+pos[3])/2; // p6
|
|
pos[7]=(pos[2]+pos[3])/2;
|
|
pos[8]=(pos[1]+pos[3])/2; // p8
|
|
pos[9]=(pos[0]+pos[4])/2;
|
|
pos[10]=(pos[1]+pos[4])/2; // p10
|
|
pos[11]=(pos[0]+pos[5])/2;
|
|
pos[12]=(pos[2]+pos[5])/2; // p12
|
|
pos[13]=(pos[3]+pos[5])/2;
|
|
pos[14]=(pos[3]+pos[4])/2; // p14
|
|
|
|
float s0=face->PVBase.getS();
|
|
float s1=face->PVRight.getS();
|
|
float s2=face->PVLeft.getS();
|
|
float s3=(s1+s2)/2;
|
|
float s4=(s0+s1)/2;
|
|
float s5=(s0+s2)/2;
|
|
float s6=(s4+s5)/2;
|
|
float s7=(s2+s3)/2;
|
|
float s8=(s1+s3)/2;
|
|
|
|
float t0=face->PVBase.getT();
|
|
float t1=face->PVRight.getT();
|
|
float t2=face->PVLeft.getT();
|
|
float t3=(t1+t2)/2;
|
|
float t4=(t0+t1)/2;
|
|
float t5=(t0+t2)/2;
|
|
float t6=(t4+t5)/2;
|
|
float t7=(t2+t3)/2;
|
|
float t8=(t1+t3)/2;
|
|
|
|
// *** Interpolated value
|
|
CVector interpolatedP[10]=
|
|
{
|
|
(pos[0]+pos[6])/2,
|
|
(pos[4]+pos[6])/2,
|
|
(pos[4]+pos[8])/2,
|
|
(pos[1]+pos[8])/2,
|
|
(pos[5]+pos[6])/2,
|
|
(pos[3]+pos[6])/2,
|
|
(pos[3]+pos[8])/2,
|
|
(pos[5]+pos[7])/2,
|
|
(pos[3]+pos[7])/2,
|
|
(pos[2]+pos[7])/2,
|
|
};
|
|
|
|
// Does the border are snapped ?
|
|
uint sBase = (uint)floor ((float)orderS * face->PVBase.getS() + 0.5);
|
|
uint tBase = (uint)floor ((float)orderT * face->PVBase.getT() + 0.5);
|
|
uint sLeft = (uint)floor ((float)orderS * face->PVLeft.getS() + 0.5);
|
|
uint tLeft = (uint)floor ((float)orderT * face->PVLeft.getT() + 0.5);
|
|
uint sRight = (uint)floor ((float)orderS * face->PVRight.getS() + 0.5);
|
|
uint tRight = (uint)floor ((float)orderT * face->PVRight.getT() + 0.5);
|
|
bool snapedLeft[2]=
|
|
{
|
|
(sBase == 0) && (sRight == 0),
|
|
(sBase == 0) && (sLeft == 0),
|
|
};
|
|
bool snapedRight[2]=
|
|
{
|
|
(sBase == orderS) && (sRight == orderS),
|
|
(sBase == orderS) && (sLeft == orderS),
|
|
};
|
|
bool snapedTop[2]=
|
|
{
|
|
(tBase == 0) && (tRight == 0),
|
|
(tBase == 0) && (tLeft == 0),
|
|
};
|
|
bool snapedBottom[2]=
|
|
{
|
|
(tBase == orderT) && (tRight == orderT),
|
|
(tBase == orderT) && (tLeft == orderT),
|
|
};
|
|
bool snapedBorder[2]=
|
|
{
|
|
snapedLeft[0]||snapedRight[0]||snapedTop[0]||snapedBottom[0],
|
|
snapedLeft[1]||snapedRight[1]||snapedTop[1]||snapedBottom[1],
|
|
};
|
|
|
|
bool snapedCorner[3]=
|
|
{
|
|
((sBase == 0) && ((tBase == 0) || (tBase == orderT))) ||
|
|
((sBase == orderS) && ((tBase == 0) || (tBase == orderT))),
|
|
((sRight == 0) && ((tRight == 0) || (tRight == orderT))) ||
|
|
((sRight == orderS) && ((tRight == 0) || (tRight == orderT))),
|
|
((sLeft == 0) && ((tLeft == 0) || (tLeft == orderT))) ||
|
|
((sLeft == orderS) && ((tLeft == 0) || (tLeft == orderT))),
|
|
};
|
|
|
|
// Snap on the border
|
|
uint i;
|
|
for (i=0; i<8; i++)
|
|
{
|
|
// Snaped on left ?
|
|
if (snapedBorder[VertexThanCanBeSnappedOnABorder[i][1]])
|
|
{
|
|
// Compute the border vertex
|
|
interpolatedP[VertexThanCanBeSnappedOnABorder[i][0]] = (pos[VertexThanCanBeSnappedOnABorder[i][2]]
|
|
+ pos[VertexThanCanBeSnappedOnABorder[i][3]])/2;
|
|
}
|
|
}
|
|
|
|
// Snap on the corner
|
|
for (i=0; i<3; i++)
|
|
{
|
|
// Snaped on a corner ?
|
|
uint tesselCornerIndex = VertexThanCanBeSnappedOnACorner[i][1];
|
|
if ( snapedCorner[tesselCornerIndex] )
|
|
{
|
|
// Compute the border vertex
|
|
interpolatedP[VertexThanCanBeSnappedOnACorner[i][0]] = pos[tesselCornerIndex];
|
|
}
|
|
}
|
|
|
|
float interpolatedS[10]=
|
|
{
|
|
(s0+s6)/2,
|
|
(s4+s6)/2,
|
|
(s4+s8)/2,
|
|
(s1+s8)/2,
|
|
(s5+s6)/2,
|
|
(s3+s6)/2,
|
|
(s3+s8)/2,
|
|
(s5+s7)/2,
|
|
(s3+s7)/2,
|
|
(s2+s7)/2,
|
|
};
|
|
|
|
float interpolatedT[10]=
|
|
{
|
|
(t0+t6)/2,
|
|
(t4+t6)/2,
|
|
(t4+t8)/2,
|
|
(t1+t8)/2,
|
|
(t5+t6)/2,
|
|
(t3+t6)/2,
|
|
(t3+t8)/2,
|
|
(t5+t7)/2,
|
|
(t3+t7)/2,
|
|
(t2+t7)/2,
|
|
};
|
|
|
|
for (i=0; i<10; i++)
|
|
{
|
|
sint s=(sint)((float)orderS*4*interpolatedS[i]);
|
|
sint t=(sint)((float)orderT*4*interpolatedT[i]);
|
|
|
|
if ((s>=0)&&(s<(sint)orderS*4)&&(t>=0)&&(t<(sint)orderT*4))
|
|
{
|
|
// Triangle index
|
|
uint index=s+t*orderS*4;
|
|
|
|
// Ge tthe patch id
|
|
uint patchId=pPatch->getPatchId();
|
|
|
|
// Get lumel array
|
|
vector<CLumelDescriptor> &lumels=_Lumels[patchId];
|
|
|
|
// Visited
|
|
visited[patchId][index]++;
|
|
|
|
// Position
|
|
lumels[index].Position+=interpolatedP[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// *** Now, finalise patch information for shadow source positions
|
|
|
|
// For each patches
|
|
uint patchCount=landscape.getZone(_ZoneToLight)->getNumPatchs();
|
|
uint patch;
|
|
for (patch=0; patch<patchCount; patch++)
|
|
{
|
|
// Info
|
|
progress ("Finalize lumel positions", (float)patch/(float)patchCount);
|
|
|
|
// *** Resize lumel array for this patch
|
|
|
|
// Get a patch pointer
|
|
const CPatch* pPatch=(const_cast<const CZone*>(landscape.getZone(_ZoneToLight)))->getPatch (patch);
|
|
uint orderS=pPatch->getOrderS();
|
|
uint orderT=pPatch->getOrderT();
|
|
|
|
// Get lumel array
|
|
vector<CLumelDescriptor> &lumels=_Lumels[patch];
|
|
|
|
// *** Average position
|
|
|
|
// Renormalize
|
|
nlassert (isPowerOf2 (orderS));
|
|
nlassert (isPowerOf2 (orderT));
|
|
uint lumelS=4<<getPowerOf2 (orderS);
|
|
uint lumelT=4<<getPowerOf2 (orderT);
|
|
|
|
for (uint t=0; t<lumelT; t++)
|
|
for (uint s=0; s<lumelS; s++)
|
|
{
|
|
// Lumel index
|
|
uint lumelIndex=s+t*lumelS;
|
|
|
|
// *** Number of visit
|
|
uint visitedCount=visited[patch][lumelIndex];
|
|
|
|
// If visited, renormalise other values
|
|
if (visitedCount)
|
|
{
|
|
// Normalise position
|
|
lumels[lumelIndex].Position/=(float)visitedCount;
|
|
}
|
|
|
|
// Not visited for next pass
|
|
visited[patch][lumelIndex]=false;
|
|
}
|
|
}
|
|
|
|
// *** Now tesselate this zone to shadow receivers accuracy
|
|
|
|
// Setup the landscape
|
|
landscape.setThreshold (0);
|
|
landscape.setTileMaxSubdivision (4);
|
|
|
|
// Refine all
|
|
progress ("Refine landscape to lumels", 0.5f);
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
|
|
// Get tesselated faces
|
|
leaves.clear ();
|
|
landscape.getTessellationLeaves(leaves);
|
|
|
|
// Scan each leaves
|
|
leavesCount=(uint)leaves.size();
|
|
for (leave=0; leave<leavesCount; leave++)
|
|
{
|
|
// Progress bar
|
|
if ( (leave&0xff) == 0)
|
|
progress ("Precompute tesselation", (float)leave/(float)leavesCount);
|
|
|
|
// Leave
|
|
const CTessFace *face=leaves[leave];
|
|
|
|
// Get zone id
|
|
if (face->Patch->getZone()->getZoneId()==_ZoneToLight)
|
|
{
|
|
// Get a patch pointer
|
|
const CPatch* pPatch=face->Patch;
|
|
|
|
// Get order
|
|
uint orderS=pPatch->getOrderS();
|
|
uint orderT=pPatch->getOrderT();
|
|
|
|
// Coordinates
|
|
float fS=(face->PVBase.getS()+face->PVLeft.getS()+face->PVRight.getS())/3.f;
|
|
float fT=(face->PVBase.getT()+face->PVLeft.getT()+face->PVRight.getT())/3.f;
|
|
uint s=(uint)((float)orderS*4*fS);
|
|
uint t=(uint)((float)orderT*4*fT);
|
|
//nlassert (s>=0);
|
|
nlassert (s<orderS*4);
|
|
//nlassert (t>=0);
|
|
nlassert (t<orderT*4);
|
|
|
|
// Triangle index
|
|
uint index=s+t*orderS*4;
|
|
|
|
// Ge tthe patch id
|
|
uint patchId=pPatch->getPatchId();
|
|
|
|
// Get lumel array
|
|
vector<CLumelDescriptor> &lumels=_Lumels[patchId];
|
|
|
|
// Visited
|
|
visited[patchId][index]++;
|
|
|
|
// Lumel s and t
|
|
lumels[index].S+=fS;
|
|
lumels[index].T+=fT;
|
|
|
|
// Normal
|
|
CPlane plane;
|
|
plane.make (face->VBase->EndPos, face->VLeft->EndPos, face->VRight->EndPos);
|
|
lumels[index].Normal+=plane.getNormal();
|
|
}
|
|
}
|
|
|
|
// *** Now, finalise patch information
|
|
|
|
// For each patches
|
|
patchCount=landscape.getZone(_ZoneToLight)->getNumPatchs();
|
|
for (patch=0; patch<patchCount; patch++)
|
|
{
|
|
// Info
|
|
progress ("Finalize patches", (float)patch/(float)patchCount);
|
|
|
|
// *** Resize lumel array for this patch
|
|
|
|
// Get a patch pointer
|
|
const CPatch* pPatch=(const_cast<const CZone*>(landscape.getZone(_ZoneToLight)))->getPatch (patch);
|
|
uint orderS=pPatch->getOrderS();
|
|
uint orderT=pPatch->getOrderT();
|
|
|
|
// Get lumel array
|
|
vector<CLumelDescriptor> &lumels=_Lumels[patch];
|
|
|
|
// *** Compute an interpolated normal
|
|
|
|
// Get pointer on arries
|
|
vector<bool> &binded=_Binded[zoneNumber][patch];
|
|
vector<CPatchUVLocator> &locator=_Locator[zoneNumber][patch];
|
|
vector<CPatch::CBindInfo> &bindInfo=_BindInfo[zoneNumber][patch];
|
|
CBezierPatch &bezierPatch=_BezierPatch[zoneNumber][patch];
|
|
|
|
// Renormalize
|
|
nlassert (isPowerOf2 (orderS));
|
|
nlassert (isPowerOf2 (orderT));
|
|
uint powerS=getPowerOf2 (orderS);
|
|
uint powerT=getPowerOf2 (orderT);
|
|
uint lumelS=4<<powerS;
|
|
uint lumelT=4<<powerT;
|
|
|
|
// Sample edge normal
|
|
CVector normals[NL_MAX_TILES_BY_PATCH_EDGE*NL_LUMEL_BY_TILE+1][4];
|
|
uint sFixed[4] = { 0, 0xffffffff, lumelS-1, 0xffffffff };
|
|
uint tFixed[4] = { 0xffffffff, lumelT-1, 0xffffffff, 0 };
|
|
float sOri[4] = { 0, -1, (float)lumelS, -1 };
|
|
float tOri[4] = { -1, (float)lumelT, -1, 0 };
|
|
for (uint edge=0; edge<4; edge++)
|
|
{
|
|
// s and t
|
|
uint count=(edge&1)?lumelS:lumelT;
|
|
for (uint lumel=0; lumel<=count; lumel++)
|
|
{
|
|
// Start coordinates
|
|
float origineS;
|
|
float origineT;
|
|
uint startS;
|
|
uint startT;
|
|
if (edge&1)
|
|
{
|
|
if (lumel==count)
|
|
startS=count-1;
|
|
else
|
|
startS=lumel;
|
|
startT=tFixed[edge];
|
|
origineS=(float)lumel;
|
|
origineT=tOri[edge];
|
|
}
|
|
else
|
|
{
|
|
if (lumel==count)
|
|
startT=count-1;
|
|
else
|
|
startT=lumel;
|
|
startS=sFixed[edge];
|
|
origineT=(float)lumel;
|
|
origineS=sOri[edge];
|
|
}
|
|
_GetNormalNormal=CVector::Null;
|
|
set<uint64> visitedLumels;
|
|
getNormal (pPatch, startS, startT, locator, bindInfo, binded, visitedLumels,
|
|
startS+0.5f-origineS, startT+0.5f-origineT, 0, bezierPatch);
|
|
_GetNormalNormal.normalize ();
|
|
normals[lumel][edge]=_GetNormalNormal;
|
|
}
|
|
|
|
// Smooth the corners
|
|
#define BLUR_SIZE 4
|
|
for (uint i=1; i<BLUR_SIZE; i++)
|
|
{
|
|
float value=(float)i/BLUR_SIZE;
|
|
value=easineasout(value);
|
|
normals[i][edge]=normals[0][edge]*(1-value)+normals[i][edge]*value;
|
|
normals[i][edge].normalize();
|
|
normals[count-i][edge]=normals[count][edge]*(1-value)+normals[count-i][edge]*value;
|
|
normals[count-i][edge].normalize();
|
|
}
|
|
}
|
|
|
|
for (uint t=0; t<lumelT; t++)
|
|
for (uint s=0; s<lumelS; s++)
|
|
{
|
|
// Lumel index
|
|
uint lumelIndex=s+t*lumelS;
|
|
|
|
// *** Calc the smoothed normal
|
|
|
|
// For each edge
|
|
CVector normalS=bezierPatch.evalNormal (((float)s+0.5f)/(float)lumelS, ((float)t+0.5f)/(float)lumelT);
|
|
float sFactor=0;
|
|
CVector normalT=normalS;
|
|
float tFactor=0;
|
|
bool sGood=false, tGood=false;
|
|
if (s<BLUR_SIZE)
|
|
{
|
|
sGood=true;
|
|
// Average the two normals
|
|
CVector average=normals[t][0];
|
|
average+=normals[t+1][0];
|
|
average/=2;
|
|
|
|
// Blend
|
|
float value=s+0.5f;
|
|
sFactor=BLUR_SIZE-value;
|
|
value/=BLUR_SIZE;
|
|
value=easineasout(value);
|
|
normalS=(normalS*value+average*(1-value));
|
|
normalS.normalize();
|
|
}
|
|
if (s>=lumelS-BLUR_SIZE)
|
|
{
|
|
sGood=true;
|
|
// Average the two normals
|
|
CVector average=normals[t][2];
|
|
average+=normals[t+1][2];
|
|
average/=2;
|
|
|
|
// Blend
|
|
float value=s+0.5f;
|
|
sFactor=BLUR_SIZE-(lumelS-value);
|
|
value=(lumelS-value)/BLUR_SIZE;
|
|
value=easineasout(value);
|
|
normalS=(normalS*value+average*(1-value));
|
|
normalS.normalize();
|
|
}
|
|
if (t<BLUR_SIZE)
|
|
{
|
|
tGood=true;
|
|
// Average the two normals
|
|
CVector average=normals[s][3];
|
|
average+=normals[s+1][3];
|
|
average/=2;
|
|
|
|
// Blend
|
|
float value=t+0.5f;
|
|
tFactor=BLUR_SIZE-value;
|
|
value/=BLUR_SIZE;
|
|
value=easineasout(value);
|
|
normalT=(normalT*value+average*(1-value));
|
|
normalT.normalize();
|
|
}
|
|
if (t>=lumelT-BLUR_SIZE)
|
|
{
|
|
tGood=true;
|
|
// Average the two normals
|
|
CVector average=normals[s][1];
|
|
average+=normals[s+1][1];
|
|
average/=2;
|
|
|
|
// Blend
|
|
float value=t+0.5f;
|
|
tFactor=BLUR_SIZE-(lumelT-value);
|
|
value=((lumelT)-value)/BLUR_SIZE;
|
|
value=easineasout(value);
|
|
normalT=(normalT*value+average*(1-value));
|
|
normalT.normalize();
|
|
}
|
|
|
|
// The smooth normal
|
|
CVector smoothNormal;
|
|
|
|
if ((sGood)&&(tGood))
|
|
{
|
|
if ((sFactor!=BLUR_SIZE)||(tFactor!=BLUR_SIZE))
|
|
smoothNormal=normalS*(BLUR_SIZE-tFactor)+normalT*(BLUR_SIZE-sFactor);
|
|
else
|
|
smoothNormal=normalS+normalT;
|
|
}
|
|
else if (sGood)
|
|
smoothNormal=normalS;
|
|
else
|
|
smoothNormal=normalT;
|
|
|
|
// Normalize it
|
|
smoothNormal.normalize();
|
|
|
|
// The pure normal
|
|
CVector purNormal=bezierPatch.evalNormal (((float)s+0.5f)/(float)lumelS, ((float)t+0.5f)/(float)lumelT);
|
|
|
|
// Normalize the noisy normal
|
|
lumels[lumelIndex].Normal.normalize();
|
|
|
|
// Final normal
|
|
lumels[lumelIndex].Normal=lumels[lumelIndex].Normal-purNormal+smoothNormal;
|
|
lumels[lumelIndex].Normal.normalize ();
|
|
|
|
// *** Number of visit
|
|
uint visitedCount=visited[patch][lumelIndex];
|
|
|
|
// Some lumel have not been found in tesselation
|
|
//nlassert (visitedCount==2);
|
|
|
|
// If visited, renormalise other values
|
|
if (visitedCount)
|
|
{
|
|
// Normalise position
|
|
lumels[lumelIndex].S/=(float)visitedCount;
|
|
lumels[lumelIndex].T/=(float)visitedCount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::computeTileFlagsOnly (CLandscape &landscape, CZone& output, uint zoneToLight, const CLightDesc& description,
|
|
std::vector<uint> &listZone)
|
|
{
|
|
// Zone to light
|
|
_ZoneToLight=zoneToLight;
|
|
|
|
// Landscape
|
|
_Landscape=&landscape;
|
|
|
|
|
|
// Zone count
|
|
uint zoneCount=(uint)listZone.size();
|
|
|
|
// For each zone
|
|
for (uint zone=0; zone<zoneCount; zone++)
|
|
{
|
|
// Get num patches
|
|
uint patchCount=landscape.getZone(listZone[zone])->getNumPatchs();
|
|
|
|
// Insert zone id
|
|
_ZoneId.insert (map<uint, uint>::value_type (listZone[zone], zone));
|
|
|
|
// For each patch
|
|
uint patch;
|
|
for (patch=0; patch<patchCount; patch++)
|
|
{
|
|
// Progress bar
|
|
progress ("Scan all patches", (float)patch/(float)patchCount);
|
|
|
|
// This is the zone to light ?
|
|
if (listZone[zone]==_ZoneToLight)
|
|
{
|
|
// unExclude all the patches from refine all
|
|
landscape.excludePatchFromRefineAll (listZone[zone], patch, false);
|
|
}
|
|
else
|
|
{
|
|
// Exclude all the patches from refine all
|
|
landscape.excludePatchFromRefineAll (listZone[zone], patch, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// *** Now tesselate this zone to max accuracy
|
|
|
|
// Setup the landscape
|
|
landscape.setThreshold (0);
|
|
landscape.setTileMaxSubdivision (0);
|
|
|
|
// Refine all
|
|
progress ("Refine landscape to maximum", 0.5f);
|
|
landscape.refineAll (CVector (0, 0, 0));
|
|
|
|
// Get tesselated faces
|
|
std::vector<const CTessFace*> leaves;
|
|
landscape.getTessellationLeaves(leaves);
|
|
|
|
|
|
// compute only the water states
|
|
if (_WaterShapes.size() != 0) // any water shape in this zone ?
|
|
{
|
|
/// make a quad grid of each water shape
|
|
makeQuadGridFromWaterShapes(landscape.getZone(_ZoneToLight)->getZoneBB().getAABBox());
|
|
|
|
/// check for each tile if it is above / below water
|
|
computeTileFlagsForPositionTowardWater(description, leaves);
|
|
}
|
|
else
|
|
{
|
|
setTileFlagsToDefault(leaves);
|
|
}
|
|
|
|
/// verify that the zonew and the zonel (output) are compatible
|
|
bool ok= true;
|
|
CZone &zonew= *(landscape.getZone(zoneToLight));
|
|
if(zonew.getNumPatchs() == output.getNumPatchs())
|
|
{
|
|
// verify for each patch that the tile array are same
|
|
for(uint i=0;i<(uint)zonew.getNumPatchs();i++)
|
|
{
|
|
const CPatch &p0= *const_cast<const CZone&>(zonew).getPatch(i);
|
|
const CPatch &p1= *const_cast<const CZone&>(output).getPatch(i);
|
|
if( p0.getOrderS()!=p1.getOrderS() || p0.getOrderT()!=p1.getOrderT() )
|
|
{
|
|
ok= false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
ok= false;
|
|
|
|
// can't copy tile flags
|
|
if(!ok)
|
|
throw Exception("The input zonew, and ouput zonel are too different: not same patchs!!");
|
|
|
|
/// copy the tiles flags from the zone to light to the output zone
|
|
copyTileFlags(output, zonew);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
CZoneLighter::CLightDesc::CLightDesc ()
|
|
{
|
|
SunDirection.set (1, 1, -1);
|
|
GridSize=512;
|
|
GridCellSize=4;
|
|
HeightfieldSize=200;
|
|
HeightfieldCellSize=20;
|
|
SkyContribution=true;
|
|
SkyIntensity=0.25;
|
|
|
|
ZBufferLandscapeSize = DEFAULT_ZBUFFER_LANDSCAPE_SIZE;
|
|
ZBufferObjectSize = DEFAULT_ZBUFFER_OBJECT_SIZE;
|
|
SoftShadowJitter = DEFAULT_JITTER;
|
|
SunDistance = DEFAULT_SUN_DISTANCE;
|
|
SunFOV = (float)DEFAULT_SUN_FOV;
|
|
SunCenter = DEFAULT_SUN_CENTER;
|
|
SunRadius = DEFAULT_SUN_RADIUS;
|
|
SoftShadowSamplesSqrt = DEFAULT_SUN_SRQT_SAMPLES;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::addLightableShape(IShape *shape, const NLMISC::CMatrix& MT)
|
|
{
|
|
CShapeInfo lsi;
|
|
lsi.MT = MT;
|
|
lsi.Shape = shape;
|
|
_LightableShapes.push_back(lsi);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CZoneLighter::isLightableShape(IShape &shape)
|
|
{
|
|
/// for now, the only shape that we lit are water shapes
|
|
if (dynamic_cast<CWaterShape *>(&shape) != NULL)
|
|
{
|
|
// check that this water surface has a diffuse map that is a CTextureFile (we must be able to save it !)
|
|
CWaterShape *ws = static_cast<CWaterShape *>(&shape);
|
|
const ITexture *tex = ws->getColorMap();
|
|
if (dynamic_cast<const CTextureFile *>(tex) != NULL)
|
|
{
|
|
return ws->isLightMappingEnabled();
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::lightShapes(uint zoneID, const CLightDesc& description)
|
|
{
|
|
/// compute light for the lightable shapes in the given zone
|
|
if (_LightableShapes.size() == 0) return;
|
|
|
|
uint numShapePerThread = 1 + ((uint)_LightableShapes.size() / _ProcessCount);
|
|
uint currShapeIndex = 0;
|
|
uint process = 0;
|
|
_ProcessExited = 0;
|
|
|
|
_NumLightableShapesProcessed = 0;
|
|
|
|
|
|
progress("Processing lightable shapes", 0);
|
|
|
|
for (uint k = 0; k < _LightableShapes.size(); ++k, ++process)
|
|
{
|
|
uint lastShapeIndex = currShapeIndex + numShapePerThread;
|
|
lastShapeIndex = std::min((uint)_LightableShapes.size(), lastShapeIndex);
|
|
IThread *pThread = IThread::create (new CCalcLightableShapeRunnable(process, this, &description, &_LightableShapes, currShapeIndex, lastShapeIndex));
|
|
pThread->start();
|
|
currShapeIndex = lastShapeIndex;
|
|
}
|
|
|
|
/// wait for other process
|
|
while (_ProcessExited != _ProcessCount)
|
|
{
|
|
nlSleep (10);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CZoneLighter::processLightableShapeCalc (uint process,
|
|
TShapeVect *shapesToLit,
|
|
uint firstShape,
|
|
uint lastShape,
|
|
const CLightDesc& description)
|
|
{
|
|
// for each lightable shape
|
|
for (uint k = firstShape; k < lastShape; ++k)
|
|
{
|
|
nlassert(isLightableShape(* (*shapesToLit)[k].Shape)); // make sure it is a lightable shape
|
|
lightSingleShape((*shapesToLit)[k], description, process);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::lightSingleShape(CShapeInfo &si, const CLightDesc& description, uint cpu)
|
|
{
|
|
/// we compute the lighting for one single shape
|
|
if (dynamic_cast<CWaterShape *>(si.Shape))
|
|
{
|
|
lightWater(* static_cast<CWaterShape *>(si.Shape), si.MT, description, cpu);
|
|
}
|
|
++_NumLightableShapesProcessed;
|
|
progress("Processing lightable shapes", (float) _NumLightableShapesProcessed / _LightableShapes.size());
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// utility function to get the directory of a fileName
|
|
static std::string getDir (const std::string& path)
|
|
{
|
|
char tmpPath[512];
|
|
strcpy (tmpPath, path.c_str());
|
|
char* slash=strrchr (tmpPath, '/');
|
|
if (!slash)
|
|
{
|
|
slash=strrchr (tmpPath, '\\');
|
|
}
|
|
|
|
if (!slash)
|
|
return "";
|
|
|
|
slash++;
|
|
*slash=0;
|
|
return tmpPath;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// utility function to get a file name fdrom a path
|
|
static std::string getName (const std::string& path)
|
|
{
|
|
std::string dir=getDir (path);
|
|
|
|
char tmpPath[512];
|
|
strcpy (tmpPath, path.c_str());
|
|
|
|
char *name=tmpPath;
|
|
nlassert (dir.length()<=strlen(tmpPath));
|
|
name+=dir.length();
|
|
|
|
char* point=strrchr (name, '.');
|
|
if (point)
|
|
*point=0;
|
|
|
|
return name;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// utility function to get the extension of a fileName
|
|
static std::string getExt (const std::string& path)
|
|
{
|
|
std::string dir = getDir (path);
|
|
std::string name = getName (path);
|
|
|
|
char tmpPath[512];
|
|
strcpy (tmpPath, path.c_str());
|
|
|
|
char *ext=tmpPath;
|
|
nlassert (dir.length()+name.length()<=strlen(tmpPath));
|
|
ext+=dir.length()+name.length();
|
|
|
|
return ext;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::lightWater(CWaterShape &ws, const CMatrix &MT, const CLightDesc& description, uint cpu)
|
|
{
|
|
try
|
|
{
|
|
/// get the diffuse map
|
|
CTextureFile *diffuseTex = NLMISC::safe_cast<CTextureFile *>(ws.getColorMap());
|
|
std::string texFileName = CPath::lookup(diffuseTex->getFileName());
|
|
diffuseTex->generate();
|
|
const uint width = diffuseTex->getWidth();
|
|
const uint height = diffuseTex->getHeight();
|
|
|
|
/// build a matrix to convert from water space to uv space
|
|
NLMISC::CMatrix worldSpaceToUVs;
|
|
NLMISC::CVector2f col0, col1, pos;
|
|
ws.getColorMapMat(col0, col1, pos);
|
|
worldSpaceToUVs.setRot(NLMISC::CVector(col0.x * width, col0.y * height, 0),
|
|
NLMISC::CVector(col1.x * width, col1.y * height, 0),
|
|
NLMISC::CVector::K);
|
|
worldSpaceToUVs.setPos(NLMISC::CVector(pos.x * width, pos.y * height, 0));
|
|
|
|
/// get min and max uvs
|
|
NLMISC::CPolygon p;
|
|
ws.getShapeInWorldSpace(p);
|
|
|
|
float minU, maxU;
|
|
float minV, maxV;
|
|
|
|
NLMISC::CVector uvs = worldSpaceToUVs * p.Vertices[0];
|
|
minU = maxU = uvs.x;
|
|
minV = maxV = uvs.y;
|
|
|
|
|
|
for (uint k = 1; k < (uint) p.getNumVertices(); ++k)
|
|
{
|
|
uvs = worldSpaceToUVs * p.Vertices[k];
|
|
minU = std::min(uvs.x, minU);
|
|
minV = std::min(uvs.y, minV);
|
|
maxU = std::max(uvs.x, maxU);
|
|
maxV = std::max(uvs.y, maxV);
|
|
}
|
|
|
|
|
|
|
|
|
|
sint iMinU = (sint) minU;
|
|
sint iMaxU = (sint) maxU;
|
|
sint iMinV = (sint) minV;
|
|
sint iMaxV = (sint) maxV;
|
|
|
|
NLMISC::clamp(iMinU, 0, (sint) width);
|
|
NLMISC::clamp(iMaxU, 0, (sint) width);
|
|
NLMISC::clamp(iMinV, 0, (sint) height);
|
|
NLMISC::clamp(iMaxV, 0, (sint) height);
|
|
|
|
// matrix to go from uv space to worldspace
|
|
NLMISC::CMatrix UVSpaceToWorldSpace = worldSpaceToUVs.inverted();
|
|
|
|
CObjectVector<uint8> &pixs8 = diffuseTex->getPixels();
|
|
NLMISC::CRGBA *rgbPixs = (NLMISC::CRGBA *) &pixs8[0];
|
|
|
|
|
|
/// raytrace each texel
|
|
for (sint x = iMinU; x < iMaxU; ++x)
|
|
{
|
|
for (sint y = iMinV; y < iMaxV; ++y)
|
|
{
|
|
float factor;
|
|
NLMISC::CVector pos = UVSpaceToWorldSpace * NLMISC::CVector( x + 0.5f, y + 0.5f, 0 )
|
|
+ description.WaterShadowBias * NLMISC::CVector::K;
|
|
if (description.Shadow)
|
|
{
|
|
factor = attenuation (pos, description);
|
|
}
|
|
else
|
|
{
|
|
factor = - NLMISC::CVector::K * description.SunDirection;
|
|
}
|
|
clamp(factor, 0.f, 1.f);
|
|
factor = factor * description.WaterDiffuse + description.WaterAmbient;
|
|
if (description.SkyContributionForWater)
|
|
{
|
|
factor += getSkyContribution(pos, NLMISC::CVector::K, description.SkyIntensity);
|
|
}
|
|
clamp(factor, 0.f, 1.f);
|
|
uint intensity = (uint8) (255 * factor);
|
|
NLMISC::CRGBA srcCol(intensity,
|
|
intensity,
|
|
intensity,
|
|
255);
|
|
|
|
if (!description.ModulateWaterColor)
|
|
{
|
|
rgbPixs[x + y * width] = srcCol;
|
|
}
|
|
else
|
|
{
|
|
NLMISC::CRGBA &col = rgbPixs[x + y * width];
|
|
col.modulateFromColor(col, srcCol);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// now, save the result
|
|
if (getExt(texFileName) != ".tga")
|
|
{
|
|
nlwarning("Zone lighter : error when lighting a water surface : input bitmap is not a tga file");
|
|
}
|
|
else
|
|
{
|
|
try
|
|
{
|
|
COFile of;
|
|
of.open(texFileName);
|
|
diffuseTex->writeTGA(of, 24);
|
|
of.close();
|
|
}
|
|
catch (NLMISC::Exception &)
|
|
{
|
|
nlwarning("Zone lighter : while lighting a water shape, writing %s failed! ", texFileName.c_str());
|
|
}
|
|
}
|
|
}
|
|
catch(NLMISC::Exception &e)
|
|
{
|
|
nlwarning("Water shape lighting failed !");
|
|
nlwarning(e.what());
|
|
}
|
|
}
|
|
|
|
// ***********************************************************
|
|
void CZoneLighter::addWaterShape(CWaterShape *shape, const NLMISC::CMatrix &MT)
|
|
{
|
|
/// make sure it hasn't been inserted twice
|
|
CShapeInfo ci;
|
|
ci.Shape = shape;
|
|
ci.MT = MT;
|
|
_WaterShapes.push_back(ci);
|
|
}
|
|
|
|
// ***********************************************************
|
|
void CZoneLighter::makeQuadGridFromWaterShapes(NLMISC::CAABBox zoneBBox)
|
|
{
|
|
if (!_WaterShapes.size()) return;
|
|
|
|
NLMISC::CAABBox tmpBox;
|
|
|
|
/// the number of cells we want in the quad grid
|
|
const uint numCells = 16;
|
|
|
|
/// get the dimension
|
|
float width = zoneBBox.getMax().x - zoneBBox.getMin().x;
|
|
float height = zoneBBox.getMax().y - zoneBBox.getMin().y;
|
|
|
|
float dim = std::max(width, height);
|
|
|
|
|
|
/// init the quad grid
|
|
_WaterShapeQuadGrid.create(numCells, dim / numCells);
|
|
|
|
|
|
uint count = 0, totalCount = (uint)_WaterShapes.size();
|
|
|
|
/// now, insert all water shapes
|
|
for (TShapeVect::iterator it = _WaterShapes.begin(); it != _WaterShapes.end(); ++it, ++count)
|
|
{
|
|
/// get the current shape bbox in the world
|
|
it->Shape->getAABBox(tmpBox);
|
|
NLMISC::CAABBox currBB = NLMISC::CAABBox::transformAABBox(it->MT, tmpBox);
|
|
|
|
/// test if it intesect the zone bbox
|
|
if (zoneBBox.intersect(currBB))
|
|
{
|
|
_WaterShapeQuadGrid.insert(currBB.getMin(), currBB.getMax(), *it);
|
|
}
|
|
progress("Building quadtree from water surfaces", (float) count / totalCount);
|
|
}
|
|
|
|
/// free the vector of water shapes
|
|
NLMISC::contReset(_WaterShapes);
|
|
}
|
|
|
|
|
|
//==================================================================
|
|
|
|
/// a struct that helps us to know which tile we've processed
|
|
struct CTileOfPatch
|
|
{
|
|
uint8 TileId;
|
|
CPatch *Patch;
|
|
CTileOfPatch();
|
|
CTileOfPatch(uint8 tileId, CPatch *patch) : TileId(tileId), Patch(patch)
|
|
{
|
|
}
|
|
};
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Static point lights.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
CZoneLighter::CPointLightRT::CPointLightRT()
|
|
{
|
|
RefCount= 0;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CZoneLighter::CPointLightRT::testRaytrace(const CVector &v)
|
|
{
|
|
CVector dummy;
|
|
|
|
if(!BSphere.include(v))
|
|
return false;
|
|
|
|
// If Ambient light, just skip
|
|
if(PointLight.getType()== CPointLight::AmbientLight)
|
|
return false;
|
|
|
|
// If SpotLight verify in angle radius.
|
|
if(PointLight.getType()== CPointLight::SpotLight)
|
|
{
|
|
float att= PointLight.computeLinearAttenuation(v);
|
|
if (att==0)
|
|
return false;
|
|
}
|
|
|
|
// Select in the cubeGrid
|
|
FaceCubeGrid.select(v);
|
|
// For all faces selected
|
|
while(!FaceCubeGrid.isEndSel())
|
|
{
|
|
const CTriangle *tri= FaceCubeGrid.getSel();
|
|
|
|
// If intersect, the point is occluded.
|
|
if( tri->Triangle.intersect(BSphere.Center, v, dummy, tri->getPlane()) )
|
|
return false;
|
|
|
|
// next
|
|
FaceCubeGrid.nextSel();
|
|
}
|
|
|
|
// Ok the point is visilbe from the light
|
|
return true;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::addStaticPointLight(const CPointLightNamed &pln)
|
|
{
|
|
// build the plRT.
|
|
CPointLightRT plRT;
|
|
plRT.PointLight= pln;
|
|
// compute plRT.OODeltaAttenuation
|
|
plRT.OODeltaAttenuation= pln.getAttenuationEnd() - pln.getAttenuationBegin();
|
|
if(plRT.OODeltaAttenuation <=0 )
|
|
plRT.OODeltaAttenuation= 0;
|
|
else
|
|
plRT.OODeltaAttenuation= 1.0f / plRT.OODeltaAttenuation;
|
|
// compute plRT.BSphere
|
|
plRT.BSphere.Center= pln.getPosition();
|
|
plRT.BSphere.Radius= pln.getAttenuationEnd();
|
|
// NB: FaceCubeGrid will be computed during light()
|
|
|
|
// add the plRT
|
|
_StaticPointLights.push_back(plRT);
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::compilePointLightRT(uint gridSize, float gridCellSize, std::vector<CTriangle>& obstacles, bool doShadow)
|
|
{
|
|
uint i;
|
|
|
|
// Fill the quadGrid of Lights.
|
|
// ===========
|
|
_StaticPointLightQuadGrid.create(gridSize, gridCellSize);
|
|
for(i=0; i<_StaticPointLights.size();i++)
|
|
{
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
|
|
// Compute the bbox of the light
|
|
CAABBox bbox;
|
|
bbox.setCenter(plRT.BSphere.Center);
|
|
float hl= plRT.BSphere.Radius;
|
|
bbox.setHalfSize(CVector(hl,hl,hl));
|
|
|
|
// Insert the pointLight in the quadGrid.
|
|
_StaticPointLightQuadGrid.insert(bbox.getMin(), bbox.getMax(), &plRT);
|
|
}
|
|
|
|
|
|
// Append triangles to cubeGrid ??
|
|
if(doShadow)
|
|
{
|
|
// Point lights ?
|
|
if (!_StaticPointLights.empty ())
|
|
{
|
|
// For all obstacles, Fill a quadGrid.
|
|
// ===========
|
|
CQuadGrid<CTriangle*> obstacleGrid;
|
|
obstacleGrid.create(gridSize, gridCellSize);
|
|
uint size= (uint)obstacles.size();
|
|
for(i=0; i<size; i++)
|
|
{
|
|
// bbox of triangle
|
|
CAABBox bbox;
|
|
bbox.setCenter(obstacles[i].Triangle.V0);
|
|
bbox.extend(obstacles[i].Triangle.V1);
|
|
bbox.extend(obstacles[i].Triangle.V2);
|
|
// insert triangle in quadGrid.
|
|
obstacleGrid.insert(bbox.getMin(), bbox.getMax(), &obstacles[i]);
|
|
}
|
|
|
|
|
|
// For all PointLights, fill his CubeGrid
|
|
// ===========
|
|
for(i=0; i<_StaticPointLights.size();i++)
|
|
{
|
|
// progress
|
|
progress ("Compute Influences of PointLights", 0.5f*i / (float)(_StaticPointLights.size()-1));
|
|
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
// Create the cubeGrid
|
|
plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), NL3D_ZONE_LIGHTER_CUBE_GRID_SIZE);
|
|
|
|
// AmbiantLIghts: do nothing.
|
|
if(plRT.PointLight.getType()!=CPointLight::AmbientLight)
|
|
{
|
|
// Select only obstacle Faces around the light. Other are not useful
|
|
CAABBox bbox;
|
|
bbox.setCenter(plRT.PointLight.getPosition());
|
|
float hl= plRT.PointLight.getAttenuationEnd();
|
|
bbox.setHalfSize(CVector(hl,hl,hl));
|
|
obstacleGrid.select(bbox.getMin(), bbox.getMax());
|
|
|
|
// For all faces, fill the cubeGrid.
|
|
CQuadGrid<CTriangle*>::CIterator itObstacle;
|
|
itObstacle= obstacleGrid.begin();
|
|
while( itObstacle!=obstacleGrid.end() )
|
|
{
|
|
CTriangle &tri= *(*itObstacle);
|
|
|
|
// Triangle bounding box
|
|
CAABBox triBbox;
|
|
triBbox.setCenter (tri.Triangle.V0);
|
|
triBbox.extend (tri.Triangle.V1);
|
|
triBbox.extend (tri.Triangle.V2);
|
|
|
|
// Triangle in the light
|
|
if (triBbox.intersect (bbox))
|
|
{
|
|
// Test BackFace culling. Only faces which are BackFace the point light are inserted.
|
|
// This is to avoid AutoOccluding problems
|
|
if( tri.getPlane() * plRT.BSphere.Center < 0)
|
|
{
|
|
// Insert the triangle in the CubeGrid
|
|
plRT.FaceCubeGrid.insert( tri.Triangle, &tri);
|
|
}
|
|
}
|
|
|
|
itObstacle++;
|
|
}
|
|
}
|
|
|
|
// Compile the CubeGrid.
|
|
plRT.FaceCubeGrid.compile();
|
|
|
|
// And Reset RefCount.
|
|
plRT.RefCount= 0;
|
|
}
|
|
}
|
|
}
|
|
// else, just build empty grid
|
|
else
|
|
{
|
|
for(i=0; i<_StaticPointLights.size();i++)
|
|
{
|
|
// progress
|
|
progress ("Compute Influences of PointLights", 0.5f*i / (float)(_StaticPointLights.size()-1));
|
|
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
// Create a dummy empty cubeGrid => no rayTrace :)
|
|
plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), 4);
|
|
|
|
// Compile the CubeGrid.
|
|
plRT.FaceCubeGrid.compile();
|
|
|
|
// And Reset RefCount.
|
|
plRT.RefCount= 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CZoneLighter::CPredPointLightToPoint::operator() (CPointLightRT *pla, CPointLightRT *plb) const
|
|
{
|
|
float ra= (pla->BSphere.Center - Point).norm();
|
|
float rb= (plb->BSphere.Center - Point).norm();
|
|
float infA= (pla->PointLight.getAttenuationEnd() - ra) * pla->OODeltaAttenuation;
|
|
float infB= (plb->PointLight.getAttenuationEnd() - rb) * plb->OODeltaAttenuation;
|
|
// return which light impact the most.
|
|
// If same impact
|
|
if(infA==infB)
|
|
// return nearest
|
|
return ra < rb;
|
|
else
|
|
// return better impact
|
|
return infA > infB;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CZoneLighter::processZonePointLightRT(vector<CPointLightNamed> &listPointLight)
|
|
{
|
|
uint i;
|
|
vector<CPointLightRT*> lightInfs;
|
|
lightInfs.reserve(1024);
|
|
|
|
// clear result list
|
|
listPointLight.clear();
|
|
|
|
// zoneToLight
|
|
CZone *zoneToLight= _Landscape->getZone(_ZoneToLight);
|
|
if(!zoneToLight)
|
|
return;
|
|
|
|
// Build patchForPLs
|
|
//===========
|
|
vector<CPatchForPL> patchForPLs;
|
|
patchForPLs.resize(_PatchInfo.size());
|
|
for(i=0; i<patchForPLs.size(); i++)
|
|
{
|
|
// Get OrderS/OrderT
|
|
patchForPLs[i].OrderS= _PatchInfo[i].OrderS;
|
|
patchForPLs[i].OrderT= _PatchInfo[i].OrderT;
|
|
// resize TileLightInfluences
|
|
uint w= patchForPLs[i].WidthTLI= patchForPLs[i].OrderS/2 +1 ;
|
|
uint h= patchForPLs[i].HeightTLI= patchForPLs[i].OrderT/2 +1;
|
|
patchForPLs[i].TileLightInfluences.resize(w*h);
|
|
}
|
|
|
|
|
|
// compute each TileLightInfluence
|
|
//===========
|
|
for(i=0; i<patchForPLs.size(); i++)
|
|
{
|
|
// progress
|
|
progress ("Compute Influences of PointLights", 0.5f + 0.5f*i / (float)patchForPLs.size());
|
|
|
|
CPatchForPL &pfpl= patchForPLs[i];
|
|
const CPatch *patch= const_cast<const CZone*>(zoneToLight)->getPatch(i);
|
|
|
|
uint x, y;
|
|
for(y= 0; y<pfpl.HeightTLI; y++)
|
|
{
|
|
for(x= 0; x<pfpl.WidthTLI; x++)
|
|
{
|
|
// compute the point and normal (normalized) where the TLI lies.
|
|
//---------
|
|
CVector pos, normal;
|
|
float s, t;
|
|
s= (float)x / (pfpl.WidthTLI-1);
|
|
t= (float)y / (pfpl.HeightTLI-1);
|
|
// Compute the Vertex, with Noise information (important for accurate raytracing).
|
|
pos= patch->computeVertex(s, t);
|
|
// Use UnNoised normal from BezierPatch, because the lighting does not need to be so precise.
|
|
CBezierPatch *bp= patch->unpackIntoCache();
|
|
normal= bp->evalNormal(s, t);
|
|
|
|
|
|
// Compute Which light influences him.
|
|
//---------
|
|
lightInfs.clear();
|
|
// Search possible lights around the position.
|
|
_StaticPointLightQuadGrid.select(pos, pos);
|
|
// For all of them, get the ones which touch this point.
|
|
CQuadGrid<CPointLightRT*>::CIterator it= _StaticPointLightQuadGrid.begin();
|
|
while(it != _StaticPointLightQuadGrid.end())
|
|
{
|
|
CPointLightRT *pl= *it;
|
|
|
|
// a light influence a TLI only if this one is FrontFaced to the light !!
|
|
if( ( pl->BSphere.Center - pos ) * normal > 0)
|
|
{
|
|
// Add 5cm else it fails in some case where ( pl->BSphere.Center - pos ) * normal is
|
|
// nearly 0 and the point should be occluded.
|
|
const float deltaY= 0.05f;
|
|
CVector posToRT= pos + normal * deltaY;
|
|
// Test if really in the radius of the light, if no occlusion, and if in SpotAngle
|
|
if( pl->testRaytrace(posToRT) )
|
|
{
|
|
// Ok, add the light to the lights which influence the TLI
|
|
lightInfs.push_back(pl);
|
|
}
|
|
}
|
|
|
|
// next
|
|
it++;
|
|
}
|
|
|
|
// Choose the Best ones.
|
|
//---------
|
|
CPredPointLightToPoint predPLTP;
|
|
predPLTP.Point= pos;
|
|
// sort.
|
|
sort(lightInfs.begin(), lightInfs.end(), predPLTP);
|
|
// truncate.
|
|
lightInfs.resize( min((uint)lightInfs.size(), (uint)CTileLightInfluence::NumLightPerCorner) );
|
|
|
|
|
|
// For each of them, fill TLI
|
|
//---------
|
|
CTileLightInfUnpack tli;
|
|
uint lightInfId;
|
|
for(lightInfId=0; lightInfId<lightInfs.size(); lightInfId++)
|
|
{
|
|
CPointLightRT *pl= lightInfs[lightInfId];
|
|
|
|
// copy light.
|
|
tli.Light[lightInfId]= pl;
|
|
// Compute light Diffuse factor.
|
|
CVector dir= pl->BSphere.Center - pos;
|
|
dir.normalize();
|
|
tli.LightFactor[lightInfId]= dir * normal;
|
|
clamp(tli.LightFactor[lightInfId], 0.f, 1.f);
|
|
// modulate by light attenuation.
|
|
tli.LightFactor[lightInfId]*= pl->PointLight.computeLinearAttenuation(pos);
|
|
|
|
// Inc RefCount of the light.
|
|
pl->RefCount++;
|
|
}
|
|
// Reset any empty slot to NULL.
|
|
for(; lightInfId<CTileLightInfluence::NumLightPerCorner; lightInfId++)
|
|
{
|
|
tli.Light[lightInfId]= NULL;
|
|
}
|
|
|
|
|
|
// Set TLI in patch.
|
|
//---------
|
|
pfpl.TileLightInfluences[y*pfpl.WidthTLI + x]= tli;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// compress and setup _PatchInfo with compressed data.
|
|
//===========
|
|
uint plId= 0;
|
|
// Process each pointLights
|
|
for(i=0; i<_StaticPointLights.size(); i++)
|
|
{
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
// If this light is used.
|
|
if(plRT.RefCount > 0)
|
|
{
|
|
// Must Copy it into Zone.
|
|
listPointLight.push_back(plRT.PointLight);
|
|
plRT.DstId= plId++;
|
|
// If index >= 255, too many lights (NB: => because 255 is a NULL code).
|
|
if(plId>=0xFF)
|
|
{
|
|
throw Exception("Too many Static Point Lights influence the zone!!");
|
|
}
|
|
}
|
|
}
|
|
|
|
// For each patch, compress TLI in PatchInfo.
|
|
for(i=0; i<patchForPLs.size(); i++)
|
|
{
|
|
CPatchForPL &pfpl= patchForPLs[i];
|
|
CPatchInfo &pInfo= _PatchInfo[i];
|
|
|
|
uint w= pfpl.WidthTLI;
|
|
uint h= pfpl.HeightTLI;
|
|
|
|
// Fill pInfo.TileLightInfluences
|
|
pInfo.TileLightInfluences.resize(w*h);
|
|
uint x, y;
|
|
for(y= 0; y<h; y++)
|
|
{
|
|
for(x= 0; x<w; x++)
|
|
{
|
|
uint tliId= y*w + x;
|
|
// For all light slot
|
|
for(uint lightId= 0; lightId<CTileLightInfluence::NumLightPerCorner; lightId++)
|
|
{
|
|
CTileLightInfUnpack &tliSrc= pfpl.TileLightInfluences[tliId];
|
|
CTileLightInfluence &tliDst= pInfo.TileLightInfluences[tliId];
|
|
if(tliSrc.Light[lightId] == NULL)
|
|
{
|
|
// Mark as unused.
|
|
tliDst.Light[lightId]= 0xFF;
|
|
}
|
|
else
|
|
{
|
|
// Get index.
|
|
tliDst.Light[lightId]= tliSrc.Light[lightId]->DstId;
|
|
// Get Diffuse Factor.
|
|
tliDst.setDiffuseLightFactor(lightId, (uint8)(tliSrc.LightFactor[lightId]*255));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// ***********************************************************
|
|
// ***********************************************************
|
|
// TileFlagsForPositionTowardWater
|
|
// ***********************************************************
|
|
// ***********************************************************
|
|
|
|
|
|
//==================================================================
|
|
/// for map insertion of CTileOfPatch structs
|
|
static inline bool operator < (const CTileOfPatch &lhs, const CTileOfPatch &rhs)
|
|
{
|
|
return lhs.Patch == rhs.Patch ?
|
|
lhs.TileId < rhs.TileId :
|
|
lhs.Patch < rhs.Patch;
|
|
};
|
|
|
|
/// A set of tiles from patch and their bbox
|
|
typedef std::map<CTileOfPatch, NLMISC::CAABBox> TTileOfPatchMap;
|
|
|
|
// ***********************************************************
|
|
void CZoneLighter::computeTileFlagsForPositionTowardWater(const CLightDesc &lightDesc,
|
|
std::vector<const CTessFace*> &tessFaces
|
|
)
|
|
{
|
|
uint numTileAbove = 0;
|
|
uint numTileBelow = 0;
|
|
uint numTileIntersect = 0;
|
|
|
|
/// the tiles that we have setupped so far...
|
|
TTileOfPatchMap tiles;
|
|
|
|
///////////////////////////////////////////
|
|
// First, build the bbox for all tiles //
|
|
///////////////////////////////////////////
|
|
|
|
uint triCount = 0, totalTriCount = (uint)tessFaces.size();
|
|
|
|
nlinfo("Dealing with %d tessFaces", tessFaces.size());
|
|
for (std::vector<const CTessFace*>::iterator it = tessFaces.begin(); it != tessFaces.end(); ++it, ++triCount)
|
|
{
|
|
/// does the face belong to the zone to light ?
|
|
if ((*it)->Patch->getZone()->getZoneId() != _ZoneToLight) continue;
|
|
/// if the tile flags say that micro vegetation is disabled, just skip that
|
|
if ((*it)->Patch->Tiles[(*it)->TileId].getVegetableState() == CTileElement::VegetableDisabled)
|
|
continue;
|
|
|
|
CTileOfPatch top((*it)->TileId, (*it)->Patch);
|
|
TTileOfPatchMap::iterator tileIt = tiles.find(top);
|
|
|
|
/// test whether we've seen face(s) from this tile before
|
|
if (tileIt == tiles.end()) // first time ?
|
|
{
|
|
/// build a bbox for this face
|
|
NLMISC::CAABBox b;
|
|
b.setMinMax((*it)->VBase->EndPos, (*it)->VLeft->EndPos);
|
|
b.extend((*it)->VRight->EndPos);
|
|
b.extend(b.getMax() + lightDesc.VegetableHeight * NLMISC::CVector::K); // adds vegetable height
|
|
tiles[top] = b;
|
|
}
|
|
else // extends the bbox with the given face
|
|
{
|
|
NLMISC::CAABBox &b = tileIt->second;
|
|
b.extend((*it)->VBase->EndPos);
|
|
b.extend((*it)->VRight->EndPos);
|
|
b.extend((*it)->VLeft->EndPos);
|
|
}
|
|
|
|
if ((triCount % 100) == 0)
|
|
{
|
|
progress("Building bbox from tiles", (float) triCount / totalTriCount);
|
|
}
|
|
}
|
|
|
|
progress("Building bbox from tiles", 1.f);
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////
|
|
// Now, check each tile bbox against water shapes //
|
|
////////////////////////////////////////////////////
|
|
NLMISC::CPolygon waterPoly;
|
|
NLMISC::CPolygon2D tilePoly;
|
|
tilePoly.Vertices.resize(4);
|
|
|
|
uint tileCount = 0, totalTileCount = (uint)tiles.size();
|
|
|
|
for (TTileOfPatchMap::iterator tileIt = tiles.begin(); tileIt != tiles.end(); ++tileIt, ++tileCount)
|
|
{
|
|
const NLMISC::CVector v0 = tileIt->second.getMin();
|
|
const NLMISC::CVector v1 = tileIt->second.getMax();
|
|
|
|
/// build a top view from the bbox
|
|
tilePoly.Vertices[0].set(v0.x, v0.y);
|
|
tilePoly.Vertices[1].set(v1.x, v0.y);
|
|
tilePoly.Vertices[2].set(v1.x, v1.y);
|
|
tilePoly.Vertices[3].set(v0.x, v1.y);
|
|
|
|
/// Select the candidate water shape from the quad grid
|
|
_WaterShapeQuadGrid.clearSelection();
|
|
_WaterShapeQuadGrid.select(tileIt->second.getMin(), tileIt->second.getMax());
|
|
|
|
CTileElement &te = tileIt->first.Patch->Tiles[tileIt->first.TileId]; // alias to the current tile element
|
|
|
|
/// test more accurate intersection for each water shape
|
|
TWaterShapeQuadGrid::CIterator qgIt;
|
|
for (qgIt = _WaterShapeQuadGrid.begin(); qgIt != _WaterShapeQuadGrid.end(); ++qgIt)
|
|
{
|
|
CWaterShape *waterShape= safe_cast<CWaterShape*>((*qgIt).Shape);
|
|
waterShape->getShapeInWorldSpace(waterPoly, (*qgIt).MT);
|
|
NLMISC::CPolygon2D poly(waterPoly);
|
|
if (poly.intersect(tilePoly)) // above or below a water surface ?
|
|
{
|
|
/// height of water
|
|
float waterHeight = waterPoly.Vertices[0].z;
|
|
|
|
if (v1.z < waterHeight)
|
|
{
|
|
// below
|
|
te.setVegetableState(CTileElement::UnderWater);
|
|
//nlassert(te.getVegetableState() == CTileElement::UnderWater);
|
|
++ numTileBelow;
|
|
}
|
|
else if (v0. z > waterHeight)
|
|
{
|
|
// above
|
|
te.setVegetableState(CTileElement::AboveWater);
|
|
//nlassert(te.getVegetableState() == CTileElement::AboveWater);
|
|
++ numTileAbove;
|
|
}
|
|
else
|
|
{
|
|
// intersect water
|
|
te.setVegetableState(CTileElement::IntersectWater);
|
|
//nlassert(te.getVegetableState() == CTileElement::IntersectWater);
|
|
++ numTileIntersect;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (qgIt == _WaterShapeQuadGrid.end()) // no intersection found ? if yes it's above water
|
|
{
|
|
te.setVegetableState(CTileElement::AboveWater);
|
|
//nlassert(te.getVegetableState() == CTileElement::AboveWater);
|
|
++ numTileAbove;
|
|
}
|
|
|
|
if ((tileCount % 50) == 0)
|
|
{
|
|
progress("Computing tile position towards water", (float) tileCount / totalTileCount);
|
|
}
|
|
}
|
|
|
|
progress("Computing tile position towards water", 1.f);
|
|
|
|
nlinfo(" %d tiles are above water.", numTileAbove);
|
|
nlinfo(" %d tiles are below water.", numTileBelow);
|
|
nlinfo(" %d tiles intersect water.", numTileIntersect);
|
|
|
|
|
|
|
|
/// delete the quadgrid now
|
|
NLMISC::contReset(_WaterShapeQuadGrid);
|
|
}
|
|
|
|
// ***********************************************************
|
|
|
|
void CZoneLighter::setTileFlagsToDefault(std::vector<const CTessFace*> &tessFaces)
|
|
{
|
|
/// We may setup a tile several time, but this doesn't matter here...
|
|
for (std::vector<const CTessFace*>::iterator it = tessFaces.begin(); it != tessFaces.end(); ++it)
|
|
{
|
|
if ((*it)->Patch->getZone()->getZoneId() != _ZoneToLight) continue;
|
|
CTileElement &te = (*it)->Patch->Tiles[(*it)->TileId];
|
|
if (te.getVegetableState() != CTileElement::VegetableDisabled)
|
|
{
|
|
te.setVegetableState(CTileElement::AboveWater);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***********************************************************
|
|
|
|
uint CZoneLighter::getAPatch (uint process)
|
|
{
|
|
// Accessor
|
|
CSynchronized<std::vector<bool> >::CAccessor access (&_PatchComputed);
|
|
|
|
// Current index
|
|
uint index = _LastPatchComputed[process];
|
|
uint firstIndex = index;
|
|
|
|
if (access.value().size() == 0)
|
|
// no more patches
|
|
return 0xffffffff;
|
|
|
|
while (access.value()[index])
|
|
{
|
|
// Next patch
|
|
index++;
|
|
|
|
// Last patch ?
|
|
if (index == _PatchInfo.size())
|
|
index = 0;
|
|
|
|
// First ?
|
|
if (firstIndex == index)
|
|
// no more patches
|
|
return 0xffffffff;
|
|
}
|
|
|
|
// Visited
|
|
access.value()[index] = true;
|
|
|
|
// Last index
|
|
_LastPatchComputed[process] = index;
|
|
_NumberOfPatchComputed++;
|
|
|
|
// Return the index
|
|
return index;
|
|
}
|
|
|
|
// ***********************************************************
|
|
|
|
float CZoneLighter::attenuation (const CVector &pos, const CZoneLighter::CLightDesc &description)
|
|
{
|
|
// Clipped ?
|
|
|
|
// *** Landscape attenuation
|
|
|
|
// Current value
|
|
float averageAttenuation = 0;
|
|
float randomSum = 0;
|
|
|
|
// For each sample
|
|
uint sample;
|
|
const uint samples = description.SoftShadowSamplesSqrt*description.SoftShadowSamplesSqrt;
|
|
for (sample=0; sample<samples; sample++)
|
|
{
|
|
// The zbuffer
|
|
CZBuffer &zbuffer = _ZBufferLandscape[sample];
|
|
|
|
// Get position in z buffer
|
|
CVector zPos;
|
|
transformVectorToZBuffer (zbuffer, pos, zPos);
|
|
|
|
// Get the z
|
|
float random = (float)_Random.rand () * description.SoftShadowJitter + _Random.RandMax * (1.f - description.SoftShadowJitter);
|
|
averageAttenuation += random * testZPercentageCloserFilter (zPos.x-(float)zbuffer.LocalZBufferXMin, zPos.y-(float)zbuffer.LocalZBufferYMin, zPos.z, zbuffer, description, _ZBufferOverflow);
|
|
randomSum += random;
|
|
}
|
|
|
|
// Average landscape attenuation
|
|
averageAttenuation /= randomSum;
|
|
|
|
|
|
|
|
// *** Attenuation in the object zbuffer
|
|
|
|
// Get position in z buffer
|
|
CVector zPos;
|
|
transformVectorToZBuffer (_ZBufferObject, pos, zPos);
|
|
|
|
const float objectAttenuation = testZPercentageCloserFilter (zPos.x-(float)_ZBufferObject.LocalZBufferXMin, zPos.y-(float)_ZBufferObject.LocalZBufferYMin, zPos.z, _ZBufferObject, description, _ZBufferOverflow);
|
|
|
|
|
|
// *** Return the min of the both
|
|
return std::min (objectAttenuation, averageAttenuation);
|
|
}
|
|
|
|
// ***********************************************************
|
|
|
|
|