649 lines
22 KiB
C++
649 lines
22 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 "stdpch.h"
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#include "decal.h"
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//
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#include "nel/3d/shadow_map.h"
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#include "nel/3d/texture_file.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/driver_user.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/landscape_model.h"
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#include "nel/3d/landscape_user.h"
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#include "nel/3d/scene_user.h"
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#include "nel/3d/texture_user.h"
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//
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// TMP TMP
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#include "nel/3d/texture_mem.h"
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//
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#include "nel/misc/aabbox.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/plane.h"
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//
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#include "global.h"
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//
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#include "interface_v3/interface_manager.h"
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using namespace NL3D;
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using namespace NLMISC;
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CDecalRenderList DecalRenderList;
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extern uint SkipFrame;
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NL3D::CVertexBuffer CDecal::_VB;
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bool CDecal::_VBInitialized = false;
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static const char *DecalAttenuationVertexProgramCode =
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"!!VP1.0 \n\
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DP4 o[HPOS].x, c[0], v[0]; #transform vertex in view space \n\
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DP4 o[HPOS].y, c[1], v[0]; \n\
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DP4 o[HPOS].z, c[2], v[0]; \n\
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DP4 o[HPOS].w, c[3], v[0]; \n\
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# transform texcoord 0 \n\
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DP4 o[TEX0].x, c[4], v[0]; \n\
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DP4 o[TEX0].y, c[5], v[0]; \n\
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#compute distance from camera \n\
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ADD R0, v[0], -c[6]; \n\
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DP3 R0.x, R0, R0; \n\
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RSQ R0.x, R0.x; \n\
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RCP R0.x, R0.x; \n\
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MUL o[COL0].xyz, c[8], v[3]; \n\
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#compute attenuation with distance \n\
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MAD R0.w, R0.x, c[7].x, c[7].y; \n\
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# clamp in [0, 1] \n\
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MIN R0.w, R0.w, c[7].w; \n\
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MAX R0.w, R0.w, c[7].z; \n\
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#compute bottom blend \n\
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MAD R1.x, v[0].z, c[11].x, c[11].y; \n\
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MIN R1.x, R1.x, c[7].w; \n\
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MAX R1.x, R1.x, c[7].z; \n\
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MUL R0.w, R1.x, R0.w; \n\
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#compute top blend \n\
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MAD R1.x, v[0].z, c[11].z, c[11].w; \n\
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MIN R1.x, R1.x, c[7].w; \n\
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MAX R1.x, R1.x, c[7].z; \n\
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MUL R0.w, R1.x, R0.w; \n\
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#apply vertex alpha \n\
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MUL o[COL0].w, v[3], R0.w; \n\
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END \n";
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static NL3D::CVertexProgram DecalAttenuationVertexProgram(DecalAttenuationVertexProgramCode);
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typedef CShadowPolyReceiver::CRGBAVertex CRGBAVertex;
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//****************************************************************************
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CDecal::CDecal()
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{
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_ShadowMap = new CShadowMap(&(((CSceneUser *) Scene)->getScene().getRenderTrav().getShadowMapManager()));
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_Material.initUnlit();
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_Diffuse = CRGBA::White;
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_Emissive = CRGBA::Black;
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//
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_Material.setBlend(true);
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_Material.setSrcBlend(CMaterial::srcalpha);
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_Material.setDstBlend(CMaterial::invsrcalpha);
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_Material.setZWrite(false);
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_Material.setDoubleSided(true);
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// diffuse color applied at first stage
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_Material.texEnvOpRGB(0, CMaterial::Modulate);
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_Material.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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_Material.texEnvArg1RGB(0, CMaterial::Diffuse, CMaterial::SrcColor);
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_Material.texEnvOpAlpha(0, CMaterial::Modulate);
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_Material.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha);
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_Material.texEnvArg1Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
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//
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_Material.texEnvOpRGB(1, CMaterial::Add);
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_Material.texEnvArg0RGB(1, CMaterial::Previous, CMaterial::SrcColor);
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_Material.texEnvArg1RGB(1, CMaterial::Constant, CMaterial::SrcColor);
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_Material.texEnvOpAlpha(1, CMaterial::Modulate);
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_Material.texEnvArg0Alpha(1, CMaterial::Previous, CMaterial::SrcAlpha);
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_Material.texEnvArg1Alpha(1, CMaterial::Constant, CMaterial::SrcAlpha);
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//
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setEmissive(CRGBA::Black);
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setDiffuse(CRGBA::White);
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//
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_Material.setAlphaTest(true);
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_Material.setAlphaTestThreshold(1.f / 255.f);
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//
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_Touched = true;
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_ClipDownFacing = false;
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_WorldMatrix.get(_WorldMatrixFlat);
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setWorldMatrix(_WorldMatrix);
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//
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_BottomBlendZMin = -10100.f;
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_BottomBlendZMax = -10000.f;
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_TopBlendZMin = 10000.f;
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_TopBlendZMax = 10100.f;
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}
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//****************************************************************************
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void CDecal::setCustomUVMatrix(bool on, const NLMISC::CMatrix &matrix)
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{
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if (_CustomUVMatrix.set(on, matrix))
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{
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_Touched = true;
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}
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}
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//****************************************************************************
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const std::string &CDecal::getTextureFileName() const
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{
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CTextureFile *tf = dynamic_cast<CTextureFile *>(_Material.getTexture(0));
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if (tf) return tf->getFileName();
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static std::string emptyString;
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return emptyString;
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}
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//****************************************************************************
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void CDecal::setupMaterialColor()
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{
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_Material.texConstantColor(1, NLMISC::CRGBA(_Emissive.R, _Emissive.G, _Emissive.B, _Diffuse.A));
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}
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//****************************************************************************
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void CDecal::setEmissive(NLMISC::CRGBA emissive)
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{
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_Emissive = emissive;
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setupMaterialColor();
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}
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//****************************************************************************
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void CDecal::setDiffuse(NLMISC::CRGBA diffuse)
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{
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_Diffuse = diffuse;
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setupMaterialColor();
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}
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//****************************************************************************
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CRGBA CDecal::getDiffuse() const
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{
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return _Diffuse;
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}
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//****************************************************************************
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CDecal::~CDecal()
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{
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delete _ShadowMap;
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}
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//****************************************************************************
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void CDecal::setTexture(const std::string &fileName, bool clampU, bool clampV, bool filtered)
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{
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if (getTextureFileName() != fileName)
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{
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CInterfaceManager *im = CInterfaceManager::getInstance();
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CViewRenderer &vr = im->getViewRenderer();
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UTexture *tex = vr.getGlobalTexture(fileName);
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if (tex != NULL)
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{
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_Material.setTexture(0, (dynamic_cast<NL3D::CTextureUser *>(tex))->getITexture());
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}
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else
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{
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_Material.setTexture(0, fileName.empty() ? NULL : new CTextureFile(fileName));
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}
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if (_Material.getTexture(0))
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{
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_Material.getTexture(0)->setUploadFormat(ITexture::RGBA8888); // don't want ugly dxtc mipmaps for most decals
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}
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}
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if (_Material.getTexture(0))
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{
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_Material.getTexture(0)->setWrapS(clampU ? ITexture::Clamp : ITexture::Repeat);
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_Material.getTexture(0)->setWrapT(clampV ? ITexture::Clamp : ITexture::Repeat);
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if (filtered)
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{
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_Material.getTexture(0)->setFilterMode(ITexture::Linear , ITexture::LinearMipMapLinear);
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}
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else
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{
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_Material.getTexture(0)->setFilterMode(ITexture::Nearest, ITexture::NearestMipMapOff);
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}
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_Material.setTexture(1, _Material.getTexture(0));
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}
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else
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{
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_Material.setTexture(1, NULL);
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}
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}
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//****************************************************************************
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void CDecal::setWorldMatrix(const NLMISC::CMatrix &matrix)
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{
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float newMat[16];
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matrix.get(newMat);
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if (std::equal(newMat, newMat + 16, _WorldMatrixFlat)) return;
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_WorldMatrix = matrix;
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_WorldMatrix.get(_WorldMatrixFlat);
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_InvertedWorldMatrix = matrix.inverted();
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_Touched = true;
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const float bboxHeight = 10000.f;
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static const NLMISC::CVector corners[8] =
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{
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CVector(0.f, 0.f, - bboxHeight),
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CVector(1.f, 0.f, - bboxHeight),
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CVector(0.f, 1.f, - bboxHeight),
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CVector(1.f, 1.f, - bboxHeight),
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CVector(0.f, 0.f, bboxHeight),
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CVector(1.f, 0.f, bboxHeight),
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CVector(0.f, 1.f, bboxHeight),
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CVector(1.f, 1.f, bboxHeight),
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};
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for(uint k = 0; k < 8; ++k)
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{
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_ClipCorners[k] = _WorldMatrix * corners[k];
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}
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}
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//****************************************************************************
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bool CDecal::clipFront(const NLMISC::CPlane &p) const
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{
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for(uint k = 0; k < 8; ++k)
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{
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if (p * _ClipCorners[k] <= 0.f) return false;
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}
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return true;
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}
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//****************************************************************************
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void CDecal::setWorldMatrixForArrow(const NLMISC::CVector2f &start, const NLMISC::CVector2f &end, float halfWidth)
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{
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CMatrix matrix;
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CVector I = CVector(end.x, end.y, 0.f) - CVector(start.x, start.y, 0.f);
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CVector J = 2.f * halfWidth * CVector::K ^ I.normed();
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matrix.setRot(I, J, CVector::K);
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matrix.setPos(start - 0.5f * J);
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setWorldMatrix(matrix);
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}
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//****************************************************************************
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void CDecal::setWorldMatrixForSpot(const NLMISC::CVector2f &pos, float radius, float angleInRadians)
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{
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CMatrix matrix;
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matrix.rotateZ(angleInRadians);
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matrix.setScale(2.f * radius);
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matrix.setPos(pos - radius * CVector2f(1.f, 1.f));
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setWorldMatrix(matrix);
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}
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NLMISC::CVector r2MaskOffset(1.f / 4.f, 1.f / 4.f, 0.f);
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//****************************************************************************
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void CDecal::renderTriCache(NL3D::IDriver &drv, NL3D::CShadowPolyReceiver &/* receiver */, bool useVertexProgram)
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{
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if (_TriCache.empty()) return;
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if (!_VBInitialized)
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{
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_VB.setPreferredMemory(CVertexBuffer::AGPVolatile, false);
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_VB.setVertexFormat(CVertexBuffer::PositionFlag|CVertexBuffer::PrimaryColorFlag);
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_VBInitialized = true;
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}
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CMatrix modelMat;
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modelMat.setPos(_RefPosition);
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drv.setupModelMatrix(modelMat);
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if (useVertexProgram)
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{
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{
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CVertexBufferReadWrite vba;
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_VB.setNumVertices(_TriCache.size());
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_VB.lock(vba);
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memcpy(vba.getVertexCoordPointer(), &_TriCache[0], sizeof(CRGBAVertex) * _TriCache.size());
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}
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drv.activeVertexBuffer(_VB);
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drv.setConstantMatrix(0, NL3D::IDriver::ModelViewProjection, NL3D::IDriver::Identity);
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drv.setConstant(4, _WorldToUVMatrix[0][0], _WorldToUVMatrix[1][0], _WorldToUVMatrix[2][0], _WorldToUVMatrix[3][0]);
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drv.setConstant(5, _WorldToUVMatrix[0][1], _WorldToUVMatrix[1][1], _WorldToUVMatrix[2][1], _WorldToUVMatrix[3][1]);
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drv.setConstant(8, _Diffuse.R * (1.f / 255.f), _Diffuse.G * (1.f / 255.f), _Diffuse.B * (1.f / 255.f), 1.f);
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const NLMISC::CVector &camPos = MainCam.getMatrix().getPos();
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drv.setConstant(6, camPos.x - _RefPosition.x, camPos.y - _RefPosition.y, camPos.z - _RefPosition.z, 1.f);
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// bottom & top blend
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float bottomBlendScale = 1.f / favoid0(_BottomBlendZMax - _BottomBlendZMin);
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float topBlendScale = 1.f / favoid0(_TopBlendZMin - _TopBlendZMax);
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drv.setConstant(11, bottomBlendScale, bottomBlendScale * (_RefPosition.z - _BottomBlendZMin),
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topBlendScale, topBlendScale * (_RefPosition.z - _TopBlendZMax));
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//
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static volatile bool wantSimpleMat = false;
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if (wantSimpleMat)
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{
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static CMaterial simpleMat;
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static volatile bool disableStencil = false;
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if (disableStencil)
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{
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drv.enableStencilTest(false);
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}
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simpleMat.initUnlit();
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simpleMat.setTexture(0, _Material.getTexture(0));
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simpleMat.texEnvOpRGB(0, CMaterial::Replace);
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simpleMat.texEnvArg0RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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simpleMat.setDoubleSided(true);
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simpleMat.texConstantColor(0, CRGBA::White);
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drv.renderRawTriangles(simpleMat, 0, _TriCache.size() / 3);
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IDriver::TPolygonMode pm = drv.getPolygonMode();
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drv.setPolygonMode(IDriver::Line);
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simpleMat.texConstantColor(0, CRGBA::Red);
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drv.renderRawTriangles(simpleMat, 0, _TriCache.size() / 3);
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drv.setPolygonMode(pm);
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}
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else
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{
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drv.renderRawTriangles(_Material, 0, _TriCache.size() / 3);
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}
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}
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else
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{
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{
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CVertexBufferReadWrite vba;
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_VB.setNumVertices(_TriCache.size());
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_VB.lock(vba);
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NLMISC::CRGBA col = _Diffuse;
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if (drv.getVertexColorFormat()==CVertexBuffer::TBGRA)
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{
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std::swap(col.R, col.B);
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}
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CRGBAVertex *dest = (CRGBAVertex *) vba.getVertexCoordPointer();
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const CRGBAVertex *destEnd = dest + _TriCache.size();
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const CRGBAVertex *srcVert = &_TriCache[0];
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const NLMISC::CVector camPos = MainCam.getMatrix().getPos() - _RefPosition;
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float scale = 255.f * CDecalRenderList::getInstance()._DistScale;
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float bias = 255.f * CDecalRenderList::getInstance()._DistBias;
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float bottomBlendScale = 1.f / favoid0(_BottomBlendZMax - _BottomBlendZMin);
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float bottomBlendBias = bottomBlendScale * (_RefPosition.z - _BottomBlendZMin);
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do
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{
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dest->V = srcVert->V;
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float dist = (camPos - srcVert->V).norm();
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float intensity = scale * dist + bias;
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float bottomBlend = srcVert->V.z * bottomBlendScale + bottomBlendBias;
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clamp(bottomBlend, 0.f, 1.f);
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clamp(intensity, 0.f, 255.f);
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intensity *= bottomBlend;
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col.A = (uint8) (((uint16) intensity * (uint16) srcVert->Color.A) >> 8);
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dest->Color = col;
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++dest;
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++srcVert;
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}
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while (dest != destEnd);
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}
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drv.activeVertexBuffer(_VB);
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static volatile bool wantSimpleMat2 = false;
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if (wantSimpleMat2)
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{
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static CMaterial simpleMat2;
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simpleMat2.initUnlit();
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simpleMat2.setDoubleSided(true);
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drv.renderRawTriangles(simpleMat2, 0, _TriCache.size() / 3);
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}
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else
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{
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drv.renderRawTriangles(_Material, 0, _TriCache.size() / 3);
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}
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}
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}
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//****************************************************************************
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void CDecal::render(NL3D::UDriver &/* drv */,
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NL3D::CShadowPolyReceiver &receiver,
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const std::vector<CPlane> &worldPyramid,
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const std::vector<NLMISC::CVector> &pyramidCorners,
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bool useVertexProgram
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)
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{
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const NLMISC::CVector &camPos = MainCam.getMatrix().getPos();
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if ((camPos - _LastCamPos).norm() >= 4.f)
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{
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_Touched = true;
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}
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if (_Touched)
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{
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_LastCamPos = camPos;
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}
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// if out of only 1 plane, entirely out.
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for(sint i=0;i<(sint)worldPyramid.size();i++)
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{
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if (clipFront(worldPyramid[i])) return;
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}
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// do finer clip
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uint inside = 0;
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for(uint l = 0; l < pyramidCorners.size(); ++l)
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{
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NLMISC::CVector localCorner = _InvertedWorldMatrix * pyramidCorners[l];
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if (localCorner.x >= 0.f) inside |= 1;
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if (localCorner.x <= 1.f) inside |= 2;
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if (localCorner.y >= 0.f) inside |= 4;
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if (localCorner.y <= 1.f) inside |= 8;
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}
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if(inside != 0xf) return;
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// must setup attenuation texture each frame
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/*
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_Material.enableUserTexMat(1, true);
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_Material.setTexCoordGen(1, true);
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_Material.setTexCoordGenMode(1, CMaterial::TexCoordGenObjectSpace);
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// object is in world space
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float scale = 1.f / tileNear;
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CMatrix attenMat;
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attenMat.setScale(CVector(0.5f * scale, tileNear, 0.f));
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attenMat.setPos(CVector(-0.5f * (1.f - camPos.x * scale), -0.5f * (1.f - camPos.y * scale), 0.f));
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_Material.setUserTexMat(1, attenMat);
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*/
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//
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if (!_Touched)
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{
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NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
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renderTriCache(*drvInternal, receiver, useVertexProgram);
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return;
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}
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//
|
|
float tileNear = Landscape->getTileNear();
|
|
//
|
|
nlassert(_ShadowMap);
|
|
_ShadowMap->LocalClipPlanes.resize(4);
|
|
CVector corners[4] =
|
|
{
|
|
_WorldMatrix * CVector(0.f, 1.f, 0.f),
|
|
_WorldMatrix * CVector(1.f, 1.f, 0.f),
|
|
_WorldMatrix * CVector(1.f, 0.f, 0.f),
|
|
_WorldMatrix * CVector(0.f, 0.f, 0.f)
|
|
};
|
|
CAABBox bbox;
|
|
_ShadowMap->LocalBoundingBox.setMinMax(corners[0], corners[1]);
|
|
_ShadowMap->LocalBoundingBox.extend(corners[2]);
|
|
_ShadowMap->LocalBoundingBox.extend(corners[3]);
|
|
|
|
for(uint k = 0; k < 4; ++k)
|
|
{
|
|
_ShadowMap->LocalClipPlanes[k].make(corners[k], corners[(k + 1) & 3], corners[k] + (corners[(k + 1) & 3] - corners[k]).norm() * CVector::K);
|
|
_ShadowMap->LocalClipPlanes[k].invert();
|
|
}
|
|
|
|
_RefPosition = MainCam.getMatrix().getPos();
|
|
|
|
|
|
// set uv matrix to match the world matrix
|
|
// matrix to map (x, y ) = (0, 0) to (u, v) = (0, 1) & (x, y ) = (0, 1) to (u, v) = (0, 0) in local decal space
|
|
CMatrix reverseUVMatrix;
|
|
reverseUVMatrix.setRot(CVector::I, -CVector::J, CVector::K);
|
|
reverseUVMatrix.setPos(CVector::J);
|
|
CMatrix worldToUVMatrix = _CustomUVMatrix.On ? _CustomUVMatrix.Matrix :
|
|
(_TextureMatrix * reverseUVMatrix * _InvertedWorldMatrix);
|
|
CMatrix refPosMatrix;
|
|
refPosMatrix.setPos(_RefPosition);
|
|
worldToUVMatrix = worldToUVMatrix * refPosMatrix;
|
|
|
|
worldToUVMatrix.get((float *) _WorldToUVMatrix);
|
|
// stage 0
|
|
if (useVertexProgram)
|
|
{
|
|
_Material.enableUserTexMat(0, false);
|
|
}
|
|
else
|
|
{
|
|
_Material.enableUserTexMat(0, true);
|
|
_Material.setTexCoordGen(0, true);
|
|
_Material.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace);
|
|
_Material.setUserTexMat(0, worldToUVMatrix);
|
|
}
|
|
//
|
|
//
|
|
static NLMISC::CPolygon clipPoly;
|
|
static NLMISC::CPolygon2D clipPoly2D;
|
|
clipPoly.Vertices.resize(4);
|
|
std::copy(corners, corners + 4, clipPoly.Vertices.begin());
|
|
// clip with by "near tiles" for better selection (avoid unwanted wrapping during triangle selection ...)
|
|
CPlane planes[4];
|
|
planes[0].make(CVector::J, camPos + tileNear * CVector::J),
|
|
planes[1].make(-CVector::J, camPos - tileNear * CVector::J),
|
|
planes[2].make(CVector::I, camPos + tileNear * CVector::I),
|
|
planes[3].make(-CVector::I, camPos - tileNear * CVector::I);
|
|
uint numVerts = clipPoly.Vertices.size();
|
|
clipPoly2D.Vertices.resize(numVerts);
|
|
for (uint k = 0; k < numVerts; ++k)
|
|
{
|
|
clipPoly2D.Vertices[k].set(clipPoly.Vertices[k].x, clipPoly.Vertices[k].y);
|
|
}
|
|
NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
|
|
|
|
// rebuild the triangle cache
|
|
if (SkipFrame == 0) // don't update just after a tp because landscape hasn't been updated yet ...
|
|
{
|
|
_Touched = false;
|
|
}
|
|
// compute tris near the camera to avoid precision z-preision problems due to huge translation in the world matrix)
|
|
receiver.computeClippedTrisWithPolyClip(_ShadowMap, CVector::Null, - _RefPosition, clipPoly2D, _TriCache, _ClipDownFacing);
|
|
_Material.setZBias(-0.06f);
|
|
renderTriCache(*drvInternal, receiver, useVertexProgram);
|
|
}
|
|
|
|
//****************************************************************************
|
|
void CDecalRenderList::renderAllDecals()
|
|
{
|
|
if (_Empty) return;
|
|
|
|
if( !Landscape)
|
|
{
|
|
return;
|
|
}
|
|
Driver->enableFog(false);
|
|
MainCam.buildCameraPyramid(_WorldCamPyramid, false);
|
|
MainCam.buildCameraPyramidCorners(_WorldCamPyramidCorners, false);
|
|
Driver->setModelMatrix(CMatrix::Identity);
|
|
CLandscapeModel *landscapeModel = ((CLandscapeUser *) Landscape)->getLandscape();
|
|
CShadowPolyReceiver &shadowPolyReceiver = landscapeModel->Landscape.getShadowPolyReceiver();
|
|
//
|
|
float maxDist = Landscape->getTileNear() * 0.9f;
|
|
const float threshold = 0.8f; // ratio over the whole dist at which the fade out begins
|
|
float factor = 1.f / (1.f - threshold);
|
|
_DistScale = - factor / maxDist;
|
|
_DistBias = factor;
|
|
//
|
|
bool useVertexProgram = false;
|
|
NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
|
|
//
|
|
static volatile bool forceNoVertexProgram = false;
|
|
if (drvInternal->isVertexProgramSupported() && !forceNoVertexProgram)
|
|
{
|
|
//drvInternal->setConstantMatrix(0, NL3D::IDriver::ModelViewProjection, NL3D::IDriver::Identity);
|
|
drvInternal->setConstant(7, _DistScale, _DistBias, 0.f, 1.f);
|
|
useVertexProgram = true;
|
|
drvInternal->activeVertexProgram(&DecalAttenuationVertexProgram);
|
|
}
|
|
else
|
|
{
|
|
drvInternal->activeVertexProgram(NULL);
|
|
}
|
|
for(uint k = 0; k < DECAL_NUM_PRIORITIES; ++k)
|
|
{
|
|
std::vector<CDecal::TRefPtr> &renderList = _RenderList[k];
|
|
for(uint l = 0; l < renderList.size(); ++l)
|
|
{
|
|
if (renderList[l])
|
|
{
|
|
renderList[l]->render(*Driver, shadowPolyReceiver, _WorldCamPyramid, _WorldCamPyramidCorners, useVertexProgram);
|
|
}
|
|
}
|
|
}
|
|
if (useVertexProgram)
|
|
{
|
|
drvInternal->activeVertexProgram(NULL);
|
|
}
|
|
}
|
|
|
|
//****************************************************************************
|
|
void CDecalRenderList::clearRenderList()
|
|
{
|
|
for(uint k = 0; k < DECAL_NUM_PRIORITIES; ++k)
|
|
{
|
|
_RenderList[k].clear();
|
|
}
|
|
_Empty = true;
|
|
}
|
|
|
|
//****************************************************************************
|
|
void CDecal::addToRenderList(uint priority /*=0*/)
|
|
{
|
|
if( !Landscape)
|
|
{
|
|
return;
|
|
}
|
|
nlassert(priority < DECAL_NUM_PRIORITIES);
|
|
CDecalRenderList &drl = CDecalRenderList::getInstance();
|
|
drl._RenderList[priority].push_back(this);
|
|
drl._Empty = false;
|
|
}
|
|
|
|
//****************************************************************************
|
|
bool CDecal::contains(const NLMISC::CVector2f &pos) const
|
|
{
|
|
CVector posIn = _InvertedWorldMatrix * CVector(pos.x, pos.y, 0.f);
|
|
return posIn.x >= 0.f && posIn.x <= 1.f && posIn.y >= 0.f && posIn.y <= 1.f;
|
|
}
|
|
|
|
//****************************************************************************
|
|
void CDecal::setClipDownFacing(bool clipDownFacing)
|
|
{
|
|
if (clipDownFacing != _ClipDownFacing)
|
|
{
|
|
_Touched = true;
|
|
_ClipDownFacing = clipDownFacing;
|
|
}
|
|
}
|
|
|
|
//****************************************************************************
|
|
void CDecal::setBottomBlend(float zMin, float zMax)
|
|
{
|
|
if (zMin > zMax) std::swap(zMin, zMax);
|
|
_BottomBlendZMin = zMin;
|
|
_BottomBlendZMax = zMax;
|
|
}
|
|
|
|
//****************************************************************************
|
|
void CDecal::setTopBlend(float zMin, float zMax)
|
|
{
|
|
if (zMin > zMax) std::swap(zMin, zMax);
|
|
_TopBlendZMin = zMin;
|
|
_TopBlendZMax = zMax;
|
|
}
|
|
|
|
|
|
|
|
|