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2042 lines
54 KiB
C++
2042 lines
54 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/patch.h"
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#include "nel/3d/tessellation.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/landscape.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/common.h"
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#include "nel/3d/patchuv_locator.h"
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#include "nel/3d/vegetable_manager.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/light_influence_interpolator.h"
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#include "nel/3d/patchdlm_context.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// Precalc table used to decompress shadow map
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// NB: if you want to change thoses values, see unpackLumelBlock, cause hardcoded.
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static const uint NL3DDecompressLumelFactor0Case0[8]=
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{
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7, 0, 6, 5, 4, 3, 2, 1
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};
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static const uint NL3DDecompressLumelFactor1Case0[8]=
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{
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0, 7, 1, 2, 3, 4, 5, 6
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};
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static const uint NL3DDecompressLumelFactor0Case1[6]=
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{
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5, 0, 4, 3, 2, 1,
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};
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static const uint NL3DDecompressLumelFactor1Case1[6]=
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{
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0, 5, 1, 2, 3, 4,
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};
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// ***************************************************************************
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void CPatch::unpackLumelBlock (uint8 *dest, const uint8 *src)
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{
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// Take the two alpha values
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uint alpha0=src[0];
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uint alpha1=src[1];
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// precompute the 8 possible values, for each possible code.
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// ------------------
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uint8 values[8];
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// Case 0
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if (alpha0>alpha1)
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{
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// unrolled, and hardcoded for faster compute
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values[0]= alpha0;
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values[1]= alpha1;
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values[2]= (uint8) ( (alpha0*219 + alpha1*37 ) >>8 ) ; // 6*256/7
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values[3]= (uint8) ( (alpha0*183 + alpha1*73 ) >>8 ) ; // 5*256/7
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values[4]= (uint8) ( (alpha0*146 + alpha1*110) >>8 ) ; // 4*256/7
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values[5]= (uint8) ( (alpha0*110 + alpha1*146) >>8 ) ; // 3*256/7
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values[6]= (uint8) ( (alpha0*73 + alpha1*183) >>8 ) ; // 2*256/7
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values[7]= (uint8) ( (alpha0*37 + alpha1*219) >>8 ) ; // 1*256/7
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}
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// Case 1
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else
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{
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// unrolled, and hardcoded for faster compute
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values[0]= alpha0;
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values[1]= alpha1;
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values[2]= (uint8) ( (alpha0*205 + alpha1*51 ) >>8 ) ; // 4*256/5
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values[3]= (uint8) ( (alpha0*154 + alpha1*102) >>8 ) ; // 3*256/5
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values[4]= (uint8) ( (alpha0*102 + alpha1*154) >>8 ) ; // 2*256/5
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values[5]= (uint8) ( (alpha0*51 + alpha1*205) >>8 ) ; // 1*256/5
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values[6]= 0;
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values[7]= 255;
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}
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// For each pixel, set the value according to the code
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// ------------------
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uint block8Pixs[2];
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// Split the 48 bits data in 2 24 bits pass.
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block8Pixs[0]= ((uint)src[2]<<16) + ((uint)src[3]<<8) + ((uint)src[4]) ;
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block8Pixs[1]= ((uint)src[5]<<16) + ((uint)src[6]<<8) + ((uint)src[7]) ;
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// write all lumels
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for(uint i=0; i<2; i++)
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{
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uint blockPix= block8Pixs[i];
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// parse the 8 pixs, and write seq to dest
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for(uint n=8; n>0; n--, dest++)
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{
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uint code= (blockPix>>21)&0x7;
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// read LUT, and store
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*dest= values[code];
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// shift the block
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blockPix<<= 3;
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}
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}
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}
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// ***************************************************************************
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inline uint8 getUnpackLumelBlock (const uint8 *src, uint pixel)
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{
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// Offset of the bit
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pixel*=3;
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uint offset=(pixel>>3)+2;
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uint bits=pixel&7;
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// Uncompress 16 codes
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uint code;
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// Get the code
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if (bits<=5)
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code=(src[offset]>>(5-bits))&0x7;
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else
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code= ( (src[offset]<<(bits-5)) | (src[offset+1]>>(13-bits)) )&0x7;
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// Case 0
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if (src[0]>src[1])
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{
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// Decompress the data
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return (uint8)((NL3DDecompressLumelFactor0Case0[code]*src[0]+NL3DDecompressLumelFactor1Case0[code]*src[1])/7);
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}
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// Case 1
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else
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{
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// Decompress the data
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if (code<6)
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return (uint8)((NL3DDecompressLumelFactor0Case1[code]*src[0]+NL3DDecompressLumelFactor1Case1[code]*src[1])/5);
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else if (code==6)
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return 0;
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else
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return 255;
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}
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}
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// ***************************************************************************
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void CPatch::unpackShadowMap (uint8 *pLumelDest)
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{
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// Input of compresed data
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uint8 *compressedData=&CompressedLumels[0];
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// Number of lumel by lines
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uint lumelCount=OrderS*NL_LUMEL_BY_TILE;
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// Number of block in a line
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nlassert ((lumelCount&0x3)==0);
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uint numLumelBlock=lumelCount>>2;
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// Number of line
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uint lineCount=OrderT*NL_LUMEL_BY_TILE;
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// Number of block line
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nlassert ((lineCount&0x3)==0);
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uint numLineBlock=lineCount>>2;
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// Destination lumel block size
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uint lumelDestBlockSize=4;
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// Destination lumel line block size
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uint lumelDestLineBlockSize=lumelCount*lumelDestBlockSize;
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// Each line block
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for (uint lineBlock=0; lineBlock<numLineBlock; lineBlock++)
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{
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uint countVx4=16;
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// Block pointer
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uint8 *blockLine=pLumelDest;
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// Each lumel block
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for (uint lumelBlock=0; lumelBlock<numLumelBlock; lumelBlock++)
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{
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// *** Unpack the block
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uint countU=4;
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// Destination lumel
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uint8 *blockDest=blockLine;
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// Temp block
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uint8 block[4*4];
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// Block unpacking...
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unpackLumelBlock (block, compressedData);
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// Copy the lumels
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for (uint v=0; v<countVx4; v+=4)
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{
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for (uint u=0; u<countU; u++)
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{
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// Copy the lumel
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blockDest[u]=block[v+u];
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}
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// Next line
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blockDest+=lumelCount;
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}
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// Next source block
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compressedData+=NL_BLOCK_LUMEL_COMPRESSED_SIZE;
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// Next block on the line
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blockLine+=lumelDestBlockSize;
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}
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// Next line of block
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pLumelDest+=lumelDestLineBlockSize;
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}
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}
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// ***************************************************************************
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uint CPatch::evalLumelBlock (const uint8 *original, const uint8 *unCompressed, uint width, uint height)
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{
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// Sum
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uint sum=0;
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// Eval error for each..
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for (uint v=0; v<height; v++)
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for (uint u=0; u<width; u++)
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{
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sum += abs((sint)original[v*4+u]-(sint)unCompressed[v*4+u]);
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}
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// return the sum
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return sum;
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}
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// ***************************************************************************
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void CPatch::packLumelBlock (uint8 *dest, const uint8 *source, uint8 alpha0, uint8 alpha1)
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{
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// Precalc the height values..
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uint8 value[8];
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// For each value
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uint i;
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for (i=0; i<8; i++)
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{
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// Case 0 or 1 ?
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if (alpha0>alpha1)
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// Case 0
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value[i]=(NL3DDecompressLumelFactor0Case0[i]*alpha0+NL3DDecompressLumelFactor1Case0[i]*alpha1)/7;
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else
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{
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if (i<6)
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value[i]=(NL3DDecompressLumelFactor0Case1[i]*alpha0+NL3DDecompressLumelFactor1Case1[i]*alpha1)/5;
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else if (i==6)
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value[i]=0;
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else
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value[i]=255;
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}
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}
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// Store alpha value
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dest[0]=alpha0;
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dest[1]=alpha1;
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// Clear dest codes
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for (i=0; i<6; i++)
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{
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// Clear the code
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dest[2+i]=0;
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}
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// For each original select the best
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uint codeOffset=2;
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sint codeShift=5;
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for (i=0; i<16; i++)
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{
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// Best dist and code
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uint bestDist=10000;
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uint8 bestCode=0;
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// Calc distance
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for (uint code=0; code<8; code++)
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{
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// Distance from original value
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uint dist=abs ((sint)(source[i])-(sint)(value[code]));
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// The best ?
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if (dist<bestDist)
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{
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// New best
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bestDist=dist;
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bestCode=code;
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}
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// Perfect, stop searching
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if (dist==0)
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break;
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}
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// Store the best
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if (codeShift>=0)
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dest[codeOffset]|=bestCode<<codeShift;
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else
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{
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dest[codeOffset]|=bestCode>>(-codeShift);
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dest[codeOffset+1]|=bestCode<<(8+codeShift);
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}
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// Next shift
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codeShift-=3;
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if (codeShift<=-3)
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{
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codeOffset++;
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codeShift+=8;
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}
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}
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}
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// ***************************************************************************
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void CPatch::getTileTileColors(uint ts, uint tt, CRGBA corners[4])
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{
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for(sint i=0;i<4;i++)
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{
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CTileColor &tcol= TileColors[ (tt+(i>>1))*(OrderS+1) + (ts+(i&1)) ];
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CRGBA &col= corners[i];
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col.set565 (tcol.Color565);
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}
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}
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// ***************************************************************************
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// bilinear at center of the pixels. x E [0, 3], y E [0, 3].
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inline void bilinearColor(CRGBA corners[4], uint x, uint y, uint &R, uint &G, uint &B)
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{
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// Fast bilinear and modulate.
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// hardcoded for 4 pixels.
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nlassert(NL_LUMEL_BY_TILE==4);
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// expand to be on center of pixel=> 1,3,5 or 7.
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x= (x<<1)+1;
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y= (y<<1)+1;
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uint x1= 8-x;
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uint y1= 8-y;
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// compute weight factors.
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uint xy= x*y;
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uint x1y= x1*y;
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uint xy1= x*y1;
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uint x1y1= x1*y1;
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// bilinear
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// pix left top.
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R = corners[0].R * x1y1;
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G = corners[0].G * x1y1;
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B = corners[0].B * x1y1;
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// pix right top.
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R+= corners[1].R * xy1;
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G+= corners[1].G * xy1;
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B+= corners[1].B * xy1;
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// pix left bottom.
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R+= corners[2].R * x1y;
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G+= corners[2].G * x1y;
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B+= corners[2].B * x1y;
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// pix right bottom.
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R+= corners[3].R * xy;
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G+= corners[3].G * xy;
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B+= corners[3].B * xy;
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}
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// ***************************************************************************
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// bilinear at center of the pixels. x E [0, 3], y E [0, 3].
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inline void bilinearColorAndModulate(CRGBA corners[4], uint x, uint y, CRGBA &res)
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{
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uint R, G, B;
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bilinearColor(corners, x, y, R, G, B);
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// modulate with input.
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R *= res.R;
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G *= res.G;
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B *= res.B;
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// R,G,B are on 14 bits
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res.R = R >> 14;
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res.G = G >> 14;
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res.B = B >> 14;
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}
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// ***************************************************************************
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// bilinear at center of the pixels. x E [0, 3], y E [0, 3].
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inline void bilinearColorAndModulatex2(CRGBA corners[4], uint x, uint y, CRGBA &res)
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{
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uint R, G, B;
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bilinearColor(corners, x, y, R, G, B);
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// modulate with input.
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R *= res.R;
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G *= res.G;
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B *= res.B;
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// result not >> 14 but >> 13 and clamp from 0 to 255
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R = R >> 13;
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G = G >> 13;
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B = B >> 13;
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res.R = min (R, 255U);
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res.G = min (G, 255U);
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res.B = min (B, 255U);
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}
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// ***************************************************************************
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// bilinear at center of the pixels. x E [0, 3], y E [0, 3].
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inline void bilinearColorDiv2AndAdd(CRGBA corners[4], uint x, uint y, CRGBA &res)
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{
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uint R,G,B;
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bilinearColor(corners, x, y, R, G, B);
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// add with input. Resulting TLI must be on 7 bits.
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R= (R>>7) + res.R;
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G= (G>>7) + res.G;
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B= (B>>7) + res.B;
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R= min(R, 255U);
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G= min(G, 255U);
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B= min(B, 255U);
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// result.
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res.R= R;
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res.G= G;
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res.B= B;
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}
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// ***************************************************************************
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// bilinear at center of the pixels. x E [0, 3], y E [0, 3].
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inline void bilinearColorAndAdd(CRGBA corners[4], uint x, uint y, CRGBA &res)
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{
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uint R,G,B;
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bilinearColor(corners, x, y, R, G, B);
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// add with input. Resulting TLI must be on 7 bits.
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R= (R>>6) + res.R;
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G= (G>>6) + res.G;
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B= (B>>6) + res.B;
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R= min(R, 255U);
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G= min(G, 255U);
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B= min(B, 255U);
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// result.
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res.R= R;
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res.G= G;
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res.B= B;
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}
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// ***************************************************************************
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void CPatch::modulateTileLightmapWithTileColors(uint ts, uint tt, CRGBA *dest, uint stride)
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{
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// Get the tileColors around this tile
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CRGBA corners[4];
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getTileTileColors(ts, tt, corners);
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// For all lumel, bilinear.
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uint x, y;
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for(y=0; y<NL_LUMEL_BY_TILE; y++)
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{
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for(x=0; x<NL_LUMEL_BY_TILE; x++)
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{
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// compute this pixel, and modulate
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bilinearColorAndModulatex2(corners, x, y, dest[y*stride + x]);
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}
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}
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}
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// ***************************************************************************
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void CPatch::modulateTileLightmapEdgeWithTileColors(uint ts, uint tt, uint edge, CRGBA *dest, uint stride, bool inverse)
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{
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// Get the tileColors around this tile
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CRGBA corners[4];
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getTileTileColors(ts, tt, corners);
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// get coordinate according to edge.
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uint x=0,y=0;
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switch(edge)
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{
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case 0: x= 0; break;
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case 1: y= NL_LUMEL_BY_TILE-1; break;
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case 2: x= NL_LUMEL_BY_TILE-1; break;
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case 3: y= 0; break;
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};
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// For all lumel of the edge, bilinear.
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uint i;
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for(i=0; i<NL_LUMEL_BY_TILE; i++)
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{
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// if vertical edge
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if( (edge&1)==0 ) y= i;
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// else horizontal edge
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else x= i;
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// manage inverse.
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uint where;
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if(inverse) where= (NL_LUMEL_BY_TILE-1)-i;
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else where= i;
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// compute this pixel, and modulate
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bilinearColorAndModulatex2(corners, x, y, dest[where*stride]);
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|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::modulateTileLightmapPixelWithTileColors(uint ts, uint tt, uint s, uint t, CRGBA *dest)
|
|
{
|
|
// Get the tileColors around this tile
|
|
CRGBA corners[4];
|
|
getTileTileColors(ts, tt, corners);
|
|
|
|
// compute this pixel, and modulate
|
|
bilinearColorAndModulatex2(corners, s, t, *dest);
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapAutomatic(uint ts, uint tt, CRGBA *dest, uint stride)
|
|
{
|
|
uint x, y;
|
|
for(y=0; y<NL_LUMEL_BY_TILE; y++)
|
|
{
|
|
for(x=0; x<NL_LUMEL_BY_TILE; x++)
|
|
{
|
|
// compute this pixel.
|
|
computeTileLightmapPixelAutomatic(ts, tt, x, y, dest+ y*stride + x);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapEdgeAutomatic(uint ts, uint tt, uint edge, CRGBA *dest, uint stride, bool inverse)
|
|
{
|
|
// get coordinate according to edge.
|
|
uint x=0,y=0;
|
|
switch(edge)
|
|
{
|
|
case 0: x= 0; break;
|
|
case 1: y= NL_LUMEL_BY_TILE-1; break;
|
|
case 2: x= NL_LUMEL_BY_TILE-1; break;
|
|
case 3: y= 0; break;
|
|
};
|
|
|
|
uint i;
|
|
for(i=0; i<NL_LUMEL_BY_TILE; i++)
|
|
{
|
|
// if vertical edge
|
|
if( (edge&1)==0 ) y= i;
|
|
// else horizontal edge
|
|
else x= i;
|
|
|
|
// manage inverse.
|
|
uint where;
|
|
if(inverse) where= (NL_LUMEL_BY_TILE-1)-i;
|
|
else where= i;
|
|
// compute this pixel.
|
|
computeTileLightmapPixelAutomatic(ts, tt, x, y, dest+ where*stride);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapPixelAutomatic(uint ts, uint tt, uint s, uint t, CRGBA *dest)
|
|
{
|
|
float u,v;
|
|
static const float lumelSize= 1.f/NL_LUMEL_BY_TILE;
|
|
|
|
// use 3 computeVertex to compute a normal. This is slow....
|
|
CVector p0, p1 ,p2;
|
|
// 1st vert. Top-left of the lumel.
|
|
u= (ts + s*lumelSize )/OrderS;
|
|
v= (tt + t*lumelSize )/OrderT;
|
|
p0= computeVertex(u, v);
|
|
// 2nd vert. Bottom-left of the lumel.
|
|
u= (ts + s*lumelSize )/OrderS;
|
|
v= (tt + (t+1)*lumelSize )/OrderT;
|
|
p1= computeVertex(u, v);
|
|
// 3rd vert. Center-Right of the lumel.
|
|
u= (ts + (s+1)*lumelSize )/OrderS;
|
|
v= (tt + (t+0.5f)*lumelSize )/OrderT;
|
|
p2= computeVertex(u, v);
|
|
|
|
// the normal.
|
|
CVector normal;
|
|
normal= (p1-p0)^(p2-p0);
|
|
normal.normalize();
|
|
|
|
// lighting.
|
|
float c= -normal*getLandscape()->getAutomaticLightDir();
|
|
c= max(c, 0.f);
|
|
sint ic;
|
|
|
|
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
|
|
// FastFloor using fistp. Don't care convention.
|
|
float fc= c*256;
|
|
_asm
|
|
{
|
|
fld fc
|
|
fistp ic
|
|
}
|
|
#else
|
|
ic= (sint)floor(c*256);
|
|
#endif
|
|
clamp(ic, 0, 255);
|
|
|
|
// ambiant/diffuse lighting.
|
|
*dest= getLandscape()->getStaticLight()[ic];
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::getTileLumelmapPrecomputed(uint ts, uint tt, uint8 *dest, uint stride)
|
|
{
|
|
// Unpack the lumels
|
|
uint8 buffer[NL_LUMEL_BY_TILE*NL_LUMEL_BY_TILE];
|
|
unpackLumelBlock (buffer, &(CompressedLumels[(ts + (tt*OrderS))*NL_BLOCK_LUMEL_COMPRESSED_SIZE]));
|
|
|
|
// Retrun it
|
|
uint x, y;
|
|
for(y=0; y<NL_LUMEL_BY_TILE; y++)
|
|
{
|
|
for(x=0; x<NL_LUMEL_BY_TILE; x++)
|
|
{
|
|
// lumel
|
|
dest[y*stride + x]= buffer[x+(y<<NL_LUMEL_BY_TILE_SHIFT)];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::getTileLumelmapPixelPrecomputed(uint ts, uint tt, uint s, uint t, uint8 &dest) const
|
|
{
|
|
// Return the lumel
|
|
dest= getUnpackLumelBlock (&(CompressedLumels[(ts + (tt*OrderS))*NL_BLOCK_LUMEL_COMPRESSED_SIZE]), s+(t<<2));
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapPrecomputed(uint ts, uint tt, CRGBA *dest, uint stride)
|
|
{
|
|
// Lumel table
|
|
const CRGBA* colorTable=getLandscape ()->getStaticLight ();
|
|
// Unpack the lumels
|
|
uint8 buffer[NL_LUMEL_BY_TILE*NL_LUMEL_BY_TILE];
|
|
unpackLumelBlock (buffer, &(CompressedLumels[(ts + (tt*OrderS))*NL_BLOCK_LUMEL_COMPRESSED_SIZE]));
|
|
|
|
// Retrun it
|
|
uint x, y;
|
|
for(y=0; y<NL_LUMEL_BY_TILE; y++)
|
|
{
|
|
for(x=0; x<NL_LUMEL_BY_TILE; x++)
|
|
{
|
|
// lumel
|
|
dest[y*stride + x]=colorTable[buffer[x+(y<<NL_LUMEL_BY_TILE_SHIFT)]];
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
static uint NL3DPixelStartLumel[4]={0, 4*3, 3, 0};
|
|
static uint NL3DDeltaLumel[4]={4, 1, 4, 1};
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapEdgePrecomputed(uint ts, uint tt, uint edge, CRGBA *dest, uint stride, bool inverse)
|
|
{
|
|
// Lumel table
|
|
const CRGBA* colorTable=getLandscape ()->getStaticLight ();
|
|
|
|
// Witch corner to start ?
|
|
uint pixel=NL3DPixelStartLumel[edge];
|
|
uint delta=NL3DDeltaLumel[edge];
|
|
|
|
// For each lumels
|
|
const uint8 *src=&(CompressedLumels[(ts + (tt*OrderS))*NL_BLOCK_LUMEL_COMPRESSED_SIZE]);
|
|
uint x;
|
|
if (inverse)
|
|
{
|
|
uint inverseStride=stride*(4-1);
|
|
for(x=0; x<4; x++)
|
|
{
|
|
// lumel
|
|
dest[inverseStride-x*stride]=colorTable[getUnpackLumelBlock (src, pixel)];
|
|
pixel+=delta;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(x=0; x<4; x++)
|
|
{
|
|
// lumel
|
|
dest[x*stride]=colorTable[getUnpackLumelBlock (src, pixel)];
|
|
pixel+=delta;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapPixelPrecomputed(uint ts, uint tt, uint s, uint t, CRGBA *dest)
|
|
{
|
|
// Lumel table
|
|
const CRGBA* colorTable=getLandscape ()->getStaticLight ();
|
|
|
|
// Return the lumel
|
|
*dest=colorTable[getUnpackLumelBlock (&(CompressedLumels[(ts + (tt*OrderS))*NL_BLOCK_LUMEL_COMPRESSED_SIZE]), s+(t<<2))];
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmap(uint ts, uint tt, CRGBA *dest, uint stride)
|
|
{
|
|
if(getLandscape()->getAutomaticLighting())
|
|
computeTileLightmapAutomatic(ts, tt, dest, stride);
|
|
else
|
|
{
|
|
computeTileLightmapPrecomputed(ts, tt, dest, stride);
|
|
// Add the inlufence of TLI.
|
|
addTileLightmapWithTLI(ts, tt, dest, stride);
|
|
}
|
|
|
|
// modulate dest with tileColors (at center of lumels).
|
|
modulateTileLightmapWithTileColors(ts, tt, dest, stride);
|
|
}
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapEdge(uint ts, uint tt, uint edge, CRGBA *dest, uint stride, bool inverse)
|
|
{
|
|
if(getLandscape()->getAutomaticLighting())
|
|
computeTileLightmapEdgeAutomatic(ts, tt, edge, dest, stride, inverse);
|
|
else
|
|
{
|
|
computeTileLightmapEdgePrecomputed(ts, tt, edge, dest, stride, inverse);
|
|
// Add the inlufence of TLI.
|
|
addTileLightmapEdgeWithTLI(ts, tt, edge, dest, stride, inverse);
|
|
}
|
|
|
|
// modulate dest with tileColors (at center of lumels).
|
|
modulateTileLightmapEdgeWithTileColors(ts, tt, edge, dest, stride, inverse);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapPixel(uint ts, uint tt, uint s, uint t, CRGBA *dest)
|
|
{
|
|
if(getLandscape()->getAutomaticLighting())
|
|
computeTileLightmapPixelAutomatic(ts, tt, s, t, dest);
|
|
else
|
|
{
|
|
computeTileLightmapPixelPrecomputed(ts, tt, s, t, dest);
|
|
// Add the inlufence of TLI.
|
|
addTileLightmapPixelWithTLI(ts, tt, s, t, dest);
|
|
}
|
|
|
|
// modulate dest with tileColors (at center of lumels).
|
|
modulateTileLightmapPixelWithTileColors(ts, tt, s, t, dest);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeTileLightmapPixelAroundCorner(const CVector2f &stIn, CRGBA *dest, bool lookAround)
|
|
{
|
|
bool mustLookOnNeighbor= false;
|
|
|
|
// Get the Uv, in [0,Order?*NL_LUMEL_BY_TILE] basis (ie lumel basis).
|
|
sint u, v;
|
|
u= (sint)floor(stIn.x*NL_LUMEL_BY_TILE);
|
|
v= (sint)floor(stIn.y*NL_LUMEL_BY_TILE);
|
|
|
|
// if allowed, try to go on neighbor patch.
|
|
if(lookAround)
|
|
{
|
|
// try to know if we must go on a neighbor patch (maybe false with bind X/1).
|
|
if( u<0 || u>=OrderS*NL_LUMEL_BY_TILE || v<0 || v>=OrderT*NL_LUMEL_BY_TILE)
|
|
mustLookOnNeighbor= true;
|
|
}
|
|
|
|
|
|
// If we must get (if possible) the pixel in the current patch, do it.
|
|
if(!mustLookOnNeighbor)
|
|
{
|
|
// if out this patch, abort.
|
|
if( u<0 || u>=OrderS*NL_LUMEL_BY_TILE || v<0 || v>=OrderT*NL_LUMEL_BY_TILE)
|
|
return;
|
|
else
|
|
{
|
|
// get this pixel.
|
|
computeTileLightmapPixel(u>>NL_LUMEL_BY_TILE_SHIFT, v>>NL_LUMEL_BY_TILE_SHIFT, u&(NL_LUMEL_BY_TILE-1), v&(NL_LUMEL_BY_TILE-1), dest);
|
|
}
|
|
}
|
|
// else get from the best neighbor patch.
|
|
else
|
|
{
|
|
// choose against which edge we must find the pixel.
|
|
uint edge=0;
|
|
if(u<0) edge=0;
|
|
else if(v>=OrderT*NL_LUMEL_BY_TILE) edge=1;
|
|
else if(u>=OrderS*NL_LUMEL_BY_TILE) edge=2;
|
|
else if(v<0) edge=3;
|
|
|
|
// retrieve info on neighbor.
|
|
CBindInfo bindInfo;
|
|
getBindNeighbor(edge, bindInfo);
|
|
|
|
// if neighbor present.
|
|
if(bindInfo.Zone)
|
|
{
|
|
CVector2f stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
|
|
// Ok, search uv on this patch.
|
|
CPatchUVLocator uvLocator;
|
|
uvLocator.build(this, edge, bindInfo);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
|
|
// retry only one time, so at next call, must find the data IN htis patch (else abort).
|
|
patchOut->computeTileLightmapPixelAroundCorner(stOut, dest, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeNearBlockLightmap(uint uts, uint utt, CRGBA *lightText)
|
|
{
|
|
sint ts= uts;
|
|
sint tt= utt;
|
|
|
|
// hardcoded for 10x10.
|
|
nlassert(NL_TILE_LIGHTMAP_SIZE==10);
|
|
CRGBA *dest;
|
|
uint edge;
|
|
uint corner;
|
|
|
|
// Compute center of the TessBlock: the 2x2 tiles.
|
|
//=================
|
|
// compute tile 0,0 of the tessBlock. must decal of 1 pixel.
|
|
dest= lightText+NL_TILE_LIGHTMAP_SIZE+1;
|
|
computeTileLightmap(ts, tt, dest, NL_TILE_LIGHTMAP_SIZE);
|
|
// compute tile 1,0 of the tessBlock. must decal of 1 pixel.
|
|
dest= lightText + NL_LUMEL_BY_TILE + NL_TILE_LIGHTMAP_SIZE+1 ;
|
|
computeTileLightmap(ts+1, tt, dest, NL_TILE_LIGHTMAP_SIZE);
|
|
// compute tile 0,1 of the tessBlock. must decal of 1 pixel.
|
|
dest= lightText + NL_LUMEL_BY_TILE*NL_TILE_LIGHTMAP_SIZE + NL_TILE_LIGHTMAP_SIZE+1 ;
|
|
computeTileLightmap(ts, tt+1, dest, NL_TILE_LIGHTMAP_SIZE);
|
|
// compute tile 1,1 of the tessBlock. must decal of 1 pixel.
|
|
dest= lightText + NL_LUMEL_BY_TILE*NL_TILE_LIGHTMAP_SIZE + NL_LUMEL_BY_TILE + NL_TILE_LIGHTMAP_SIZE+1 ;
|
|
computeTileLightmap(ts+1, tt+1, dest, NL_TILE_LIGHTMAP_SIZE);
|
|
|
|
|
|
// Compute edges of the TessBlock.
|
|
//=================
|
|
bool edgeBorder[4];
|
|
// where are we on a border of a patch??
|
|
edgeBorder[0]= ( ts==0 );
|
|
edgeBorder[1]= ( tt == OrderT-2 );
|
|
edgeBorder[2]= ( ts == OrderS-2 );
|
|
edgeBorder[3]= ( tt==0 );
|
|
|
|
// For all edges.
|
|
for(edge=0; edge<4; edge++)
|
|
{
|
|
// compute dest info.
|
|
//==============
|
|
// Are we on a vertical edge or horizontal edge??
|
|
uint stride= (edge&1)==0? NL_TILE_LIGHTMAP_SIZE : 1;
|
|
|
|
// must compute on which tile we must find info.
|
|
sint decalS=0;
|
|
sint decalT=0;
|
|
// and must compute ptr, where we store the result of the edge.
|
|
switch(edge)
|
|
{
|
|
case 0: decalS=-1; dest= lightText + 0 + NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 1: decalT= 2; dest= lightText + 1 + (NL_TILE_LIGHTMAP_SIZE-1)*NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 2: decalS= 2; dest= lightText + (NL_TILE_LIGHTMAP_SIZE-1) + NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 3: decalT=-1; dest= lightText + 1; break;
|
|
};
|
|
|
|
// compute the second tile dest info.
|
|
CRGBA *dest2;
|
|
sint decalS2;
|
|
sint decalT2;
|
|
// if vertical edge.
|
|
if((edge&1)==0)
|
|
{
|
|
// Next Y tile.
|
|
dest2= dest + NL_LUMEL_BY_TILE*NL_TILE_LIGHTMAP_SIZE;
|
|
decalS2= decalS;
|
|
decalT2= decalT+1;
|
|
}
|
|
else
|
|
{
|
|
// Next X tile.
|
|
dest2= dest + NL_LUMEL_BY_TILE;
|
|
decalS2= decalS+1;
|
|
decalT2= decalT;
|
|
}
|
|
|
|
|
|
// If we are not on a border of a patch, just compute on the interior of the patch.
|
|
//==============
|
|
if(!edgeBorder[edge])
|
|
{
|
|
// find the result on the mirrored border of us. First tile.
|
|
computeTileLightmapEdge(ts+decalS, tt+decalT, (edge+2)&3, dest, stride, false);
|
|
|
|
// find the result on the mirrored border of us. Second Tile.
|
|
computeTileLightmapEdge(ts+decalS2, tt+decalT2, (edge+2)&3, dest2, stride, false);
|
|
|
|
}
|
|
// else, slightly complicated, must find the result on neighbor patch(s).
|
|
//==============
|
|
else
|
|
{
|
|
CPatchUVLocator uvLocator;
|
|
CBindInfo bindInfo;
|
|
bindInfo.Zone= NULL;
|
|
|
|
// if smoothed edge, search the neighbor.
|
|
if(getSmoothFlag(edge))
|
|
{
|
|
// Build the bindInfo against this edge.
|
|
getBindNeighbor(edge, bindInfo);
|
|
|
|
// if ok, build the uv info against this edge.
|
|
if(bindInfo.Zone)
|
|
{
|
|
uvLocator.build(this, edge, bindInfo);
|
|
// if there is not same tile order across the edge, invalidate the smooth.
|
|
// This is rare, so don't bother.
|
|
if(!uvLocator.sameEdgeOrder())
|
|
bindInfo.Zone= NULL;
|
|
}
|
|
}
|
|
|
|
|
|
// Fast reject: if no neighbor, or if not smoothed, or if edge order pb, just copy from my interior.
|
|
if(!bindInfo.Zone)
|
|
{
|
|
CRGBA *src=0;
|
|
switch(edge)
|
|
{
|
|
case 0: src= dest + 1; break;
|
|
case 1: src= dest - NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 2: src= dest - 1; break;
|
|
case 3: src= dest + NL_TILE_LIGHTMAP_SIZE; break;
|
|
};
|
|
|
|
// fill the NL_LUMEL_BY_TILE*2 (8) pixels.
|
|
for(uint n=NL_LUMEL_BY_TILE*2; n>0; n--, src+=stride, dest+=stride)
|
|
*dest= *src;
|
|
}
|
|
// else, ok, get from neighbor.
|
|
else
|
|
{
|
|
CVector2f stIn, stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
uint edgeOut;
|
|
bool inverse;
|
|
|
|
// First Tile.
|
|
//=========
|
|
// to remove floor pbs, take the center of the wanted tile.
|
|
stIn.set(ts+decalS + 0.5f, tt+decalT + 0.5f);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
// must find what edge on neighbor to compute, and if we must inverse (swap) result.
|
|
// easy: the edge of the tile is the edge of the patch where we are binded.
|
|
edgeOut= bindInfo.Edge[patchId];
|
|
// edge0 is oriented in T increasing order. edge1 is oriented in S increasing order.
|
|
// edge2 is oriented in T decreasing order. edge3 is oriented in S decreasing order.
|
|
// inverse is true if same sens on both edges (because of mirroring, sens should be different).
|
|
inverse= (edge>>1)==(edgeOut>>1);
|
|
// compute the lightmap on the edge of the neighbor.
|
|
patchOut->computeTileLightmapEdge((sint)floor(stOut.x), (sint)floor(stOut.y), edgeOut, dest, stride, inverse);
|
|
|
|
// Second Tile.
|
|
//=========
|
|
// same reasoning.
|
|
stIn.set(ts+decalS2 + 0.5f, tt+decalT2 + 0.5f);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
edgeOut= bindInfo.Edge[patchId];
|
|
inverse= (edge>>1)==(edgeOut>>1);
|
|
patchOut->computeTileLightmapEdge((sint)floor(stOut.x), (sint)floor(stOut.y), edgeOut, dest2, stride, inverse);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
// Compute corners of the TessBlock.
|
|
//=================
|
|
bool cornerOnPatchEdge[4];
|
|
bool cornerOnPatchCorner[4];
|
|
// where are we on a edge border of a patch??
|
|
cornerOnPatchEdge[0]= edgeBorder[3] != edgeBorder[0];
|
|
cornerOnPatchEdge[1]= edgeBorder[0] != edgeBorder[1];
|
|
cornerOnPatchEdge[2]= edgeBorder[1] != edgeBorder[2];
|
|
cornerOnPatchEdge[3]= edgeBorder[2] != edgeBorder[3];
|
|
// where are we on a corner border of a patch??
|
|
cornerOnPatchCorner[0]= edgeBorder[3] && edgeBorder[0];
|
|
cornerOnPatchCorner[1]= edgeBorder[0] && edgeBorder[1];
|
|
cornerOnPatchCorner[2]= edgeBorder[1] && edgeBorder[2];
|
|
cornerOnPatchCorner[3]= edgeBorder[2] && edgeBorder[3];
|
|
|
|
// For all corners.
|
|
for(corner=0; corner<4; corner++)
|
|
{
|
|
// compute dest info.
|
|
//==============
|
|
// must compute on which tile we must find info.
|
|
sint decalS=0;
|
|
sint decalT=0;
|
|
// and must compute ptr, where we store the result of the corner.
|
|
switch(corner)
|
|
{
|
|
case 0: decalS=-1; decalT=-1; dest= lightText + 0 + 0; break;
|
|
case 1: decalS=-1; decalT= 2; dest= lightText + 0 + (NL_TILE_LIGHTMAP_SIZE-1)*NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 2: decalS= 2; decalT= 2; dest= lightText + (NL_TILE_LIGHTMAP_SIZE-1) + (NL_TILE_LIGHTMAP_SIZE-1)*NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 3: decalS= 2; decalT=-1; dest= lightText + (NL_TILE_LIGHTMAP_SIZE-1) + 0; break;
|
|
};
|
|
|
|
|
|
// If we are not on a border of a patch, just compute on the interior of the patch.
|
|
//==============
|
|
// if the corner is IN the patch.
|
|
if(!cornerOnPatchCorner[corner] && !cornerOnPatchEdge[corner])
|
|
{
|
|
// what pixel to read.
|
|
uint subS, subT;
|
|
if(decalS==-1) subS= NL_LUMEL_BY_TILE-1;
|
|
else subS= 0;
|
|
if(decalT==-1) subT= NL_LUMEL_BY_TILE-1;
|
|
else subT= 0;
|
|
|
|
// find the result on the corner of the neighbor tile.
|
|
computeTileLightmapPixel(ts+decalS, tt+decalT, subS, subT, dest);
|
|
}
|
|
else
|
|
{
|
|
// By default, fill the corner with our interior corner. Because other methods may fail.
|
|
CRGBA *src=0;
|
|
switch(corner)
|
|
{
|
|
case 0: src= dest + 1 + NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 1: src= dest + 1 - NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 2: src= dest - 1 - NL_TILE_LIGHTMAP_SIZE; break;
|
|
case 3: src= dest - 1 + NL_TILE_LIGHTMAP_SIZE; break;
|
|
};
|
|
|
|
// fill the pixel.
|
|
*dest= *src;
|
|
|
|
// get the coordinate of the corner, in our [0,Order] basis. get it at the center of the pixel.
|
|
CBindInfo bindInfo;
|
|
CPatchUVLocator uvLocator;
|
|
CVector2f stIn, stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
float decX, decY;
|
|
static const float lumelSize= 1.f/NL_LUMEL_BY_TILE;
|
|
static const float semiLumelSize= 0.5f*lumelSize;
|
|
|
|
if(decalS==-1) decX= - semiLumelSize;
|
|
else decX= 2+ semiLumelSize;
|
|
if(decalT==-1) decY= - semiLumelSize;
|
|
else decY= 2+ semiLumelSize;
|
|
stIn.set( ts+decX, tt+decY);
|
|
|
|
|
|
// if the corner is on One edge only of the patch.
|
|
if(cornerOnPatchEdge[corner])
|
|
{
|
|
// find the edge where to read this corner: hard edge after or before this corner.
|
|
if(edgeBorder[corner]) edge= corner;
|
|
else edge= (corner+4-1) & 3;
|
|
|
|
// if this edge is smoothed, find on neighbor.
|
|
if(getSmoothFlag(edge))
|
|
{
|
|
// retrieve neigbhor info.
|
|
getBindNeighbor(edge, bindInfo);
|
|
|
|
// if neighbor present.
|
|
if(bindInfo.Zone)
|
|
{
|
|
// Ok, search uv on this patch.
|
|
uvLocator.build(this, edge, bindInfo);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
|
|
// Get the Uv, in [0,Order?*NL_LUMEL_BY_TILE] basis (ie lumel basis), and get from neighbor patch
|
|
sint u, v;
|
|
u= (sint)floor(stOut.x*NL_LUMEL_BY_TILE);
|
|
v= (sint)floor(stOut.y*NL_LUMEL_BY_TILE);
|
|
patchOut->computeTileLightmapPixel(u>>NL_LUMEL_BY_TILE_SHIFT, v>>NL_LUMEL_BY_TILE_SHIFT, u&(NL_LUMEL_BY_TILE-1), v&(NL_LUMEL_BY_TILE-1), dest);
|
|
}
|
|
}
|
|
// else we must still smooth with our lumel on this patch, so get it from neighbor on edge.
|
|
else
|
|
{
|
|
// first, clamp to our patch (recenter on the previous pixel)
|
|
if(stIn.x<0) stIn.x+= lumelSize;
|
|
else if(stIn.x>OrderS) stIn.x-= lumelSize;
|
|
else if(stIn.y<0) stIn.y+= lumelSize;
|
|
else if(stIn.y>OrderT) stIn.y-= lumelSize;
|
|
|
|
// Get the Uv, in [0,Order?*NL_LUMEL_BY_TILE] basis (ie lumel basis), and get from this patch
|
|
sint u, v;
|
|
u= (sint)floor(stIn.x*NL_LUMEL_BY_TILE);
|
|
v= (sint)floor(stIn.y*NL_LUMEL_BY_TILE);
|
|
computeTileLightmapPixel(u>>NL_LUMEL_BY_TILE_SHIFT, v>>NL_LUMEL_BY_TILE_SHIFT, u&(NL_LUMEL_BY_TILE-1), v&(NL_LUMEL_BY_TILE-1), dest);
|
|
}
|
|
}
|
|
// else it is on a corner of the patch.
|
|
else
|
|
{
|
|
// if the corner of the patch (same as tile corner) is smoothed, find on neighbor
|
|
if(getCornerSmoothFlag(corner))
|
|
{
|
|
// retrieve neigbhor info. NB: use edgeId=corner, (corner X is the start of the edge X)it works.
|
|
getBindNeighbor(corner, bindInfo);
|
|
|
|
// if neighbor present.
|
|
if(bindInfo.Zone)
|
|
{
|
|
// Ok, search uv on this patch.
|
|
uvLocator.build(this, corner, bindInfo);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
|
|
// same reasoning as in computeDisplaceCornerSmooth(), must find the pixel on the neighbor
|
|
// of our neighbor. But the current corner may be a corner on a bind X/1. All is managed by doing
|
|
// this way.
|
|
patchOut->computeTileLightmapPixelAroundCorner(stOut, dest, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::getTileLightMap(uint ts, uint tt, CPatchRdrPass *&rdrpass)
|
|
{
|
|
// TessBlocks must have been allocated.
|
|
nlassert(TessBlocks.size()!=0);
|
|
|
|
// get what tessBlock to use.
|
|
uint numtb, numtm;
|
|
computeTbTm(numtb, numtm, ts, tt);
|
|
CTessBlock &tessBlock= TessBlocks[numtb];
|
|
|
|
// If the lightmap Id has not been computed, compute it.
|
|
if(tessBlock.LightMapRefCount==0)
|
|
{
|
|
// Compute the lightmap texture, with help of TileColors, with neighboring info etc...
|
|
CRGBA lightText[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE];
|
|
computeNearBlockLightmap(ts&(~1), tt&(~1), lightText);
|
|
|
|
// Create a rdrPass with this texture, donlod to Driver etc...
|
|
tessBlock.LightMapId= Zone->Landscape->getTileLightMap(lightText, rdrpass);
|
|
|
|
// store this rdrpass ptr.
|
|
tessBlock.LightMapRdrPass= rdrpass;
|
|
}
|
|
|
|
// We are using this 2x2 tiles lightmap.
|
|
tessBlock.LightMapRefCount++;
|
|
|
|
|
|
// get the rdrpass ptr of the tessBlock lightmap
|
|
rdrpass= tessBlock.LightMapRdrPass;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::getTileLightMapUvInfo(uint ts, uint tt, CVector &uvScaleBias)
|
|
{
|
|
// TessBlocks must have been allocated.
|
|
nlassert(TessBlocks.size()!=0);
|
|
|
|
// get what tessBlock to use.
|
|
uint numtb, numtm;
|
|
computeTbTm(numtb, numtm, ts, tt);
|
|
CTessBlock &tessBlock= TessBlocks[numtb];
|
|
|
|
// Get the uvScaleBias for the tile 0,0 of the block.
|
|
Zone->Landscape->getTileLightMapUvInfo(tessBlock.LightMapId, uvScaleBias);
|
|
|
|
// Must increment the bias, for the good tile in the 2x2 block Lightmap.
|
|
uint tsDec= ts & 1;
|
|
uint ttDec= tt & 1;
|
|
uvScaleBias.x+= tsDec * uvScaleBias.z;
|
|
uvScaleBias.y+= ttDec * uvScaleBias.z;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::releaseTileLightMap(uint ts, uint tt)
|
|
{
|
|
// TessBlocks must have been allocated.
|
|
nlassert(TessBlocks.size()!=0);
|
|
|
|
// get what tessBlock to use.
|
|
uint numtb, numtm;
|
|
computeTbTm(numtb, numtm, ts, tt);
|
|
CTessBlock &tessBlock= TessBlocks[numtb];
|
|
|
|
// If no more tileMaterial use this lightmap, release it.
|
|
nlassert(tessBlock.LightMapRefCount>0);
|
|
tessBlock.LightMapRefCount--;
|
|
if(tessBlock.LightMapRefCount==0)
|
|
{
|
|
Zone->Landscape->releaseTileLightMap(tessBlock.LightMapId);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::packShadowMap (const uint8 *pLumelSrc)
|
|
{
|
|
// Number of lumel by lines
|
|
uint lumelCount=OrderS*NL_LUMEL_BY_TILE;
|
|
|
|
// Number of block in a line
|
|
nlassert ((lumelCount&0x3)==0);
|
|
uint numLumelBlock=lumelCount>>2;
|
|
|
|
// Number of line
|
|
uint lineCount=OrderT*NL_LUMEL_BY_TILE;
|
|
|
|
// Number of block line
|
|
nlassert ((lineCount&0x3)==0);
|
|
uint numLineBlock=lineCount>>2;
|
|
|
|
// Resize the compressed buffer
|
|
CompressedLumels.resize (numLumelBlock*numLineBlock*NL_BLOCK_LUMEL_COMPRESSED_SIZE);
|
|
|
|
// Input of compresed data
|
|
uint8 *compressedData=&CompressedLumels[0];
|
|
|
|
// Each line block
|
|
for (uint lineBlock=0; lineBlock<numLineBlock; lineBlock++)
|
|
{
|
|
// Block pointer
|
|
const uint8 *blockLine=pLumelSrc;
|
|
|
|
// Each lumel block
|
|
for (uint lumelBlock=0; lumelBlock<numLumelBlock; lumelBlock++)
|
|
{
|
|
// *** Unpack the block
|
|
uint countU;
|
|
|
|
// Last block ?
|
|
if (lumelBlock==numLumelBlock-1)
|
|
countU=lumelCount&3;
|
|
else
|
|
countU=4;
|
|
|
|
// Destination lumel
|
|
const uint8 *blockSrc=blockLine;
|
|
|
|
// Temp block
|
|
uint8 originalBlock[4*4];
|
|
|
|
// Copy the lumels in the bloc
|
|
for (uint v=0; v<NL_LUMEL_BY_TILE; v++)
|
|
{
|
|
for (uint u=0; u<NL_LUMEL_BY_TILE; u++)
|
|
{
|
|
// Copy the lumel
|
|
originalBlock[(v<<2)+u]=blockSrc[u];
|
|
}
|
|
|
|
// Next line
|
|
blockSrc+=lumelCount;
|
|
}
|
|
|
|
// Get min and max alpha
|
|
uint8 alphaMin=255;
|
|
uint8 alphaMax=0;
|
|
|
|
// Scan
|
|
for (uint i=0; i<16; i++)
|
|
{
|
|
// Min ?
|
|
if (originalBlock[i]<alphaMin)
|
|
alphaMin=originalBlock[i];
|
|
if (originalBlock[i]>alphaMax)
|
|
alphaMax=originalBlock[i];
|
|
}
|
|
|
|
// *** Try to compress by 2 methods
|
|
|
|
// Blcok uncompressed
|
|
uint8 uncompressedBlock[4*4];
|
|
|
|
// Pack the block
|
|
packLumelBlock (compressedData, originalBlock, alphaMin, alphaMax);
|
|
|
|
// Unpack the block
|
|
unpackLumelBlock (uncompressedBlock, compressedData);
|
|
|
|
// Eval error
|
|
uint firstMethod=evalLumelBlock (originalBlock, uncompressedBlock, NL_LUMEL_BY_TILE, NL_LUMEL_BY_TILE);
|
|
|
|
// second compression
|
|
uint8 secondCompressedBlock[NL_BLOCK_LUMEL_COMPRESSED_SIZE];
|
|
packLumelBlock (secondCompressedBlock, originalBlock, alphaMax, alphaMin);
|
|
|
|
// Unpack the block
|
|
unpackLumelBlock (uncompressedBlock, secondCompressedBlock);
|
|
|
|
// Eval error
|
|
uint secondMethod=evalLumelBlock (originalBlock, uncompressedBlock, NL_LUMEL_BY_TILE, NL_LUMEL_BY_TILE);
|
|
|
|
// Second best ?
|
|
if (secondMethod<firstMethod)
|
|
{
|
|
// Copy compressed data
|
|
memcpy (compressedData, secondCompressedBlock, NL_BLOCK_LUMEL_COMPRESSED_SIZE);
|
|
}
|
|
|
|
// Next source block
|
|
compressedData+=NL_BLOCK_LUMEL_COMPRESSED_SIZE;
|
|
|
|
// Next block on the line
|
|
blockLine+=4;
|
|
}
|
|
|
|
// Next line of block
|
|
pLumelSrc+=lumelCount*4;
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::resetCompressedLumels ()
|
|
{
|
|
// Number of lumel by lines
|
|
uint lumelCount=OrderS*NL_LUMEL_BY_TILE;
|
|
|
|
// Number of block in a line
|
|
nlassert ((lumelCount&0x3)==0);
|
|
uint numLumelBlock=lumelCount>>2;
|
|
|
|
// Number of line
|
|
uint lineCount=OrderT*NL_LUMEL_BY_TILE;
|
|
|
|
// Number of block line
|
|
nlassert ((lineCount&0x3)==0);
|
|
uint numLineBlock=lineCount>>2;
|
|
|
|
// Size of the lumel array
|
|
uint size=numLineBlock*numLumelBlock*8;
|
|
|
|
// 4 bits per lumel
|
|
CompressedLumels.resize (size);
|
|
|
|
// No line have shadows.
|
|
memset (&CompressedLumels[0], 0, size);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Functions (C/ASM).
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
#define a00 tex[0]
|
|
#define a10 tex[1]
|
|
#define a20 tex[2]
|
|
#define a30 tex[3]
|
|
#define a40 tex[4]
|
|
|
|
#define a01 tex[5]
|
|
#define a11 tex[6]
|
|
#define a21 tex[7]
|
|
#define a31 tex[8]
|
|
#define a41 tex[9]
|
|
|
|
#define a02 tex[10]
|
|
#define a12 tex[11]
|
|
#define a22 tex[12]
|
|
#define a32 tex[13]
|
|
#define a42 tex[14]
|
|
|
|
#define a03 tex[15]
|
|
#define a13 tex[16]
|
|
#define a23 tex[17]
|
|
#define a33 tex[18]
|
|
#define a43 tex[19]
|
|
|
|
#define a04 tex[20]
|
|
#define a14 tex[21]
|
|
#define a24 tex[22]
|
|
#define a34 tex[23]
|
|
#define a44 tex[24]
|
|
|
|
void NL3D_bilinearTileLightMap(CRGBA *tex)
|
|
{
|
|
// Fast bilinear of a 5x5 tile.
|
|
// Corners must be set.
|
|
// Later: pass it to ASM.
|
|
|
|
// Fill first column 0 and column 4.
|
|
a02.avg2(a00, a04);
|
|
a01.avg2(a00, a02);
|
|
a03.avg2(a02, a04);
|
|
a42.avg2(a40, a44);
|
|
a41.avg2(a40, a42);
|
|
a43.avg2(a42, a44);
|
|
|
|
// Fill Line 0.
|
|
a20.avg2(a00, a40);
|
|
a10.avg2(a00, a20);
|
|
a30.avg2(a20, a40);
|
|
|
|
// Fill Line 1.
|
|
a21.avg2(a01, a41);
|
|
a11.avg2(a01, a21);
|
|
a31.avg2(a21, a41);
|
|
|
|
// Fill Line 2.
|
|
a22.avg2(a02, a42);
|
|
a12.avg2(a02, a22);
|
|
a32.avg2(a22, a42);
|
|
|
|
// Fill Line 3.
|
|
a23.avg2(a03, a43);
|
|
a13.avg2(a03, a23);
|
|
a33.avg2(a23, a43);
|
|
|
|
// Fill Line 4.
|
|
a24.avg2(a04, a44);
|
|
a14.avg2(a04, a24);
|
|
a34.avg2(a24, a44);
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Lightmap get interface.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
uint8 CPatch::getLumel(const CUV &uv) const
|
|
{
|
|
// compute tile coord and lumel coord.
|
|
sint ts, tt;
|
|
// get in lumel coord.
|
|
sint w= (OrderS<<NL_LUMEL_BY_TILE_SHIFT);
|
|
sint h= (OrderT<<NL_LUMEL_BY_TILE_SHIFT);
|
|
// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.
|
|
// add 128, to round and get cneter of lumel.
|
|
ts= NLMISC::OptFastFloor(uv.U* (w<<8) + 128); ts>>=8;
|
|
tt= NLMISC::OptFastFloor(uv.V* (h<<8) + 128); tt>>=8;
|
|
clamp(ts, 0, w-1);
|
|
clamp(tt, 0, h-1);
|
|
// get the lumel
|
|
uint8 ret;
|
|
getTileLumelmapPixelPrecomputed(ts>>NL_LUMEL_BY_TILE_SHIFT, tt>>NL_LUMEL_BY_TILE_SHIFT,
|
|
ts&(NL_LUMEL_BY_TILE-1), tt&(NL_LUMEL_BY_TILE-1), ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// TileLightInfluences
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::resetTileLightInfluences()
|
|
{
|
|
// Fill default.
|
|
TileLightInfluences.resize((OrderS/2 +1) * (OrderT/2 +1));
|
|
// Disable All light influence on all points
|
|
for(uint i=0;i <TileLightInfluences.size(); i++)
|
|
{
|
|
// Disable all light influence on this point.
|
|
TileLightInfluences[i].Light[0]= 0xFF;
|
|
TileLightInfluences[i].Light[1]= 0xFF;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::appendTileLightInfluences(const CUV &uv,
|
|
std::vector<CPointLightInfluence> &pointLightList) const
|
|
{
|
|
/*
|
|
WARNING !! only CPointLightNamed must be added here (used for convenience by CPatch::generateTileVegetable() )
|
|
*/
|
|
|
|
// Compute TLI coord for BiLinear.
|
|
sint x,y;
|
|
// There is (OrderS/2+1) * (OrderT/2+1) tileLightInfluences (TLI).
|
|
sint w= (OrderS>>1);
|
|
sint h= (OrderT>>1);
|
|
sint wTLI= w+1;
|
|
// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.
|
|
x= NLMISC::OptFastFloor(uv.U * (w<<8));
|
|
y= NLMISC::OptFastFloor(uv.V * (h<<8));
|
|
clamp(x, 0, w<<8);
|
|
clamp(y, 0, h<<8);
|
|
// compute the TLI coord, and the subCoord for bilinear.
|
|
sint xTLI,yTLI, xSub, ySub;
|
|
xTLI= x>>8; clamp(xTLI, 0, w-1);
|
|
yTLI= y>>8; clamp(yTLI, 0, h-1);
|
|
// Hence, xSub and ySub range is [0, 256].
|
|
xSub= x - (xTLI<<8);
|
|
ySub= y - (yTLI<<8);
|
|
|
|
|
|
// Use a CLightInfluenceInterpolator to biLinear light influence
|
|
CLightInfluenceInterpolator interp;
|
|
// Must support only 2 light per TLI.
|
|
nlassert(CTileLightInfluence::NumLightPerCorner==2);
|
|
nlassert(CLightInfluenceInterpolator::NumLightPerCorner==2);
|
|
// Get ref on array of PointLightNamed.
|
|
CPointLightNamed *zonePointLights= NULL;
|
|
if( getZone()->_PointLightArray.getPointLights().size() >0 )
|
|
{
|
|
// const_cast, because will only change _IdInfluence, and
|
|
// also because CLightingManager will call appendLightedModel()
|
|
zonePointLights= const_cast<CPointLightNamed*>(&(getZone()->_PointLightArray.getPointLights()[0]));
|
|
}
|
|
// For 4 corners.
|
|
for(y=0;y<2;y++)
|
|
{
|
|
for(x=0;x<2;x++)
|
|
{
|
|
// get ref on TLI, and on corner.
|
|
const CTileLightInfluence &tli= TileLightInfluences[ (yTLI+y)*wTLI + xTLI+x ];
|
|
CLightInfluenceInterpolator::CCorner &corner= interp.Corners[y*2 + x];
|
|
// For all lights
|
|
uint lid;
|
|
for(lid= 0; lid<CTileLightInfluence::NumLightPerCorner; lid++)
|
|
{
|
|
// get the id of the light in the zone
|
|
uint tliLightId= tli.Light[lid];
|
|
// If empty id, stop
|
|
if(tliLightId==0xFF)
|
|
break;
|
|
else
|
|
{
|
|
// Set pointer of the light in the corner
|
|
corner.Lights[lid]= zonePointLights + tliLightId;
|
|
}
|
|
}
|
|
// Reset Empty slots.
|
|
for(; lid<CTileLightInfluence::NumLightPerCorner; lid++)
|
|
{
|
|
// set to NULL
|
|
corner.Lights[lid]= NULL;
|
|
}
|
|
}
|
|
}
|
|
// interpolate.
|
|
interp.interpolate(pointLightList, xSub/256.f, ySub/256.f);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CRGBA CPatch::getCurrentTLIColor(uint x, uint y) const
|
|
{
|
|
CRGBA ret;
|
|
ret= CRGBA::Black;
|
|
|
|
// if at least the zone has pointLights, add them.
|
|
if( getZone()->_PointLightArray.getPointLights().size() >0 )
|
|
{
|
|
const CPointLightNamed *zonePointLights;
|
|
zonePointLights= (&(getZone()->_PointLightArray.getPointLights()[0]));
|
|
|
|
uint wTLI= (OrderS>>1)+1;
|
|
|
|
const CTileLightInfluence &tli= TileLightInfluences[ y*wTLI + x];
|
|
for(uint lid=0;lid<CTileLightInfluence::NumLightPerCorner;lid++)
|
|
{
|
|
// Not influenced by a pointLight?, stop
|
|
if(tli.Light[lid]==0xFF)
|
|
break;
|
|
// Append the influence of this pointLight. NB: use unanimated version.
|
|
CRGBA lightCol= zonePointLights[tli.Light[lid]].getUnAnimatedDiffuse();
|
|
// modulate with landscape Material.
|
|
lightCol.modulateFromColorRGBOnly(lightCol, getLandscape()->getPointLightDiffuseMaterial() );
|
|
// modulate with precomputed diffuse factor
|
|
lightCol.modulateFromuiRGBOnly(lightCol, tli.getDiffuseLightFactor(lid) );
|
|
// add to the corner
|
|
ret.addRGBOnly(ret, lightCol);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::getCurrentTileTLIColors(uint ts, uint tt, NLMISC::CRGBA corners[4])
|
|
{
|
|
// Get ref on array of PointLightNamed.
|
|
if( getZone()->_PointLightArray.getPointLights().size() >0 )
|
|
{
|
|
// get coord of the tessBlock
|
|
uint tbs= ts>>1;
|
|
uint tbt= tt>>1;
|
|
// get tile id local to tessBlock.
|
|
uint tls= ts-(tbs<<1);
|
|
uint tlt= tt-(tbt<<1);
|
|
|
|
// For each corner of the tessBlock, compute lighting with pointLights.
|
|
CRGBA tbCorners[4];
|
|
for(uint y=0;y<2;y++)
|
|
{
|
|
for(uint x=0;x<2;x++)
|
|
{
|
|
CRGBA &cornerCol= tbCorners[y*2+x];
|
|
cornerCol= getCurrentTLIColor(tbs+x, tbt+y);
|
|
}
|
|
}
|
|
|
|
// Then biLinear to tile Level (tessBlock==2x2 tiles).
|
|
CRGBA tbEdges[4];
|
|
CRGBA tbMiddle;
|
|
// left.
|
|
tbEdges[0].avg2RGBOnly(tbCorners[0], tbCorners[2]);
|
|
tbEdges[0].A = 255;
|
|
// bottom
|
|
tbEdges[1].avg2RGBOnly(tbCorners[2], tbCorners[3]);
|
|
tbEdges[1].A = 255;
|
|
// right
|
|
tbEdges[2].avg2RGBOnly(tbCorners[1], tbCorners[3]);
|
|
tbEdges[2].A = 255;
|
|
// up
|
|
tbEdges[3].avg2RGBOnly(tbCorners[0], tbCorners[1]);
|
|
tbEdges[3].A = 255;
|
|
// middle.
|
|
tbMiddle.avg2RGBOnly(tbEdges[0], tbEdges[2]);
|
|
tbMiddle.A = 255;
|
|
|
|
// just copy result according to tile pos in tessBlock.
|
|
if(tlt==0)
|
|
{
|
|
if(tls==0)
|
|
{
|
|
corners[0]= tbCorners[0];
|
|
corners[1]= tbEdges[3];
|
|
corners[2]= tbEdges[0];
|
|
corners[3]= tbMiddle;
|
|
}
|
|
else
|
|
{
|
|
corners[0]= tbEdges[3];
|
|
corners[1]= tbCorners[1];
|
|
corners[2]= tbMiddle;
|
|
corners[3]= tbEdges[2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(tls==0)
|
|
{
|
|
corners[0]= tbEdges[0];
|
|
corners[1]= tbMiddle;
|
|
corners[2]= tbCorners[2];
|
|
corners[3]= tbEdges[1];
|
|
}
|
|
else
|
|
{
|
|
corners[0]= tbMiddle;
|
|
corners[1]= tbEdges[2];
|
|
corners[2]= tbEdges[1];
|
|
corners[3]= tbCorners[3];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Just fill with 0s.
|
|
corners[0]= CRGBA::Black;
|
|
corners[1]= CRGBA::Black;
|
|
corners[2]= CRGBA::Black;
|
|
corners[3]= CRGBA::Black;
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::addTileLightmapWithTLI(uint ts, uint tt, NLMISC::CRGBA *dest, uint stride)
|
|
{
|
|
// compute colors ar corners of the tile.
|
|
CRGBA corners[4];
|
|
getCurrentTileTLIColors(ts, tt, corners);
|
|
|
|
// Bilinear accross the tile, and add to dest.
|
|
uint x, y;
|
|
for(y=0; y<NL_LUMEL_BY_TILE; y++)
|
|
{
|
|
for(x=0; x<NL_LUMEL_BY_TILE; x++)
|
|
{
|
|
// compute this pixel, and add
|
|
bilinearColorDiv2AndAdd(corners, x, y, dest[y*stride + x]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::addTileLightmapEdgeWithTLI(uint ts, uint tt, uint edge, NLMISC::CRGBA *dest, uint stride, bool inverse)
|
|
{
|
|
// compute colors ar corners of the tile.
|
|
CRGBA corners[4];
|
|
getCurrentTileTLIColors(ts, tt, corners);
|
|
|
|
// get coordinate according to edge.
|
|
uint x=0,y=0;
|
|
switch(edge)
|
|
{
|
|
case 0: x= 0; break;
|
|
case 1: y= NL_LUMEL_BY_TILE-1; break;
|
|
case 2: x= NL_LUMEL_BY_TILE-1; break;
|
|
case 3: y= 0; break;
|
|
};
|
|
|
|
// For all lumel of the edge, bilinear.
|
|
uint i;
|
|
for(i=0; i<NL_LUMEL_BY_TILE; i++)
|
|
{
|
|
// if vertical edge
|
|
if( (edge&1)==0 ) y= i;
|
|
// else horizontal edge
|
|
else x= i;
|
|
|
|
// manage inverse.
|
|
uint where;
|
|
if(inverse) where= (NL_LUMEL_BY_TILE-1)-i;
|
|
else where= i;
|
|
// compute this pixel, and modulate
|
|
bilinearColorDiv2AndAdd(corners, x, y, dest[where*stride]);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::addTileLightmapPixelWithTLI(uint ts, uint tt, uint s, uint t, NLMISC::CRGBA *dest)
|
|
{
|
|
// compute colors ar corners of the tile.
|
|
CRGBA corners[4];
|
|
getCurrentTileTLIColors(ts, tt, corners);
|
|
|
|
// compute this pixel, and modulate
|
|
bilinearColorDiv2AndAdd(corners, s, t, *dest);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeCurrentTLILightmapDiv2(NLMISC::CRGBA *array) const
|
|
{
|
|
// Size of TileLightInfluences
|
|
uint wTLI= (OrderS>>1)+1;
|
|
uint hTLI= (OrderT>>1)+1;
|
|
// colros at corners of tiles size.
|
|
uint wTC= OrderS+1;
|
|
uint wTCx2= wTC*2;
|
|
uint hTC= OrderT+1;
|
|
uint x, y;
|
|
|
|
// Compute TLI colors at each corner of each TessBlocks.
|
|
//=============
|
|
for(y=0;y<hTLI;y++)
|
|
{
|
|
// store every 2 tiles corners.
|
|
CRGBA *dst= array + y*2*wTC;
|
|
for(x=0;x<wTLI;x++)
|
|
{
|
|
*dst= getCurrentTLIColor(x, y);
|
|
dst->R >>= 1;
|
|
dst->G >>= 1;
|
|
dst->B >>= 1;
|
|
// skip 2 tiles corners.
|
|
dst++;
|
|
dst++;
|
|
}
|
|
}
|
|
|
|
// Compute TLI colors at each corner of each Tiles.
|
|
//=============
|
|
|
|
// Compute corner at middle of vertical TessBlock edges.
|
|
for(y=0;y<hTC-1;y+=2)
|
|
{
|
|
CRGBA *dst= array + y*wTC;
|
|
for(x=0;x<wTC;x+=2)
|
|
{
|
|
// Average midlle with cur and next.
|
|
(dst+wTC)->avg2RGBOnly(*dst, *(dst + wTCx2) );
|
|
|
|
// skip 2 tiles corners.
|
|
dst++;
|
|
dst++;
|
|
}
|
|
}
|
|
|
|
// Compute corner at middle of horizontal TessBlock edges, and at middle of TessBlock.
|
|
for(y=0;y<hTC;y++)
|
|
{
|
|
CRGBA *dst= array + y*wTC;
|
|
for(x=0;x<wTC-1;x+=2)
|
|
{
|
|
// Average midlle with cur and next.
|
|
(dst+1)->avg2RGBOnly(*dst, *(dst+2));
|
|
|
|
// skip 2 tiles corners.
|
|
dst++;
|
|
dst++;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// UpdateLighting.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::linkBeforeNearUL(CPatch *patchNext)
|
|
{
|
|
nlassert(patchNext);
|
|
|
|
// first, unlink others from me. NB: works even if _ULNearPrec==_ULNearNext==this.
|
|
_ULNearNext->_ULNearPrec= _ULNearPrec;
|
|
_ULNearPrec->_ULNearNext= _ULNearNext;
|
|
// link to igNext.
|
|
_ULNearNext= patchNext;
|
|
_ULNearPrec= patchNext->_ULNearPrec;
|
|
// link others to me.
|
|
_ULNearNext->_ULNearPrec= this;
|
|
_ULNearPrec->_ULNearNext= this;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::unlinkNearUL()
|
|
{
|
|
// first, unlink others from me. NB: works even if _ULNearPrec==_ULNearNext==this.
|
|
_ULNearNext->_ULNearPrec= _ULNearPrec;
|
|
_ULNearPrec->_ULNearNext= _ULNearNext;
|
|
// reset
|
|
_ULNearPrec= this;
|
|
_ULNearNext= this;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CPatch::updateTessBlockLighting(uint numTb)
|
|
{
|
|
// TessBlocks must have been allocated and tessBlockId must be ok.
|
|
nlassert(numTb<TessBlocks.size());
|
|
|
|
// compute tessBlock coordinate
|
|
uint tbWidth= OrderS>>1;
|
|
uint ts= numTb&(tbWidth-1);
|
|
uint tt= numTb/tbWidth;
|
|
// expand to tile coordinate.
|
|
ts*= 2;
|
|
tt*= 2;
|
|
|
|
// get what tessBlock to use.
|
|
CTessBlock &tessBlock= TessBlocks[numTb];
|
|
|
|
// If the lightmap Id has not been computed, quit
|
|
if(tessBlock.LightMapRefCount==0)
|
|
return 0;
|
|
else
|
|
{
|
|
// Recompute the lightmap texture, with help of TileColors, with neighboring info etc...
|
|
CRGBA lightText[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE];
|
|
computeNearBlockLightmap(ts&(~1), tt&(~1), lightText);
|
|
|
|
// donlod this texture to Driver etc...
|
|
Zone->Landscape->refillTileLightMap(tessBlock.LightMapId, lightText);
|
|
|
|
// return number of pixels computed.
|
|
return NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::addRefDLMContext()
|
|
{
|
|
// the patch must be compiled.
|
|
nlassert(Zone);
|
|
|
|
// if 0, create the context.
|
|
if(_DLMContextRefCount==0)
|
|
{
|
|
nlassert(_DLMContext==NULL);
|
|
_DLMContext= new CPatchDLMContext;
|
|
// init now the context.
|
|
_DLMContext->generate(this, getLandscape()->getTextureDLM(), getLandscape()->getPatchDLMContextList());
|
|
|
|
// If the patch is visible, it may have Far Vertices created,
|
|
// hence, we must refill them with good DLM Uvs.
|
|
if(!isRenderClipped())
|
|
{
|
|
// setup DLM Uv with new _DLMContext
|
|
fillVBFarsDLMUvOnly();
|
|
}
|
|
}
|
|
|
|
// incRef.
|
|
_DLMContextRefCount++;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::decRefDLMContext(uint count)
|
|
{
|
|
// the patch must be compiled.
|
|
nlassert(Zone);
|
|
nlassert(_DLMContextRefCount>0);
|
|
|
|
// dec Ref.
|
|
_DLMContextRefCount-= count;
|
|
nlassert(_DLMContextRefCount>=0);
|
|
|
|
// If 0, delete the context.
|
|
if(_DLMContextRefCount==0)
|
|
{
|
|
delete _DLMContext;
|
|
_DLMContext= NULL;
|
|
|
|
// If the patch is visible, it may have Far Vertices created,
|
|
// hence, we must reset their DLM Uvs (to point to black pixel)
|
|
if(!isRenderClipped())
|
|
{
|
|
// setup DLM Uv with new _DLMContext
|
|
fillVBFarsDLMUvOnly();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::beginDLMLighting()
|
|
{
|
|
nlassert(_DLMContext);
|
|
|
|
// Must bkup prec pointLightCount in OldPointLightCount, and reset CurPointLightCount
|
|
_DLMContext->OldPointLightCount= _DLMContext->CurPointLightCount;
|
|
_DLMContext->CurPointLightCount= 0;
|
|
|
|
// clear lighting, only if patch is visible
|
|
if(!isRenderClipped())
|
|
// NB: no-op if src is already full black.
|
|
_DLMContext->clearLighting();
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::processDLMLight(CPatchDLMPointLight &pl)
|
|
{
|
|
// add reference to currentLight, creating DLMContext if needed
|
|
addRefDLMContext();
|
|
|
|
// add curLight counter
|
|
_DLMContext->CurPointLightCount++;
|
|
|
|
// compute lighting, only if patch is visible
|
|
if(!isRenderClipped())
|
|
_DLMContext->addPointLightInfluence(pl);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::endDLMLighting()
|
|
{
|
|
nlassert(_DLMContext);
|
|
|
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// delete reference from old pointLight influences, at prec render() pass. _DLMContext may be deleted here,
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// if no more lights use it, and if the patch is not in Near.
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decRefDLMContext(_DLMContext->OldPointLightCount);
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}
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} // NL3D
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