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190 lines
6.3 KiB
C++
190 lines
6.3 KiB
C++
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// 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/surface_light_grid.h"
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#include "nel/misc/common.h"
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#include "nel/3d/ig_surface_light.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/point_light_named.h"
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#include "nel/3d/scene_group.h"
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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CSurfaceLightGrid::CSurfaceLightGrid()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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Width= 0;
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Height= 0;
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}
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// ***************************************************************************
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void CSurfaceLightGrid::serial(NLMISC::IStream &f)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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(void)f.serialVersion(0);
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f.serial(Origin);
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f.serial(Width);
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f.serial(Height);
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f.serial(Cells);
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}
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// ***************************************************************************
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void CSurfaceLightGrid::getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &localPos, std::vector<CPointLightInfluence> &pointLightList, uint8 &sunContribution,
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CIGSurfaceLight &igsl, NLMISC::CRGBA &localAmbient) const
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{
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// Get local coordinate to the grid.
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float xfloat= (localPos.x - Origin.x) * igsl.getOOCellSize();
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float yfloat= (localPos.y - Origin.y) * igsl.getOOCellSize();
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sint wCell= Width-1;
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sint hCell= Height-1;
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// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.
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sint wfixed= wCell<<8;
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sint hfixed= hCell<<8;
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sint xfixed= NLMISC::OptFastFloor(xfloat * 256);
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sint yfixed= NLMISC::OptFastFloor(yfloat * 256);
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clamp(xfixed, 0, wfixed);
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clamp(yfixed, 0, hfixed);
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// compute the cell coord, and the subCoord for bilinear.
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sint xCell, yCell, xSub, ySub;
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xCell= xfixed>>8;
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yCell= yfixed>>8;
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clamp(xCell, 0, wCell-1);
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clamp(yCell, 0, hCell-1);
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// Hence, xSub and ySub range is [0, 256].
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xSub= xfixed - (xCell<<8);
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ySub= yfixed - (yCell<<8);
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// Use a CLightInfluenceInterpolator to biLinear light influence
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CLightInfluenceInterpolator interp;
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// Must support only 2 light per cell corner.
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nlassert(CSurfaceLightGrid::NumLightPerCorner==2);
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nlassert(CLightInfluenceInterpolator::NumLightPerCorner==2);
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// Get ref on array of PointLightNamed.
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CPointLightNamed *igPointLights= NULL;;
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if( igsl._Owner->getPointLightList().size() >0 )
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{
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// const_cast, because will only change _IdInfluence, and
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// also because CLightingManager will call appendLightedModel()
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igPointLights= const_cast<CPointLightNamed*>(&(igsl._Owner->getPointLightList()[0]));
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}
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// For 4 corners.
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uint x,y;
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uint sunContribFixed= 0;
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uint rLocalAmbientFixed= 0;
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uint gLocalAmbientFixed= 0;
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uint bLocalAmbientFixed= 0;
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uint wLocalAmbientFixed= 0;
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for(y=0;y<2;y++)
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{
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for(x=0;x<2;x++)
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{
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// Prepare compute for PointLights.
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//-------------
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// get ref on TLI, and on corner.
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const CCellCorner &cellCorner= Cells[ (yCell+y)*Width + xCell+x ];
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CLightInfluenceInterpolator::CCorner &corner= interp.Corners[y*2 + x];
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// For all lights
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uint lid;
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for(lid= 0; lid<CSurfaceLightGrid::NumLightPerCorner; lid++)
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{
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// get the id of the light in the ig
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uint igLightId= cellCorner.Light[lid];
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// If empty id, stop
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if(igLightId==0xFF)
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break;
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else
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{
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// Set pointer of the light in the corner
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corner.Lights[lid]= igPointLights + igLightId;
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}
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}
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// Reset Empty slots.
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for(; lid<CSurfaceLightGrid::NumLightPerCorner; lid++)
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{
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// set to NULL
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corner.Lights[lid]= NULL;
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}
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// BiLinear SunContribution.
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//-------------
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uint xBi= (x==0)?256-xSub : xSub;
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uint yBi= (y==0)?256-ySub : ySub;
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uint mulBi= xBi * yBi;
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sunContribFixed+= cellCorner.SunContribution * mulBi;
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// BiLinear Ambient Contribution.
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//-------------
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// If FF, then take Sun Ambient => leave color and alpha To 0.
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if(cellCorner.LocalAmbientId!=0xFF)
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{
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CPointLight &pl= igPointLights[cellCorner.LocalAmbientId];
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// take current ambient from pointLight
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CRGBA ambCorner= pl.getAmbient();
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// Add with sun this one?
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if(pl.getAddAmbientWithSun())
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ambCorner.addRGBOnly(ambCorner, sunAmbient);
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// bilinear
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rLocalAmbientFixed+= ambCorner.R * mulBi;
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gLocalAmbientFixed+= ambCorner.G * mulBi;
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bLocalAmbientFixed+= ambCorner.B * mulBi;
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// increase the weight influence of igPointLights
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wLocalAmbientFixed+= 256 * mulBi;
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}
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}
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}
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// interpolate PointLights.
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interp.interpolate(pointLightList, xSub/256.f, ySub/256.f);
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// Final SunContribution
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sunContribution= sunContribFixed>>16;
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// Final Ambient Contribution of Ambient Lights
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CRGBA tempAmbient;
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tempAmbient.R= rLocalAmbientFixed>>16;
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tempAmbient.G= gLocalAmbientFixed>>16;
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tempAmbient.B= bLocalAmbientFixed>>16;
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// must interpolate between SunAmbient and tempAmbient
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uint uAmbFactor= wLocalAmbientFixed>>16;
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// Blend, but tempAmbient.r/g/b is already multiplied by weight.
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localAmbient.modulateFromuiRGBOnly(sunAmbient, 256 - uAmbFactor);
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localAmbient.addRGBOnly(localAmbient, tempAmbient);
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}
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} // NL3D
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