📄 terrlighting.cc
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "terrain/terrData.h"
#include "math/mMath.h"
#include "dgl/dgl.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "dgl/gBitmap.h"
#include "dgl/gTexManager.h"
#include "terrain/terrRender.h"
U32 TerrainRender::TestSquareLights(GridSquare *sq, S32 level, Point2I pos, U32 lightMask)
{
U32 retMask = 0;
F32 blockX = pos.x * mSquareSize + mBlockPos.x;
F32 blockY = pos.y * mSquareSize + mBlockPos.y;
F32 blockZ = fixedToFloat(sq->minHeight);
F32 blockSize = mSquareSize * (1 << level);
F32 blockHeight = fixedToFloat(sq->maxHeight - sq->minHeight);
Point3F vec;
for(S32 i = 0; (lightMask >> i) != 0; i++)
{
if(lightMask & (1 << i))
{
Point3F *pos = &mTerrainLights[i].pos;
// test the visibility of this light to box
// find closest point on box to light and test
if(pos->z < blockZ)
vec.z = blockZ - pos->z;
else if(pos->z > blockZ + blockHeight)
vec.z = pos->z - (blockZ + blockHeight);
else
vec.z = 0;
if(pos->x < blockX)
vec.x = blockX - pos->x;
else if(pos->x > blockX + blockSize)
vec.x = pos->x - (blockX + blockSize);
else
vec.x = 0;
if(pos->y < blockY)
vec.y = blockY - pos->y;
else if(pos->y > blockY + blockSize)
vec.y = pos->y - (blockY + blockSize);
else
vec.y = 0;
F32 dist = vec.len();
if(dist < mTerrainLights[i].radius)
retMask |= (1 << i);
}
}
return retMask;
}
//jff tmp
#include "sceneGraph/lightManager.h"
#include "sceneGraph/sceneGraph.h"
void TerrainRender::buildLightArray()
{
static Vector<LightInfo*> lights;
//
lights.clear();
gClientSceneGraph->getLightManager()->getBestLights(mClipPlane, mNumClipPlanes, mCamPos, lights, MaxTerrainLights);
// create terrain lights from these...
U32 curIndex = 0;
for(U32 i = 0; i < lights.size(); i++)
{
if(lights[i]->mType != LightInfo::Point)
continue;
// set the 'fo
TerrLightInfo & info = mTerrainLights[curIndex++];
mCurrentBlock->getWorldTransform().mulP(lights[i]->mPos, &info.pos);
info.radius = lights[i]->mRadius; //jff
info.radiusSquared = info.radius * info.radius;
//
info.r = lights[i]->mColor.red;
info.g = lights[i]->mColor.green;
info.b = lights[i]->mColor.blue;
Point3F dVec = mCamPos - lights[i]->mPos;
info.distSquared = mDot(dVec, dVec);
}
mDynamicLightCount = curIndex;
}
static U16 convertColor(ColorF color)
{
if(color.red > 1)
color.red = 1;
if(color.green > 1)
color.green = 1;
if(color.blue > 1)
color.blue = 1;
return (U32(color.blue * 31) << 11) |
(U32(color.green * 31) << 6) |
(U32(color.red * 31) << 1) | 1;
}
void TerrainBlock::relight(const ColorF &lightColor, const ColorF &ambient, const Point3F &lightDir)
{
if(lightDir.x == 0 && lightDir.y == 0)
return;
if(!lightMap)
return;
S32 generateLevel = Con::getIntVariable("$pref::sceneLighting::terrainGenerateLevel", 0);
generateLevel = mClamp(generateLevel, 0, 4);
U32 generateDim = TerrainBlock::LightmapSize << generateLevel;
U32 generateShift = TerrainBlock::LightmapShift + generateLevel;
U32 generateMask = generateDim - 1;
F32 zStep;
F32 frac;
Point2I blockColStep;
Point2I blockRowStep;
Point2I blockFirstPos;
Point2I lmapFirstPos;
F32 terrainDim = F32(getSquareSize()) * F32(TerrainBlock::BlockSize);
F32 stepSize = F32(getSquareSize()) / F32(generateDim / TerrainBlock::BlockSize);
if(mFabs(lightDir.x) >= mFabs(lightDir.y))
{
if(lightDir.x > 0)
{
zStep = lightDir.z / lightDir.x;
frac = lightDir.y / lightDir.x;
blockColStep.set(1, 0);
blockRowStep.set(0, 1);
blockFirstPos.set(0, 0);
lmapFirstPos.set(0, 0);
}
else
{
zStep = -lightDir.z / lightDir.x;
frac = -lightDir.y / lightDir.x;
blockColStep.set(-1, 0);
blockRowStep.set(0, 1);
blockFirstPos.set(255, 0);
lmapFirstPos.set(TerrainBlock::LightmapSize-1, 0);
}
}
else
{
if(lightDir.y > 0)
{
zStep = lightDir.z / lightDir.y;
frac = lightDir.x / lightDir.y;
blockColStep.set(0, 1);
blockRowStep.set(1, 0);
blockFirstPos.set(0, 0);
lmapFirstPos.set(0, 0);
}
else
{
zStep = -lightDir.z / lightDir.y;
frac = -lightDir.x / lightDir.y;
blockColStep.set(0, -1);
blockRowStep.set(1, 0);
blockFirstPos.set(0, 255);
lmapFirstPos.set(0, TerrainBlock::LightmapSize-1);
}
}
zStep *= stepSize;
F32 * heightArray = new F32[generateDim];
S32 fracStep = -1;
if(frac < 0)
{
fracStep = 1;
frac = -frac;
}
F32 * nextHeightArray = new F32[generateDim];
F32 oneMinusFrac = 1 - frac;
U32 blockShift = generateShift - TerrainBlock::BlockShift;
U32 lightmapShift = generateShift - TerrainBlock::LightmapShift;
U32 blockStep = 1 << blockShift;
U32 blockMask = (1 << blockShift) - 1;
U32 lightmapMask = (1 << lightmapShift) - 1;
Point2I bp = blockFirstPos;
F32 terrainHeights[2][TerrainBlock::BlockSize];
U32 i;
// get first set of heights
for(i = 0; i < TerrainBlock::BlockSize; i++, bp += blockRowStep)
terrainHeights[0][i] = fixedToFloat(getHeight(bp.x, bp.y));
// get second set of heights
bp = blockFirstPos + blockColStep;
for(i = 0; i < TerrainBlock::BlockSize; i++, bp += blockRowStep)
terrainHeights[1][i] = fixedToFloat(getHeight(bp.x, bp.y));
F32 * pTerrainHeights[2];
pTerrainHeights[0] = static_cast<F32*>(terrainHeights[0]);
pTerrainHeights[1] = static_cast<F32*>(terrainHeights[1]);
F32 heightStep = 1.f / blockStep;
F32 terrainZRowStep[2][TerrainBlock::BlockSize];
F32 terrainZColStep[TerrainBlock::BlockSize];
// fill in the row steps
for(i = 0; i < TerrainBlock::BlockSize; i++)
{
terrainZRowStep[0][i] = (terrainHeights[0][(i+1) & TerrainBlock::BlockMask] - terrainHeights[0][i]) * heightStep;
terrainZRowStep[1][i] = (terrainHeights[1][(i+1) & TerrainBlock::BlockMask] - terrainHeights[1][i]) * heightStep;
terrainZColStep[i] = (terrainHeights[1][i] - terrainHeights[0][i]) * heightStep;
}
// get first row of process heights
for(i = 0; i < generateDim; i++)
{
U32 bi = i >> blockShift;
heightArray[i] = terrainHeights[0][bi] + (i & blockMask) * terrainZRowStep[0][bi];
}
bp = blockFirstPos;
if(generateDim == TerrainBlock::BlockSize)
bp += blockColStep;
// generate the initial run
U32 x, y;
for(x = 1; x < generateDim; x++)
{
U32 xmask = x & blockMask;
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