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Engine directory for ticket #1
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Engine/source/lighting/basic/blTerrainSystem.cpp
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Engine/source/lighting/basic/blTerrainSystem.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "lighting/basic/blTerrainSystem.h"
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#include "core/bitVector.h"
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#include "lighting/common/shadowVolumeBSP.h"
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#include "lighting/lightingInterfaces.h"
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#include "terrain/terrData.h"
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#include "lighting/basic/basicLightManager.h"
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#include "lighting/common/sceneLighting.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "collision/collision.h"
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extern SceneLighting* gLighting;
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struct blTerrainChunk : public PersistInfo::PersistChunk
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{
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typedef PersistInfo::PersistChunk Parent;
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blTerrainChunk();
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~blTerrainChunk();
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GBitmap *mLightmap;
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bool read(Stream &);
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bool write(Stream &);
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};
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//------------------------------------------------------------------------------
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// Class SceneLighting::TerrainChunk
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//------------------------------------------------------------------------------
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blTerrainChunk::blTerrainChunk()
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{
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mChunkType = PersistChunk::TerrainChunkType;
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mLightmap = NULL;
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}
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blTerrainChunk::~blTerrainChunk()
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{
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if(mLightmap)
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delete mLightmap;
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}
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//------------------------------------------------------------------------------
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bool blTerrainChunk::read(Stream & stream)
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{
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if(!Parent::read(stream))
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return(false);
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mLightmap = new GBitmap();
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return mLightmap->readBitmap("png",stream);
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}
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bool blTerrainChunk::write(Stream & stream)
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{
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if(!Parent::write(stream))
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return(false);
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if(!mLightmap)
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return(false);
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if(!mLightmap->writeBitmap("png",stream))
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return(false);
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return(true);
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}
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class blTerrainProxy : public SceneLighting::ObjectProxy
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{
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protected:
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typedef ObjectProxy Parent;
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BitVector mShadowMask;
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ShadowVolumeBSP * mShadowVolume;
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ColorF * mLightmap;
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/// The dimension of the lightmap in pixels.
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const U32 mLightMapSize;
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/// The dimension of the terrain height map sample array.
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const U32 mTerrainBlockSize;
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ColorF *sgBakedLightmap;
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Vector<LightInfo *> sgLights;
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bool sgMarkStaticShadow(void *terrainproxy, SceneObject *sceneobject, LightInfo *light);
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//void postLight(bool lastLight);
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void lightVector(LightInfo *);
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struct SquareStackNode
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{
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U8 mLevel;
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U16 mClipFlags;
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Point2I mPos;
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};
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S32 testSquare(const Point3F &, const Point3F &, S32, F32, const Vector<PlaneF> &);
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bool markObjectShadow(ObjectProxy *);
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bool sgIsCorrectStaticObjectType(SceneObject *obj);
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inline ColorF _getValue( S32 row, S32 column );
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public:
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blTerrainProxy(SceneObject * obj);
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~blTerrainProxy();
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TerrainBlock * operator->() {return(static_cast<TerrainBlock*>(static_cast<SceneObject*>(mObj)));}
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TerrainBlock * getObject() {return(static_cast<TerrainBlock*>(static_cast<SceneObject*>(mObj)));}
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bool getShadowedSquares(const Vector<PlaneF> &, Vector<U16> &);
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// lighting
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void init();
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bool preLight(LightInfo *);
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void light(LightInfo *);
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// persist
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U32 getResourceCRC();
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bool setPersistInfo(PersistInfo::PersistChunk *);
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bool getPersistInfo(PersistInfo::PersistChunk *);
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virtual bool supportsShadowVolume();
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virtual void getClipPlanes(Vector<PlaneF>& planes);
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virtual void addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level);
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// events
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//virtual void processTGELightProcessEvent(U32 curr, U32 max, LightInfo* currlight);
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//virtual void processSGObjectProcessEvent(LightInfo* currLight);
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};
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//-------------------------------------------------------------------------------
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// Class SceneLighting::TerrainProxy:
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//-------------------------------------------------------------------------------
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blTerrainProxy::blTerrainProxy( SceneObject *obj ) :
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Parent( obj ),
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mLightMapSize( getObject()->getLightMapSize() ),
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mTerrainBlockSize( getObject()->getBlockSize() ),
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mLightmap( NULL )
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{
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}
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blTerrainProxy::~blTerrainProxy()
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{
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delete [] mLightmap;
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}
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//-------------------------------------------------------------------------------
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void blTerrainProxy::init()
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{
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mLightmap = new ColorF[ mLightMapSize * mLightMapSize ];
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dMemset(mLightmap, 0, mLightMapSize * mLightMapSize * sizeof(ColorF));
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mShadowMask.setSize( mTerrainBlockSize * mTerrainBlockSize );
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}
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bool blTerrainProxy::preLight(LightInfo * light)
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{
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if(!bool(mObj))
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return(false);
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if(light->getType() != LightInfo::Vector)
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return(false);
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mShadowMask.clear();
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return(true);
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}
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inline ColorF blTerrainProxy::_getValue( S32 row, S32 column )
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{
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while( row < 0 )
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row += mLightMapSize;
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row = row % mLightMapSize;
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while( column < 0 )
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column += mLightMapSize;
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column = column % mLightMapSize;
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U32 offset = row * mLightMapSize + column;
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return mLightmap[offset];
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}
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bool blTerrainProxy::markObjectShadow(ObjectProxy * proxy)
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{
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if (!proxy->supportsShadowVolume())
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return false;
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// setup the clip planes
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Vector<PlaneF> clipPlanes;
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proxy->getClipPlanes(clipPlanes);
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Vector<U16> shadowList;
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if(!getShadowedSquares(clipPlanes, shadowList))
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return(false);
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// set the correct bit
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for(U32 i = 0; i < shadowList.size(); i++)
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mShadowMask.set(shadowList[i]);
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return(true);
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}
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void blTerrainProxy::light(LightInfo * light)
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{
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// If we don't have terrain or its not a directional
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// light then skip processing.
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TerrainBlock * terrain = getObject();
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if ( !terrain || light->getType() != LightInfo::Vector )
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return;
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S32 time = Platform::getRealMilliseconds();
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// reset
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mShadowVolume = new ShadowVolumeBSP;
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// build interior shadow volume
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for(ObjectProxy ** itr = gLighting->mLitObjects.begin(); itr != gLighting->mLitObjects.end(); itr++)
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{
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ObjectProxy* objproxy = *itr;
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if (markObjectShadow(objproxy))
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objproxy->addToShadowVolume(mShadowVolume, light, SceneLighting::SHADOW_DETAIL);
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}
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lightVector(light);
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// set the lightmap...
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terrain->clearLightMap();
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// Blur...
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F32 kernel[3][3] = { {1, 2, 1},
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{2, 3, 2},
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{1, 2, 1} };
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F32 modifier = 1;
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F32 divisor = 0;
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for( U32 i=0; i<3; i++ )
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{
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for( U32 j=0; j<3; j++ )
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{
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if( i==1 && j==1 )
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{
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kernel[i][j] = 1 + kernel[i][j] * modifier;
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}
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else
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{
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kernel[i][j] = kernel[i][j] * modifier;
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}
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divisor += kernel[i][j];
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}
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}
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for( U32 i=0; i < mLightMapSize; i++ )
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{
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for( U32 j=0; j < mLightMapSize; j++ )
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{
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ColorF val;
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val = _getValue( i-1, j-1 ) * kernel[0][0];
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val += _getValue( i-1, j ) * kernel[0][1];
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val += _getValue( i-1, j+1 ) * kernel[0][2];
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val += _getValue( i, j-1 ) * kernel[1][0];
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val += _getValue( i, j ) * kernel[1][1];
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val += _getValue( i, j+1 ) * kernel[1][2];
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val += _getValue( i+1, j-1 ) * kernel[2][0];
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val += _getValue( i+1, j ) * kernel[2][1];
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val += _getValue( i+1, j+1 ) * kernel[2][2];
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U32 edge = 0;
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if( j == 0 || j == mLightMapSize - 1 )
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edge++;
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if( i == 0 || i == mLightMapSize - 1 )
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edge++;
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if( !edge )
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val = val / divisor;
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else
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val = mLightmap[ i * mLightMapSize + j ];
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// clamp values
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mLightmap[ i * mLightMapSize + j ]= val;
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}
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}
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// And stuff it into the texture...
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GBitmap *terrLightMap = terrain->getLightMap();
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for(U32 y = 0; y < mLightMapSize; y++)
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{
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for(U32 x = 0; x < mLightMapSize; x++)
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{
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ColorI color(255, 255, 255, 255);
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color.red = mLightmap[x + y * mLightMapSize].red * 255;
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color.green = mLightmap[x + y * mLightMapSize].green * 255;
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color.blue = mLightmap[x + y * mLightMapSize].blue * 255;
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terrLightMap->setColor(x, y, color);
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}
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}
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/*
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// This handles matching up the outer edges of the terrain
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// lightmap when it has neighbors
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if (!terrain->isTiling())
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{
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for (S32 y = 0; y < terrLightMap->getHeight(); y++)
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{
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ColorI c;
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if (terrain->getFile()->mEdgeTerrainFiles[0])
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{
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terrLightMap->getColor(terrLightMap->getWidth()-1,y,c);
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terrLightMap->setColor(0,y,c);
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terrLightMap->setColor(1,y,c);
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}
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else
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{
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terrLightMap->getColor(0,y,c);
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terrLightMap->setColor(terrLightMap->getWidth()-1,y,c);
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terrLightMap->setColor(terrLightMap->getWidth()-2,y,c);
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}
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}
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for (S32 x = 0; x < terrLightMap->getHeight(); x++)
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{
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ColorI c;
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if (terrain->getFile()->mEdgeTerrainFiles[1])
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{
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terrLightMap->getColor(x,terrLightMap->getHeight()-1,c);
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terrLightMap->setColor(x,0,c);
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terrLightMap->setColor(x,1,c);
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}
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else
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{
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terrLightMap->getColor(x,0,c);
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terrLightMap->setColor(x,terrLightMap->getHeight()-1,c);
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terrLightMap->setColor(x,terrLightMap->getHeight()-2,c);
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}
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}
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}
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*/
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delete mShadowVolume;
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Con::printf(" = terrain lit in %3.3f seconds", (Platform::getRealMilliseconds()-time)/1000.f);
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}
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//------------------------------------------------------------------------------
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S32 blTerrainProxy::testSquare(const Point3F & min, const Point3F & max, S32 mask, F32 expand, const Vector<PlaneF> & clipPlanes)
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{
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expand = 0;
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S32 retMask = 0;
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Point3F minPoint, maxPoint;
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for(S32 i = 0; i < clipPlanes.size(); i++)
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{
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if(mask & (1 << i))
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{
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if(clipPlanes[i].x > 0)
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{
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maxPoint.x = max.x;
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minPoint.x = min.x;
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}
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else
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{
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maxPoint.x = min.x;
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minPoint.x = max.x;
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}
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if(clipPlanes[i].y > 0)
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{
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maxPoint.y = max.y;
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minPoint.y = min.y;
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}
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else
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{
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maxPoint.y = min.y;
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minPoint.y = max.y;
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}
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if(clipPlanes[i].z > 0)
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{
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maxPoint.z = max.z;
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minPoint.z = min.z;
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}
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else
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{
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maxPoint.z = min.z;
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minPoint.z = max.z;
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}
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F32 maxDot = mDot(maxPoint, clipPlanes[i]);
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F32 minDot = mDot(minPoint, clipPlanes[i]);
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F32 planeD = clipPlanes[i].d;
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if(maxDot <= -(planeD + expand))
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return(U16(-1));
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if(minDot <= -planeD)
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retMask |= (1 << i);
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}
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}
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return(retMask);
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}
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bool blTerrainProxy::getShadowedSquares(const Vector<PlaneF> & clipPlanes, Vector<U16> & shadowList)
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{
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TerrainBlock *terrain = getObject();
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if ( !terrain )
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return false;
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// TODO: Fix me for variable terrain sizes!
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return true;
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/*
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SquareStackNode stack[TerrainBlock::BlockShift * 4];
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stack[0].mLevel = TerrainBlock::BlockShift;
|
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stack[0].mClipFlags = 0xff;
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stack[0].mPos.set(0,0);
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U32 stackSize = 1;
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Point3F blockPos;
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terrain->getTransform().getColumn(3, &blockPos);
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S32 squareSize = terrain->getSquareSize();
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F32 floatSquareSize = (F32)squareSize;
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bool marked = false;
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// push through all the levels of the quadtree
|
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while(stackSize)
|
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{
|
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SquareStackNode * node = &stack[stackSize - 1];
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S32 clipFlags = node->mClipFlags;
|
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Point2I pos = node->mPos;
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GridSquare * sq = terrain->findSquare(node->mLevel, pos);
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Point3F minPoint, maxPoint;
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minPoint.set(squareSize * pos.x + blockPos.x,
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squareSize * pos.y + blockPos.y,
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fixedToFloat(sq->minHeight));
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maxPoint.set(minPoint.x + (squareSize << node->mLevel),
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minPoint.y + (squareSize << node->mLevel),
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fixedToFloat(sq->maxHeight));
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// test the square against the current level
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if(clipFlags)
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{
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clipFlags = testSquare(minPoint, maxPoint, clipFlags, floatSquareSize, clipPlanes);
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if(clipFlags == U16(-1))
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{
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stackSize--;
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continue;
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}
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}
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// shadowed?
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if(node->mLevel == 0)
|
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{
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marked = true;
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shadowList.push_back(pos.x + (pos.y << TerrainBlock::BlockShift));
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stackSize--;
|
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continue;
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}
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// setup the next level of squares
|
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U8 nextLevel = node->mLevel - 1;
|
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S32 squareHalfSize = 1 << nextLevel;
|
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for(U32 i = 0; i < 4; i++)
|
||||
{
|
||||
node[i].mLevel = nextLevel;
|
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node[i].mClipFlags = clipFlags;
|
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}
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node[3].mPos = pos;
|
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node[2].mPos.set(pos.x + squareHalfSize, pos.y);
|
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node[1].mPos.set(pos.x, pos.y + squareHalfSize);
|
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node[0].mPos.set(pos.x + squareHalfSize, pos.y + squareHalfSize);
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stackSize += 3;
|
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}
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return marked;
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*/
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}
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||||
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void blTerrainProxy::lightVector(LightInfo * light)
|
||||
{
|
||||
// Grab our terrain object
|
||||
TerrainBlock* terrain = getObject();
|
||||
if (!terrain)
|
||||
return;
|
||||
|
||||
// Get the direction to the light (the inverse of the direction
|
||||
// the light is pointing)
|
||||
Point3F lightDir = -light->getDirection();
|
||||
lightDir.normalize();
|
||||
|
||||
// Get the ratio between the light map pixel and world space (used below)
|
||||
F32 lmTerrRatio = (F32)mTerrainBlockSize / (F32) mLightMapSize;
|
||||
lmTerrRatio *= terrain->getSquareSize();
|
||||
|
||||
// Get the terrain position
|
||||
Point3F terrPos( terrain->getTransform().getPosition() );
|
||||
|
||||
U32 i = 0;
|
||||
for (U32 y = 0; y < mLightMapSize; y++)
|
||||
{
|
||||
for (U32 x = 0; x < mLightMapSize; x++)
|
||||
{
|
||||
// Get the relative pixel position and scale it
|
||||
// by the ratio between lightmap and world space
|
||||
Point2F pixelPos(x, y);
|
||||
pixelPos *= lmTerrRatio;
|
||||
|
||||
// Start with a default normal of straight up
|
||||
Point3F normal(0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Try to get the actual normal from the terrain.
|
||||
// Note: this won't change the default normal if
|
||||
// it can't find a normal.
|
||||
terrain->getNormal(pixelPos, &normal);
|
||||
|
||||
// The terrain lightmap only contains shadows.
|
||||
F32 shadowed = 0.0f;
|
||||
|
||||
// Get the height at the lightmap pixel's position
|
||||
F32 height = 0.0f;
|
||||
terrain->getHeight(pixelPos, &height);
|
||||
|
||||
// Calculate the 3D position of the pixel
|
||||
Point3F pixelPos3F(pixelPos.x, pixelPos.y, height);
|
||||
|
||||
// Translate that position by the terrain's transform
|
||||
terrain->getTransform().mulP(pixelPos3F);
|
||||
|
||||
// Offset slighting along the normal so that we don't
|
||||
// raycast into ourself
|
||||
pixelPos3F += (normal * 0.1f);
|
||||
|
||||
// Calculate the light's position.
|
||||
// If it is a vector light like the sun (no position
|
||||
// just direction) then translate along that direction
|
||||
// a reasonable distance to get a point sufficiently
|
||||
// far away
|
||||
Point3F lightPos = light->getPosition();
|
||||
if(light->getType() == LightInfo::Vector)
|
||||
{
|
||||
lightPos = 1000.f * lightDir;
|
||||
lightPos = pixelPos3F + lightPos;
|
||||
}
|
||||
|
||||
// Cast a ray from the world space position of the lightmap pixel to the light source.
|
||||
// If we hit something then we are in shadow. This allows us to be shadowed by anything
|
||||
// that supports a castRay operation.
|
||||
RayInfo info;
|
||||
if(terrain->getContainer()->castRay(pixelPos3F, lightPos, STATIC_COLLISION_TYPEMASK, &info))
|
||||
{
|
||||
// Shadow the pixel.
|
||||
shadowed = 1.0f;
|
||||
}
|
||||
|
||||
// Set the final lightmap color.
|
||||
mLightmap[i++] += ColorF::WHITE * mClampF( 1.0f - shadowed, 0.0f, 1.0f );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
U32 blTerrainProxy::getResourceCRC()
|
||||
{
|
||||
TerrainBlock * terrain = getObject();
|
||||
if(!terrain)
|
||||
return(0);
|
||||
return(terrain->getCRC());
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
bool blTerrainProxy::setPersistInfo(PersistInfo::PersistChunk * info)
|
||||
{
|
||||
if(!Parent::setPersistInfo(info))
|
||||
return(false);
|
||||
|
||||
blTerrainChunk * chunk = dynamic_cast<blTerrainChunk*>(info);
|
||||
AssertFatal(chunk, "blTerrainProxy::setPersistInfo: invalid info chunk!");
|
||||
|
||||
TerrainBlock * terrain = getObject();
|
||||
if(!terrain || !terrain->getLightMap())
|
||||
return(false);
|
||||
|
||||
terrain->setLightMap( new GBitmap( *chunk->mLightmap) );
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool blTerrainProxy::getPersistInfo(PersistInfo::PersistChunk * info)
|
||||
{
|
||||
if(!Parent::getPersistInfo(info))
|
||||
return(false);
|
||||
|
||||
blTerrainChunk * chunk = dynamic_cast<blTerrainChunk*>(info);
|
||||
AssertFatal(chunk, "blTerrainProxy::getPersistInfo: invalid info chunk!");
|
||||
|
||||
TerrainBlock * terrain = getObject();
|
||||
if(!terrain || !terrain->getLightMap())
|
||||
return(false);
|
||||
|
||||
if(chunk->mLightmap) delete chunk->mLightmap;
|
||||
|
||||
chunk->mLightmap = new GBitmap(*terrain->getLightMap());
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool blTerrainProxy::supportsShadowVolume()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void blTerrainProxy::getClipPlanes(Vector<PlaneF>& planes)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void blTerrainProxy::addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void blTerrainSystem::init()
|
||||
{
|
||||
}
|
||||
|
||||
U32 blTerrainSystem::addObjectType()
|
||||
{
|
||||
return TerrainObjectType;
|
||||
}
|
||||
|
||||
SceneLighting::ObjectProxy* blTerrainSystem::createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects)
|
||||
{
|
||||
if ((obj->getTypeMask() & TerrainObjectType) != 0)
|
||||
return new blTerrainProxy(obj);
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
PersistInfo::PersistChunk* blTerrainSystem::createPersistChunk(const U32 chunkType)
|
||||
{
|
||||
if (chunkType == PersistInfo::PersistChunk::TerrainChunkType)
|
||||
return new blTerrainChunk();
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
bool blTerrainSystem::createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret)
|
||||
{
|
||||
if (dynamic_cast<blTerrainProxy*>(objproxy) != NULL)
|
||||
{
|
||||
*ret = new blTerrainChunk();
|
||||
return true;
|
||||
} else {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Given a ray, this will return the color from the lightmap of this object, return true if handled
|
||||
bool blTerrainSystem::getColorFromRayInfo(const RayInfo & collision, ColorF& result) const
|
||||
{
|
||||
TerrainBlock *terrain = dynamic_cast<TerrainBlock *>(collision.object);
|
||||
if (!terrain)
|
||||
return false;
|
||||
|
||||
Point2F uv;
|
||||
F32 terrainlength = (F32)terrain->getBlockSize();
|
||||
Point3F pos = terrain->getPosition();
|
||||
uv.x = (collision.point.x - pos.x) / terrainlength;
|
||||
uv.y = (collision.point.y - pos.y) / terrainlength;
|
||||
|
||||
// similar to x = x & width...
|
||||
uv.x = uv.x - F32(U32(uv.x));
|
||||
uv.y = uv.y - F32(U32(uv.y));
|
||||
const GBitmap* lightmap = terrain->getLightMap();
|
||||
if (!lightmap)
|
||||
return false;
|
||||
|
||||
result = lightmap->sampleTexel(uv.x, uv.y);
|
||||
// terrain lighting is dim - look into this (same thing done in shaders)...
|
||||
result *= 2.0f;
|
||||
return true;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue