Torque3D/Engine/source/lighting/common/blobShadow.cpp
LuisAntonRebollo 33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.

GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.

GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00

353 lines
11 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/common/blobShadow.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/gBitmap.h"
#include "math/mathUtils.h"
#include "lighting/lightInfo.h"
#include "lighting/lightingInterfaces.h"
#include "T3D/shapeBase.h"
#include "scene/sceneManager.h"
#include "lighting/lightManager.h"
#include "ts/tsMesh.h"
DepthSortList BlobShadow::smDepthSortList;
GFXTexHandle BlobShadow::smGenericShadowTexture = NULL;
S32 BlobShadow::smGenericShadowDim = 32;
U32 BlobShadow::smShadowMask = TerrainObjectType;
F32 BlobShadow::smGenericRadiusSkew = 0.4f; // shrink radius of shape when it always uses generic shadow...
Box3F gBlobShadowBox;
SphereF gBlobShadowSphere;
Point3F gBlobShadowPoly[4];
//--------------------------------------------------------------
BlobShadow::BlobShadow(SceneObject* parentObject, LightInfo* light, TSShapeInstance* shapeInstance)
{
mParentObject = parentObject;
mShapeBase = dynamic_cast<ShapeBase*>(parentObject);
mParentLight = light;
mShapeInstance = shapeInstance;
mRadius = 0.0f;
mLastRenderTime = 0;
mDepthBias = -0.0002f;
generateGenericShadowBitmap(smGenericShadowDim);
setupStateBlocks();
}
void BlobShadow::setupStateBlocks()
{
GFXStateBlockDesc sh;
sh.cullDefined = true;
sh.cullMode = GFXCullNone;
sh.zDefined = true;
sh.zEnable = true;
sh.zWriteEnable = false;
sh.zBias = mDepthBias;
sh.blendDefined = true;
sh.blendEnable = true;
sh.blendSrc = GFXBlendSrcAlpha;
sh.blendDest = GFXBlendInvSrcAlpha;
sh.alphaDefined = true;
sh.alphaTestEnable = true;
sh.alphaTestFunc = GFXCmpGreater;
sh.alphaTestRef = 0;
sh.samplersDefined = true;
sh.samplers[0] = GFXSamplerStateDesc::getClampLinear();
mShadowSB = GFX->createStateBlock(sh);
}
BlobShadow::~BlobShadow()
{
mShadowBuffer = NULL;
}
bool BlobShadow::shouldRender(F32 camDist)
{
Point3F lightDir;
if (mShapeBase && mShapeBase->getFadeVal() < TSMesh::VISIBILITY_EPSILON)
return false;
F32 shadowLen = 10.0f * mShapeInstance->getShape()->radius;
Point3F pos = mShapeInstance->getShape()->center;
// this is a bit of a hack...move generic shadows towards feet/base of shape
pos *= 0.5f;
pos.convolve(mParentObject->getScale());
mParentObject->getRenderTransform().mulP(pos);
if(mParentLight->getType() == LightInfo::Vector)
{
lightDir = mParentLight->getDirection();
}
else
{
lightDir = pos - mParentLight->getPosition();
lightDir.normalize();
}
// pos is where shadow will be centered (in world space)
setRadius(mShapeInstance, mParentObject->getScale());
bool render = prepare(pos, lightDir, shadowLen);
return render;
}
void BlobShadow::generateGenericShadowBitmap(S32 dim)
{
if(smGenericShadowTexture)
return;
GBitmap * bitmap = new GBitmap(dim,dim,false,GFXFormatR8G8B8A8);
U8 * bits = bitmap->getWritableBits();
dMemset(bits, 0, dim*dim*4);
S32 center = dim >> 1;
F32 invRadiusSq = 1.0f / (F32)(center*center);
F32 tmpF;
for (S32 i=0; i<dim; i++)
{
for (S32 j=0; j<dim; j++)
{
tmpF = (F32)((i-center)*(i-center)+(j-center)*(j-center)) * invRadiusSq;
U8 val = tmpF>0.99f ? 0 : (U8)(180.0f*(1.0f-tmpF)); // 180 out of 255 max
bits[(i*dim*4)+(j*4)+3] = val;
}
}
smGenericShadowTexture.set( bitmap, &GFXDefaultStaticDiffuseProfile, true, "BlobShadow" );
}
//--------------------------------------------------------------
void BlobShadow::setLightMatrices(const Point3F & lightDir, const Point3F & pos)
{
AssertFatal(mDot(lightDir,lightDir)>0.0001f,"BlobShadow::setLightDir: light direction must be a non-zero vector.");
// construct light matrix
Point3F x,z;
if (mFabs(lightDir.z)>0.001f)
{
// mCross(Point3F(1,0,0),lightDir,&z);
z.x = 0.0f;
z.y = lightDir.z;
z.z = -lightDir.y;
z.normalize();
mCross(lightDir,z,&x);
}
else
{
mCross(lightDir,Point3F(0,0,1),&x);
x.normalize();
mCross(x,lightDir,&z);
}
mLightToWorld.identity();
mLightToWorld.setColumn(0,x);
mLightToWorld.setColumn(1,lightDir);
mLightToWorld.setColumn(2,z);
mLightToWorld.setColumn(3,pos);
mWorldToLight = mLightToWorld;
mWorldToLight.inverse();
}
void BlobShadow::setRadius(F32 radius)
{
mRadius = radius;
}
void BlobShadow::setRadius(TSShapeInstance * shapeInstance, const Point3F & scale)
{
const Box3F & bounds = shapeInstance->getShape()->bounds;
F32 dx = 0.5f * (bounds.maxExtents.x-bounds.minExtents.x) * scale.x;
F32 dy = 0.5f * (bounds.maxExtents.y-bounds.minExtents.y) * scale.y;
F32 dz = 0.5f * (bounds.maxExtents.z-bounds.minExtents.z) * scale.z;
mRadius = mSqrt(dx*dx+dy*dy+dz*dz);
}
//--------------------------------------------------------------
bool BlobShadow::prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen)
{
if (mPartition.empty())
{
// --------------------------------------
// 1.
F32 dirMult = (1.0f) * (1.0f);
if (dirMult < 0.99f)
{
lightDir.z *= dirMult;
lightDir.z -= 1.0f - dirMult;
}
lightDir.normalize();
shadowLen *= (1.0f) * (1.0f);
// --------------------------------------
// 2. get polys
F32 radius = mRadius;
radius *= smGenericRadiusSkew;
buildPartition(pos,lightDir,radius,shadowLen);
}
if (mPartition.empty())
// no need to draw shadow if nothing to cast it onto
return false;
return true;
}
//--------------------------------------------------------------
void BlobShadow::buildPartition(const Point3F & p, const Point3F & lightDir, F32 radius, F32 shadowLen)
{
setLightMatrices(lightDir,p);
Point3F extent(2.0f*radius,shadowLen,2.0f*radius);
smDepthSortList.clear();
smDepthSortList.set(mWorldToLight,extent);
smDepthSortList.setInterestNormal(lightDir);
if (shadowLen<1.0f)
// no point in even this short of a shadow...
shadowLen = 1.0f;
mInvShadowDistance = 1.0f / shadowLen;
// build world space box and sphere around shadow
Point3F x,y,z;
mLightToWorld.getColumn(0,&x);
mLightToWorld.getColumn(1,&y);
mLightToWorld.getColumn(2,&z);
x *= radius;
y *= shadowLen;
z *= radius;
gBlobShadowBox.maxExtents.set(mFabs(x.x)+mFabs(y.x)+mFabs(z.x),
mFabs(x.y)+mFabs(y.y)+mFabs(z.y),
mFabs(x.z)+mFabs(y.z)+mFabs(z.z));
y *= 0.5f;
gBlobShadowSphere.radius = gBlobShadowBox.maxExtents.len();
gBlobShadowSphere.center = p + y;
gBlobShadowBox.minExtents = y + p - gBlobShadowBox.maxExtents;
gBlobShadowBox.maxExtents += y + p;
// get polys
gClientContainer.findObjects(STATIC_COLLISION_TYPEMASK, BlobShadow::collisionCallback, this);
// setup partition list
gBlobShadowPoly[0].set(-radius,0,-radius);
gBlobShadowPoly[1].set(-radius,0, radius);
gBlobShadowPoly[2].set( radius,0, radius);
gBlobShadowPoly[3].set( radius,0,-radius);
mPartition.clear();
mPartitionVerts.clear();
smDepthSortList.depthPartition(gBlobShadowPoly,4,mPartition,mPartitionVerts);
if(mPartitionVerts.empty())
return;
// Find the rough distance of the shadow verts
// from the object position and use that to scale
// the visibleAlpha so that the shadow fades out
// the further away from you it gets
F32 dist = 0.0f;
// Calculate the center of the partition verts
Point3F shadowCenter(0.0f, 0.0f, 0.0f);
for (U32 i = 0; i < mPartitionVerts.size(); i++)
shadowCenter += mPartitionVerts[i];
shadowCenter /= mPartitionVerts.size();
mLightToWorld.mulP(shadowCenter);
dist = (p - shadowCenter).len();
// now set up tverts & colors
mShadowBuffer.set(GFX, mPartitionVerts.size(), GFXBufferTypeVolatile);
mShadowBuffer.lock();
F32 visibleAlpha = 255.0f;
if (mShapeBase && mShapeBase->getFadeVal())
visibleAlpha = mClampF(255.0f * mShapeBase->getFadeVal(), 0, 255);
visibleAlpha *= 1.0f - (dist / gBlobShadowSphere.radius);
F32 invRadius = 1.0f / radius;
for (S32 i=0; i<mPartitionVerts.size(); i++)
{
Point3F vert = mPartitionVerts[i];
mShadowBuffer[i].point.set(vert);
mShadowBuffer[i].color.set(255, 255, 255, visibleAlpha);
mShadowBuffer[i].texCoord.set(0.5f + 0.5f * mPartitionVerts[i].x * invRadius, 0.5f + 0.5f * mPartitionVerts[i].z * invRadius);
};
mShadowBuffer.unlock();
}
//--------------------------------------------------------------
void BlobShadow::collisionCallback(SceneObject * obj, void* thisPtr)
{
if (obj->getWorldBox().isOverlapped(gBlobShadowBox))
{
// only interiors clip...
ClippedPolyList::allowClipping = (obj->getTypeMask() & LIGHTMGR->getSceneLightingInterface()->mClippingMask) != 0;
obj->buildPolyList(PLC_Collision,&smDepthSortList,gBlobShadowBox,gBlobShadowSphere);
ClippedPolyList::allowClipping = true;
}
}
//--------------------------------------------------------------
void BlobShadow::render( F32 camDist, const TSRenderState &rdata )
{
mLastRenderTime = Platform::getRealMilliseconds();
GFX->pushWorldMatrix();
MatrixF world = GFX->getWorldMatrix();
world.mul(mLightToWorld);
GFX->setWorldMatrix(world);
GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
GFX->setStateBlock(mShadowSB);
GFX->setTexture(0, smGenericShadowTexture);
GFX->setVertexBuffer(mShadowBuffer);
for(U32 p=0; p<mPartition.size(); p++)
GFX->drawPrimitive(GFXTriangleFan, mPartition[p].vertexStart, (mPartition[p].vertexCount - 2));
// This is a bad nasty hack which forces the shadow to reconstruct itself every frame.
mPartition.clear();
GFX->popWorldMatrix();
}
void BlobShadow::deleteGenericShadowBitmap()
{
smGenericShadowTexture = NULL;
}