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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/dazzle.cpp $*
- * *
- * Original Author:: Jani Penttinen *
- * *
- * $Author:: Kenny Mitchell *
- * *
- * $Modtime:: 06/26/02 4:04p $*
- * *
- * $Revision:: 32 $*
- * *
- * 06/26/02 KM Matrix name change to avoid MAX conflicts *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dazzle.h"
- #include "simplevec.h"
- #include "vector2.h"
- #include "camera.h"
- #include "ww3d.h"
- #include "wwstring.h"
- #include "wwdebug.h"
- #include "assetmgr.h"
- #include "vector3i.h"
- #include "quat.h"
- #include "ini.h"
- #include "point.h"
- #include "rinfo.h"
- #include "vertmaterial.h"
- #include "chunkio.h"
- #include "wwfile.h"
- #include "inisup.h"
- #include "persistfactory.h"
- #include "ww3dids.h"
- #include "dx8wrapper.h"
- #include "dx8vertexbuffer.h"
- #include "dx8indexbuffer.h"
- #include "sortingrenderer.h"
- #include "texture.h"
- #include "scene.h"
- #include "wwprofile.h"
- #include "visrasterizer.h"
- #include <cstdio>
- #include <limits.h>
- #include <wwprofile.h>
- // All dazzle types appear under Dazzles_List in the dazzle.ini file.
- const char* DAZZLE_LIST_STRING="Dazzles_List";
- // After the dot product between the camera direction and the camera space location of the light source,
- // we do a power to Halopow for the halo size and power to DazzlePow for the dazzle size. Halo/DazzleArea
- // defines the angle where the values are valid, so any angle beyond HaloArea/DazzleArea results the halo or
- // dazzle being scaled to zero. The angles are re-scaled from normalized angle scale of (-1.0...1.0)
- // only HaloArea/DazzleArea defined part is used.
- const char* DAZZLE_INTENSITY_POW_STRING = "DazzleIntensityPow";
- const char* DAZZLE_SIZE_POW_STRING = "DazzleSizePow";
- const char* DAZZLE_AREA_STRING = "DazzleArea"; // Something like 0.05 is a good starting point for a dazzle...
- const char* HALO_INTENSITY_POW = "HaloIntensityPow";
- // Halo and dazzle are scaled by these values
- const char* HALO_SCALE_X_STRING = "HaloScaleX";
- const char* HALO_SCALE_Y_STRING = "HaloScaleY";
- const char* DAZZLE_SCALE_X_STRING = "DazzleScaleX";
- const char* DAZZLE_SCALE_Y_STRING = "DazzleScaleY";
- // Dazzle and halo intensity control the base intensities.
- const char* HALO_INTENSITY_STRING = "HaloIntensity";
- const char* DAZZLE_INTENSITY_STRING = "DazzleIntensity";
- // Direction area defines the maximum difference between the light direction and the eyespace location,
- // so the dazzle can only be seen if the camera is inside the light cone. Value 0.0 means dazzle is not
- // directional, it can be seen from any direction. Halo is not affected. Dazzle direction defines the light
- // direction vector.
- const char* DAZZLE_DIRECTION_AREA_STRING = "DazzleDirectionArea"; // Something like 0.5 might be a good test value
- const char* DAZZLE_DIRECTION_STRING = "DazzleDirection";
- // Dazzle and halo start to afde out after FadeoutStart meters and are completely gone by FadeoutEnd meters.
- const char* FADEOUT_START_STRING = "FadeoutStart";
- const char* FADEOUT_END_STRING = "FadeoutEnd";
- // To be done: This parameter needs to be redefined.
- const char* SIZE_OPTIMIZATION_LIMIT_STRING = "SizeOptimizationLimit";
- // The weight of history for the intensities. The history weight is per millisecond, so if you want to have
- // any real history, values higher than 0.95 are recommended (don't use value of 1.0 or anything higher!)
- const char* HISTORY_WEIGHT_STRING = "HistoryWeight";
- // Textures to be used.
- const char* DAZZLE_TEXTURE_STRING = "DazzleTextureName";
- const char* HALO_TEXTURE_STRING = "HaloTextureName";
- // If false, camera matrix's translation term isn't used. If translation isn't used the dazzle is treated as
- // always visible, scene graph visibility is not used.
- const char* USE_CAMERA_TRANSLATION = "UseCameraTranslation";
- // Halo and dazzle colors, RGB, (1.0, 1.0, 1.0) is white and (0.0, 0.0, 0.0) is black
- const char* HALO_COLOR_STRING = "HaloColor";
- const char* DAZZLE_COLOR_STRING = "DazzleColor";
- // Dazzle test color could be white in many cases but if the level has a lot of white then another color can be defined.
- const char* DAZZLE_TEST_COLOR_STRING = "DazzleTestColor";
- // Dazzles can blink on and off. The blink period defines the time for one cycle, the blink "on time" defines
- // the amount of time within that period that the dazzle is "on"
- const char* BLINK_PERIOD_STRING = "BlinkPeriod";
- const char* BLINK_ON_TIME_STRING = "BlinkOnTime";
- // Dazzle can use a lensflare by defining a name of lensflare in the ini
- const char* DAZZLE_LENSFLARE_STRING = "LensflareName";
- // Lensflare definitions
- const char* LENSFLARE_LIST_STRING = "Lensflares_List";
- // Texture to be used by the lensflare
- const char* LENSFLARE_TEXTURE_STRING = "TextureName";
- // The number of flare sprites in lensflare. The FlareLocation, FlareSize and FlareColor paremeters are procedural, the
- // names are produced based on this parameter. If FlareCount is 3, there exists FlareLocation1, FlareLocation2 and
- // FlareLocation3... And so on.
- const char* FLARE_COUNT_STRING = "FlareCount";
- // 1D-locations of the flares. 0.0 means the location of the center of the screen and 1.0 means the location of the
- // lightsource. The values can be smaller than zero and larger than 1.0.
- const char* FLARE_LOCATION_STRING = "FlareLocation";
- // Normalized flare sizes
- const char* FLARE_SIZE_STRING = "FlareSize";
- // Colors for each flare sprite
- const char* FLARE_COLOR_STRING = "FlareColor";
- // Uv coordinates (as there can be only one texture used, but one may want multiple images). The values is a 4-float
- // vector: start_u, start_v, end_u, end_v.
- const char* FLARE_UV_STRING = "FlareUV";
- // Radius of dazzle used for raycast tests
- const char * RADIUS_STRING = "Radius";
- /*
- ; DAZZLE.INI example
- [Lensflares_List]
- 0=DEFAULT_LENSFLARE
- [Dazzles_List]
- 0=DEFAULT
- ;========================================== LENSFLARE DEFINITIONS =================
- [DEFAULT_LENSFLARE]
- TextureName=dazzle_secondary.jpg
- FlareCount=5
- FlareLocation1=0.1
- FlareLocation2=0.5
- FlareLocation3=1.1
- FlareLocation4=1.5
- FlareLocation5=-0.4
- FlareSize1=0.1
- FlareSize2=0.05
- FlareSize3=0.08
- FlareSize4=0.15
- FlareSize5=0.10
- FlareColor1=1.0,0.5,0.5
- FlareColor2=0.5,1.0,0.5
- FlareColor3=0.5,0.5,1.0
- FlareColor4=0.5,0.5,1.0
- FlareColor5=0.5,0.5,1.0
- ;========================================== DAZZLE DEFINITIONS ====================
- [DEFAULT]
- HaloIntensity=1.0
- HaloIntensityPow=0.95
- HaloSizePow=0.95
- HaloArea=1.0
- HaloScaleX=0.2
- HaloScaleY=0.2
- DazzleArea=0.05
- DazzleDirectionArea=0
- DazzleDirection=0,1,1
- DazzleSizePow=0.9
- DazzleIntensityPow=0.9
- DazzleIntensity=50
- DazzleScaleX=1.0
- DazzleScaleY=1.0
- FadeoutStart=30.0
- FadeoutEnd=40.0
- SizeOptimizationLimit=0.05
- HistoryWeight=0.975
- UseCameraTranslation=1
- DazzleTextureName=dazzle_primary.jpg
- HaloTextureName=dazzle_secondary.jpg
- DazzleColor=1,1,1
- HaloColor=0,0,1
- DazzleTestColor=1,1,1
- LensflareName=DEFAULT_LENSFLARE
- */
- // Global instance of a dazzle loader
- DazzleLoaderClass _DazzleLoader;
- static SimpleVecClass<DazzleRenderObjClass*> temp_ptrs;
- static DazzleTypeClass** types;
- static unsigned type_count;
- // Current dazzle layer - must be set before rendering
- static DazzleLayerClass * current_dazzle_layer = NULL;
- static LensflareTypeClass** lensflares;
- static unsigned lensflare_count;
- static ShaderClass default_dazzle_shader;
- static ShaderClass default_halo_shader;
- static ShaderClass vis_shader;
- static ShaderClass debug_shader;
- // static instance of a default dazzle visibility handler
- static DazzleVisibilityClass _DefaultVisibilityHandler;
- static const DazzleVisibilityClass * _VisibilityHandler = &_DefaultVisibilityHandler;
- bool DazzleRenderObjClass::_dazzle_rendering_enabled = true;
- static void Init_Shaders()
- {
- default_dazzle_shader.Set_Cull_Mode( ShaderClass::CULL_MODE_DISABLE );
- default_dazzle_shader.Set_Depth_Mask( ShaderClass::DEPTH_WRITE_DISABLE );
- default_dazzle_shader.Set_Depth_Compare( ShaderClass::PASS_ALWAYS );
- default_dazzle_shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ONE );
- default_dazzle_shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE );
- default_dazzle_shader.Set_Fog_Func( ShaderClass::FOG_DISABLE );
- default_dazzle_shader.Set_Primary_Gradient( ShaderClass::GRADIENT_MODULATE );
- default_dazzle_shader.Set_Texturing( ShaderClass::TEXTURING_ENABLE );
- default_halo_shader.Set_Cull_Mode( ShaderClass::CULL_MODE_DISABLE );
- default_halo_shader.Set_Depth_Mask( ShaderClass::DEPTH_WRITE_DISABLE );
- default_halo_shader.Set_Depth_Compare( ShaderClass::PASS_LEQUAL );
- default_halo_shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ONE );
- default_halo_shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE );
- default_halo_shader.Set_Fog_Func( ShaderClass::FOG_DISABLE );
- default_halo_shader.Set_Primary_Gradient( ShaderClass::GRADIENT_MODULATE );
- default_halo_shader.Set_Texturing( ShaderClass::TEXTURING_ENABLE );
- vis_shader.Set_Cull_Mode( ShaderClass::CULL_MODE_DISABLE );
- vis_shader.Set_Depth_Mask( ShaderClass::DEPTH_WRITE_DISABLE );
- vis_shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_ZERO );
- vis_shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE );
- vis_shader.Set_Fog_Func( ShaderClass::FOG_DISABLE );
- vis_shader.Set_Primary_Gradient( ShaderClass::GRADIENT_MODULATE );
- vis_shader.Set_Texturing( ShaderClass::TEXTURING_DISABLE );
- debug_shader.Set_Cull_Mode( ShaderClass::CULL_MODE_DISABLE );
- debug_shader.Set_Depth_Mask( ShaderClass::DEPTH_WRITE_DISABLE );
- debug_shader.Set_Dst_Blend_Func( ShaderClass::DSTBLEND_SRC_ALPHA );
- debug_shader.Set_Src_Blend_Func( ShaderClass::SRCBLEND_ONE );
- debug_shader.Set_Fog_Func( ShaderClass::FOG_DISABLE );
- debug_shader.Set_Primary_Gradient( ShaderClass::GRADIENT_MODULATE );
- debug_shader.Set_Texturing( ShaderClass::TEXTURING_DISABLE );
- }
- /*
- ** Derived INI to support Vector4
- */
- class DazzleINIClass : public INIClass {
- public:
- DazzleINIClass(FileClass & file) : INIClass(file) {}
- const Vector2 Get_Vector2(char const *section, char const *entry, const Vector2 & defvalue = Vector2(0,0) );
- const Vector3 Get_Vector3(char const *section, char const *entry, const Vector3 & defvalue = Vector3(0,0,0) );
- const Vector4 Get_Vector4(char const *section, char const *entry, const Vector4 & defvalue = Vector4(0,0,0,0) ) const;
- };
- const Vector2 DazzleINIClass::Get_Vector2(char const *section, char const *entry, const Vector2 & defvalue)
- {
- if (section != NULL && entry != NULL) {
- INIEntry * entryptr = Find_Entry(section, entry);
- if (entryptr && entryptr->Value != NULL) {
- Vector2 ret;
- if ( sscanf( entryptr->Value, "%f,%f", &ret[0], &ret[1], &ret[2] ) == 2 ) {
- return ret;
- }
- }
- }
- return defvalue;
- }
- const Vector3 DazzleINIClass::Get_Vector3(char const *section, char const * entry, const Vector3 & defvalue )
- {
- if (section != NULL && entry != NULL) {
- INIEntry * entryptr = Find_Entry(section, entry);
- if (entryptr && entryptr->Value != NULL) {
- Vector3 ret;
- if ( sscanf( entryptr->Value, "%f,%f,%f", &ret[0], &ret[1], &ret[2] ) == 3 ) {
- return ret;
- }
- }
- }
- return defvalue;
- }
- const Vector4 DazzleINIClass::Get_Vector4(char const *section, char const *entry, const Vector4 & defvalue) const
- {
- if (section != NULL && entry != NULL) {
- INIEntry * entryptr = Find_Entry(section, entry);
- if (entryptr && entryptr->Value != NULL) {
- Vector4 ret;
- if ( sscanf( entryptr->Value, "%f,%f,%f,%f", &ret[0], &ret[1], &ret[2], &ret[3] ) == 4 ) {
- return ret;
- }
- }
- }
- return defvalue;
- }
- // ----------------------------------------------------------------------------
- LensflareTypeClass::LensflareTypeClass(const LensflareInitClass& is)
- :
- lic(is),
- texture(NULL)
- {
- }
- LensflareTypeClass::~LensflareTypeClass()
- {
- REF_PTR_RELEASE(texture);
- }
- TextureClass* LensflareTypeClass::Get_Texture()
- {
- if (!texture) {
- texture = WW3DAssetManager::Get_Instance()->Get_Texture(lic.texture_name);
- SET_REF_OWNER(texture);
- }
- return texture;
- }
- void LensflareTypeClass::Generate_Vertex_Buffers(
- VertexFormatXYZNDUV2* vertex,
- int& vertex_count,
- float screen_x_scale,
- float screen_y_scale,
- float dazzle_intensity,
- const Vector4& transformed_location)
- {
- // Lensflares are placed on a line 2D that goes through the lightsource and the center of the screen
- // float scale=sqrt(transformed_location[0]*transformed_location[0]+transformed_location[1]*transformed_location[1]);
- float z=transformed_location[2];
- float distance_multiplier=sqrt(transformed_location[0]*transformed_location[0]+transformed_location[1]*transformed_location[1])+1.0f;
- for (int a=0;a<lic.flare_count;++a) {
- float x=lic.flare_locations[a]*transformed_location[0];
- float y=lic.flare_locations[a]*transformed_location[1];
- float size=lic.flare_sizes[a]*distance_multiplier;
- float ix=size*screen_x_scale;
- float iy=size*screen_y_scale;
- Vector3 col=lic.flare_colors[a]*dazzle_intensity;
- if (col[0]>1.0f) col[0]=1.0f;
- if (col[1]>1.0f) col[1]=1.0f;
- if (col[2]>1.0f) col[2]=1.0f;
- unsigned color=DX8Wrapper::Convert_Color(col,1.0f);
- vertex->x=x+ix;
- vertex->y=y-iy;
- vertex->z=z;
- vertex->u1=lic.flare_uv[a][0];
- vertex->v1=lic.flare_uv[a][1];
- vertex->diffuse=color;
- vertex++;
- vertex->x=x+ix;
- vertex->y=y+iy;
- vertex->z=z;
- vertex->u1=lic.flare_uv[a][2];
- vertex->v1=lic.flare_uv[a][1];
- vertex->diffuse=color;
- vertex++;
- vertex->x=x-ix;
- vertex->y=y+iy;
- vertex->z=z;
- vertex->u1=lic.flare_uv[a][2];
- vertex->v1=lic.flare_uv[a][3];
- vertex->diffuse=color;
- vertex++;
- vertex->x=x-ix;
- vertex->y=y-iy;
- vertex->z=z;
- vertex->u1=lic.flare_uv[a][0];
- vertex->v1=lic.flare_uv[a][3];
- vertex->diffuse=color;
- vertex++;
- vertex_count+=4;
- }
- }
- // ----------------------------------------------------------------------------
- DazzleTypeClass::DazzleTypeClass(const DazzleInitClass& is)
- :
- ic(is),
- dazzle_shader(default_dazzle_shader),
- halo_shader(default_halo_shader),
- primary_texture(NULL),
- secondary_texture(NULL),
- lensflare_id(DazzleRenderObjClass::Get_Lensflare_ID(is.lensflare_name)),
- radius(is.radius)
- {
- fadeout_end_sqr=ic.fadeout_end*ic.fadeout_end;
- fadeout_start_sqr=ic.fadeout_start*ic.fadeout_start;
- dazzle_test_color_integer=
- 0xff000000|
- (unsigned(255.0f*ic.dazzle_test_color[2])<<16)|
- (unsigned(255.0f*ic.dazzle_test_color[1])<<8)|
- (unsigned(255.0f*ic.dazzle_test_color[0]));
- dazzle_test_mask_integer=dazzle_test_color_integer&0xf8f8f8f8;
- }
- DazzleTypeClass::~DazzleTypeClass()
- {
- REF_PTR_RELEASE(primary_texture);
- REF_PTR_RELEASE(secondary_texture);
- }
- // ----------------------------------------------------------------------------
- void DazzleTypeClass::Set_Dazzle_Shader(const ShaderClass& s) // Set shader for the dazzle type
- {
- dazzle_shader=s;
- }
- // ----------------------------------------------------------------------------
- void DazzleTypeClass::Set_Halo_Shader(const ShaderClass& s) // Set shader for the dazzle type
- {
- halo_shader=s;
- }
- // ----------------------------------------------------------------------------
- TextureClass* DazzleTypeClass::Get_Dazzle_Texture()
- {
- if (!primary_texture) {
- primary_texture = WW3DAssetManager::Get_Instance()->Get_Texture(ic.primary_texture_name);
- if ( primary_texture ) {
- SET_REF_OWNER(primary_texture);
- }
- }
- return primary_texture;
- }
- // ----------------------------------------------------------------------------
- TextureClass* DazzleTypeClass::Get_Halo_Texture()
- {
- if (!secondary_texture) {
- secondary_texture = WW3DAssetManager::Get_Instance()->Get_Texture(ic.secondary_texture_name);
- if ( secondary_texture ) {
- SET_REF_OWNER(secondary_texture);
- }
- }
- return secondary_texture;
- }
- // ----------------------------------------------------------------------------
- void DazzleTypeClass::Calculate_Intensities(
- float& dazzle_intensity,
- float& dazzle_size,
- float& halo_intensity,
- const Vector3& camera_dir,
- const Vector3& dazzle_dir,
- const Vector3& dir_to_dazzle,
- float distance) const
- {
- float dot = -Vector3::Dot_Product(dir_to_dazzle,camera_dir);
- dazzle_intensity = dot;
- if (ic.use_camera_translation && distance>(fadeout_end_sqr)) {
- dazzle_intensity=0.0f;
- return;
- }
- dazzle_intensity-=1.0f-ic.dazzle_area;
- dazzle_intensity/=ic.dazzle_area;
- dazzle_intensity=WWMath::Clamp(dazzle_intensity);
- if (ic.dazzle_direction_area>0.0f) {
- float angle=-Vector3::Dot_Product(camera_dir,dazzle_dir);
- angle-=1.0f-ic.dazzle_direction_area;
- angle/=ic.dazzle_direction_area;
- angle=WWMath::Clamp(angle);
- dazzle_intensity*=angle;
- }
- if (dazzle_intensity>0.0f) {
- dazzle_size=pow(dazzle_intensity,ic.dazzle_size_pow);
- dazzle_intensity=pow(dazzle_intensity,ic.dazzle_intensity_pow);
- }
- else {
- dazzle_intensity=0.0f;
- }
- if (ic.halo_intensity_pow > WWMATH_EPSILON) {
- if (dot > 0.0f) {
- float scale = powf(dot, ic.halo_intensity_pow);
- halo_intensity *= scale;
- } else {
- halo_intensity = 0.0f;
- }
- }
- dazzle_intensity*=ic.dazzle_intensity;
- halo_intensity*=ic.halo_intensity;
- // Flare fadeout distance - fade it out...
- if (ic.use_camera_translation) {
- if (distance>(fadeout_start_sqr)) {
- distance=sqrt(distance);
- distance-=ic.fadeout_start;
- distance/=ic.fadeout_end-ic.fadeout_start;
- dazzle_intensity*=1.0f-distance; // Scale down intensity
- halo_intensity*=1.0f-distance; // Scale down intensity
- }
- }
- return;
- }
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::Init_From_INI(const INIClass* ini)
- {
- if (!ini) return;
- if (ini->Section_Count()==0) return;
- Init_Shaders();
- unsigned count=ini->Entry_Count( LENSFLARE_LIST_STRING );
- unsigned entry;
- for ( entry = 0; entry < count; entry++ ) {
- char section_name[80];
- ini->Get_String(
- LENSFLARE_LIST_STRING,
- ini->Get_Entry( LENSFLARE_LIST_STRING, entry),
- "",
- section_name,
- sizeof( section_name ));
- LensflareInitClass lic;
- ini->Get_String(lic.texture_name,section_name,LENSFLARE_TEXTURE_STRING);
- lic.flare_count=ini->Get_Int(section_name,FLARE_COUNT_STRING,0);
- if (lic.flare_count) {
- lic.flare_locations=W3DNEWARRAY float[lic.flare_count]; // Flare location is 1D
- lic.flare_sizes=W3DNEWARRAY float[lic.flare_count];
- lic.flare_colors=W3DNEWARRAY Vector3[lic.flare_count];
- lic.flare_uv=W3DNEWARRAY Vector4[lic.flare_count];
- }
- else {
- lic.flare_locations=NULL;
- lic.flare_sizes=NULL;
- lic.flare_colors=NULL;
- }
- for (int flare=0;flare<lic.flare_count;++flare) {
- // Flare location
- StringClass tmp_name(true);
- tmp_name.Format("%s%d",FLARE_LOCATION_STRING,flare+1);
- lic.flare_locations[flare]=ini->Get_Float(section_name,tmp_name,0.0f);
- // Flare size
- tmp_name.Format("%s%d",FLARE_SIZE_STRING,flare+1);
- lic.flare_sizes[flare]=ini->Get_Float(section_name,tmp_name,1.0f);
- // Flare color
- tmp_name.Format("%s%d",FLARE_COLOR_STRING,flare+1);
- TPoint3D<float> tp=ini->Get_Point(section_name,tmp_name,TPoint3D<float>(1.0f,1.0f,1.0f));
- lic.flare_colors[flare]=reinterpret_cast<const Vector3&>(tp);
- // Flare uv
- const DazzleINIClass* dini=reinterpret_cast<const DazzleINIClass*>(ini);
- tmp_name.Format("%s%d",FLARE_UV_STRING,flare+1);
- lic.flare_uv[flare]=dini->Get_Vector4(section_name,tmp_name,Vector4(0.0f,0.0f,1.0f,1.0f));
- }
- lic.type=entry;
- Init_Lensflare(lic);
- lensflares[entry]->name=section_name;
- }
- count=ini->Entry_Count( DAZZLE_LIST_STRING );
- for ( entry = 0; entry < count; entry++ ) {
- char section_name[80];
- ini->Get_String(
- DAZZLE_LIST_STRING,
- ini->Get_Entry( DAZZLE_LIST_STRING, entry),
- "",
- section_name,
- sizeof( section_name ));
- DazzleInitClass dic;
- ini->Get_String(dic.primary_texture_name,section_name,DAZZLE_TEXTURE_STRING);
- ini->Get_String(dic.secondary_texture_name,section_name,HALO_TEXTURE_STRING);
- dic.halo_intensity=ini->Get_Float(section_name,HALO_INTENSITY_STRING,0.95f);
- dic.halo_intensity_pow=ini->Get_Float(section_name,HALO_INTENSITY_POW, 0.0f);
- dic.halo_scale_x=ini->Get_Float(section_name,HALO_SCALE_X_STRING,2.0f);
- dic.halo_scale_y=ini->Get_Float(section_name,HALO_SCALE_Y_STRING,2.0f);
- dic.dazzle_area=ini->Get_Float(section_name,DAZZLE_AREA_STRING,0.05f);
- dic.dazzle_direction_area=ini->Get_Float(section_name,DAZZLE_DIRECTION_AREA_STRING,0.50f);
- dic.dazzle_intensity=ini->Get_Float(section_name,DAZZLE_INTENSITY_STRING,0.90f);
- dic.dazzle_intensity_pow=ini->Get_Float(section_name,DAZZLE_INTENSITY_POW_STRING,0.90f);
- dic.dazzle_size_pow=ini->Get_Float(section_name,DAZZLE_SIZE_POW_STRING,0.90f);
- dic.dazzle_scale_x=ini->Get_Float(section_name,DAZZLE_SCALE_X_STRING,100.0f);
- dic.dazzle_scale_y=ini->Get_Float(section_name,DAZZLE_SCALE_Y_STRING,25.0f);
- dic.fadeout_start=ini->Get_Float(section_name,FADEOUT_START_STRING,25.0f);
- dic.fadeout_end=ini->Get_Float(section_name,FADEOUT_END_STRING,50.0f);
- dic.size_optimization_limit=ini->Get_Float(section_name,SIZE_OPTIMIZATION_LIMIT_STRING,0.05f);
- dic.history_weight=ini->Get_Float(section_name,HISTORY_WEIGHT_STRING,0.5f);
- dic.use_camera_translation=!!ini->Get_Int(section_name,USE_CAMERA_TRANSLATION,1);
- ini->Get_String(dic.lensflare_name,section_name,DAZZLE_LENSFLARE_STRING);
- dic.type=entry;
- TPoint3D<float> tp=ini->Get_Point(section_name,DAZZLE_DIRECTION_STRING,TPoint3D<float>(0.0f,0.0f,0.0f));
- tp.Normalize();
- dic.dazzle_direction=reinterpret_cast<const Vector3&>(tp);
- tp=ini->Get_Point(section_name,DAZZLE_TEST_COLOR_STRING,TPoint3D<float>(1.0f,1.0f,1.0f));
- dic.dazzle_test_color=reinterpret_cast<const Vector3&>(tp);
- tp=ini->Get_Point(section_name,DAZZLE_COLOR_STRING,TPoint3D<float>(1.0f,1.0f,1.0f));
- dic.dazzle_color=reinterpret_cast<const Vector3&>(tp);
- tp=ini->Get_Point(section_name,HALO_COLOR_STRING,TPoint3D<float>(1.0f,1.0f,1.0f));
- dic.halo_color=reinterpret_cast<const Vector3&>(tp);
- dic.radius=ini->Get_Float(section_name,RADIUS_STRING,1.0f);
- dic.blink_period=ini->Get_Float(section_name,BLINK_PERIOD_STRING,0.0f);
- dic.blink_on_time=ini->Get_Float(section_name,BLINK_ON_TIME_STRING,0.0f);
- Init_Type(dic);
- types[entry]->name=section_name;
- }
- }
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::Init_Type(const DazzleInitClass& i)
- {
- Init_Shaders();
- if (i.type>=type_count) {
- unsigned new_count=i.type+1;
- DazzleTypeClass** new_types=W3DNEWARRAY DazzleTypeClass*[new_count];
- for (unsigned a=0;a<type_count;++a) {
- new_types[a]=types[a];
- }
- for (;a<new_count;++a) {
- new_types[a]=0;
- }
- delete[] types;
- types=new_types;
- type_count=new_count;
- }
- delete types[i.type];
- types[i.type]=W3DNEW DazzleTypeClass(i);
- }
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::Init_Lensflare(const LensflareInitClass& i)
- {
- Init_Shaders();
- if (i.type>=lensflare_count) {
- unsigned new_count=i.type+1;
- LensflareTypeClass** new_lensflares=W3DNEWARRAY LensflareTypeClass*[new_count];
- for (unsigned a=0;a<lensflare_count;++a) {
- new_lensflares[a]=lensflares[a];
- }
- for (;a<new_count;++a) {
- new_lensflares[a]=0;
- }
- delete[] lensflares;
- lensflares=new_lensflares;
- lensflare_count=new_count;
- }
- delete lensflares[i.type];
- lensflares[i.type]=W3DNEW LensflareTypeClass(i);
- }
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::Deinit()
- {
- // Deinit dazzle types
- if (types) {
- for (unsigned a=0;a<type_count;++a) {
- delete types[a];
- }
- delete[] types;
- }
- types=NULL;
- type_count=0;
- // Deinit lensflare types
- if (lensflares) {
- for (unsigned a=0;a<lensflare_count;++a) {
- delete lensflares[a];
- }
- delete[] lensflares;
- }
- lensflares=NULL;
- lensflare_count=0;
- }
- void DazzleRenderObjClass::Install_Dazzle_Visibility_Handler(const DazzleVisibilityClass * visibility_handler)
- {
- if (visibility_handler == NULL) {
- _VisibilityHandler = &_DefaultVisibilityHandler;
- } else {
- _VisibilityHandler = visibility_handler;
- }
- }
- // ----------------------------------------------------------------------------
- //
- // The parameter t defines the dazzle type. t has to be a valid type id in order
- // for the dazzle to work.
- //
- // ----------------------------------------------------------------------------
- DazzleRenderObjClass::DazzleRenderObjClass(unsigned t)
- :
- succ(NULL),
- type(t),
- current_dazzle_intensity(0.0f),
- current_dazzle_size(0.0f),
- dazzle_color(1.0f,1.0f,1.0f),
- halo_color(1.0f,1.0f,1.0f),
- lensflare_intensity(1.0f),
- on_list(false),
- visibility(0.0f),
- current_scale(1.0f)
- {
- if (types && types[t]) {
- radius = types[t]->radius;
- } else {
- radius = 0.0f;
- }
- creation_time = WW3D::Get_Sync_Time();
- }
- // ----------------------------------------------------------------------------
- //
- // Creating a dazzle with its type name is a bit slower (due to scanning) but
- // works equally to the creation with id.
- //
- // ----------------------------------------------------------------------------
- DazzleRenderObjClass::DazzleRenderObjClass(const char * type_name)
- :
- succ(NULL),
- type(Get_Type_ID(type_name)),
- current_dazzle_intensity(0.0f),
- current_dazzle_size(0.0f),
- dazzle_color(1.0f,1.0f,1.0f),
- halo_color(1.0f,1.0f,1.0f),
- lensflare_intensity(1.0f),
- on_list(false),
- visibility(0.0f),
- current_scale(1.0f)
- {
- int id = Get_Type_ID(type_name);
- if (types && types[id]) {
- radius = types[id]->radius;
- } else {
- radius = 0.0f;
- }
- creation_time = WW3D::Get_Sync_Time();
- }
- // ----------------------------------------------------------------------------
- //
- // Copy constructor creates an exact copy of the object, except for the visibility
- // information, which is initialised with default values.
- //
- // ----------------------------------------------------------------------------
- DazzleRenderObjClass::DazzleRenderObjClass(const DazzleRenderObjClass & src)
- :
- succ(NULL),
- type(src.type),
- current_dazzle_intensity(src.current_dazzle_intensity),
- current_dazzle_size(src.current_dazzle_size),
- current_dir(src.current_dir),
- dazzle_color(src.dazzle_color),
- halo_color(src.halo_color),
- lensflare_intensity(src.lensflare_intensity),
- on_list(false),
- visibility(src.visibility),
- radius(src.radius),
- current_scale(src.current_scale)
- {
- creation_time = WW3D::Get_Sync_Time();
- }
- DazzleRenderObjClass& DazzleRenderObjClass::operator = (const DazzleRenderObjClass & src)
- {
- type=src.type;
- current_dir=src.current_dir;
- current_dazzle_intensity=src.current_dazzle_intensity;
- current_dazzle_size=src.current_dazzle_size;
- dazzle_color=src.dazzle_color;
- halo_color=src.halo_color;
- lensflare_intensity=src.lensflare_intensity;
- visibility=src.visibility;
- radius=src.radius;
- creation_time = WW3D::Get_Sync_Time();
- current_scale = src.current_scale;
- return *this;
- }
- void DazzleRenderObjClass::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const
- {
- sphere.Center.Set(0,0,0);
- sphere.Radius = radius * current_scale;
- }
- void DazzleRenderObjClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
- {
- box.Center.Set(0,0,0);
- box.Extent.Set(radius,radius,radius);
- box.Extent *= current_scale;
- }
- void DazzleRenderObjClass::Set_Layer(DazzleLayerClass *layer)
- {
- // Never insert a dazzle into a list if it already is on one - this caould create infinite
- // loops in the dazzle list.
- if (on_list) return;
- // This function sets the dazzle to be visible in the given layer.
- if (!layer) {
- WWASSERT(0);
- return;
- }
- if (type>=type_count) return; // If the type doesn't exist the visibility can't be changed
- // Insert at the head of the layer's visible list
- succ = layer->visible_lists[type];
- layer->visible_lists[type] = this;
- on_list = true;
- Add_Ref();
- }
- void DazzleRenderObjClass::Set_Current_Dazzle_Layer(DazzleLayerClass *layer)
- {
- current_dazzle_layer = layer;
- }
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface
- /////////////////////////////////////////////////////////////////////////////
- RenderObjClass* DazzleRenderObjClass::Clone(void) const
- {
- return NEW_REF(DazzleRenderObjClass, (*this));
- }
- // ----------------------------------------------------------------------------
- //
- // DazzleRenderObjClass's Render() function doesn't actually render the dazzle
- // immediatelly but just sets the dazzle visible. This is due to the way the
- // dazzle system works (the dazzles need to be rendered after everything else).
- // Having the Render() function flag the visibility offers us the visibility
- // functionality of the scene graph.
- //
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::Render(RenderInfoClass & rinfo)
- {
- WWPROFILE("Dazzle::Render");
- if ( Is_Not_Hidden_At_All() &&
- _dazzle_rendering_enabled &&
- !DX8Wrapper::Is_Render_To_Texture() )
- {
- // First check if the dazzle is blinking and is "off"
- bool is_on = true;
- DazzleInitClass & ic = types[type]->ic;
- if (ic.blink_period > 0.0f) {
- float elapsed_time = ((float)(WW3D::Get_Sync_Time() - creation_time)) / 1000.0f;
- float wrapped_time = fmodf(elapsed_time,ic.blink_period);
- if (wrapped_time > ic.blink_on_time) {
- is_on = false;
- }
- }
- // Next, check visibility
- visibility = 1.0f;
- if (is_on == false) {
- visibility = 0.0f;
- } else {
- // Vector3 position;
- // Get_Transform().Get_Translation(&position);
- // visibility = _VisibilityHandler->Compute_Dazzle_Visibility(rinfo,this,position);
- Matrix4x4 view_transform,projection_transform;
- DX8Wrapper::Get_Transform(D3DTS_VIEW,view_transform);
- DX8Wrapper::Get_Transform(D3DTS_PROJECTION,projection_transform);
- Vector3 camera_loc(rinfo.Camera.Get_Position());
- Vector3 camera_dir(-view_transform[2][0],-view_transform[2][1],-view_transform[2][2]);
- // Matrix3D cam(rinfo.Camera.Get_Transform());
- // Vector3 camera_dir(-cam[2][0],-cam[2][1],-cam[2][2]);
- // camera_dir.Normalize();
- Vector3 loc=Get_Position();
- transformed_loc=view_transform*loc;
- transformed_loc=projection_transform*transformed_loc;
- transformed_loc[0]/=transformed_loc[3];
- transformed_loc[1]/=transformed_loc[3];
- transformed_loc[2]/=transformed_loc[3];
- transformed_loc[3]=1.0f;
- current_vloc=Vector3(transformed_loc[0],transformed_loc[1],transformed_loc[2]);
- float dazzle_intensity=1.0f;
- Vector3 dir;
- dir=camera_loc-loc;
- current_distance=dir.Length2();
- dir.Normalize();
- float dazzle_size;
- current_halo_intensity=1.0f;
- const DazzleTypeClass* params=types[type];
- params->Calculate_Intensities(dazzle_intensity,dazzle_size,current_halo_intensity,camera_dir,current_dir,dir,current_distance);
- unsigned time_ms=WW3D::Get_Frame_Time();
- if (time_ms==0) time_ms=1;
- float weight=pow(params->ic.history_weight,time_ms);
- if (dazzle_intensity>0.0f) {
- visibility = _VisibilityHandler->Compute_Dazzle_Visibility(rinfo,this,loc);
- //visibility=1.0f;
- dazzle_intensity*=visibility;
- }
- else {
- visibility=0.0f;
- }
- if (visibility == 0.0f) {
- float i=dazzle_intensity*(1.0f-weight)+current_dazzle_intensity*weight;
- current_dazzle_intensity=i;
- if (current_dazzle_intensity<0.05f) current_dazzle_intensity=0.0f;
- dazzle_intensity=i;
- float s=dazzle_size*(1.0f-weight)+current_dazzle_size*weight;
- current_dazzle_size=s;
- dazzle_size=s;
- } else {
- current_dazzle_intensity = dazzle_intensity;
- current_dazzle_size = dazzle_size;
- }
- }
- // If this dazzle is visible or it is currently fading, submit it for rendering
- if (/*visibility > 0.0f ||*/ current_dazzle_intensity>0.0f || current_halo_intensity>0.0f) {
- WWASSERT(types[type]);
- Set_Layer(current_dazzle_layer);
- }
- }
- else {
- visibility=0.0f;
- }
- }
- void DazzleRenderObjClass::Render_Dazzle(CameraClass* camera)
- {
- WWPROFILE("Dazzle::Render");
- Matrix4x4 old_view_transform;
- Matrix4x4 old_world_transform;
- Matrix4x4 old_projection_transform;
- Matrix4x4 view_transform;
- Matrix4x4 world_transform;
- Matrix4x4 projection_transform;
- DX8Wrapper::Get_Transform(D3DTS_VIEW,view_transform);
- DX8Wrapper::Get_Transform(D3DTS_WORLD,world_transform);
- DX8Wrapper::Get_Transform(D3DTS_PROJECTION,projection_transform);
- old_view_transform=view_transform;
- old_world_transform=world_transform;
- old_projection_transform=projection_transform;
- Vector3 camera_loc(camera->Get_Position());
- Vector3 camera_dir(-view_transform[2][0],-view_transform[2][1],-view_transform[2][2]);
- int display_width,display_height,display_bits;
- bool windowed;
- WW3D::Get_Device_Resolution(display_width,display_height,display_bits,windowed);
- float w=float(display_width);
- float h=float(display_height);
- float screen_x_scale=1.0f;
- float screen_y_scale=1.0f;
- if (w>h) {
- screen_y_scale=w/h;
- }
- else {
- screen_x_scale=h/w;
- }
- // unsigned time_ms=WW3D::Get_Frame_Time();
- // if (time_ms==0) time_ms=1;
- // Do NOT scale halo by current scale
- // because it uses screen parallel primitives
- // and if it's too big it will be visible until
- // it collides with the near clip plane and then pop and vanish
- float halo_scale_x=types[type]->ic.halo_scale_x;
- float halo_scale_y=types[type]->ic.halo_scale_y;
- float dazzle_scale_x=types[type]->ic.dazzle_scale_x * current_scale;
- float dazzle_scale_y=types[type]->ic.dazzle_scale_y * current_scale;
- // Allocate some arrays for the dazzle rendering
- int vertex_count=4;
- const DazzleTypeClass* params=types[type];
- int halo_vertex_count=0;
- int dazzle_vertex_count=0;
- int lensflare_vertex_count=0;
- Vector3 dl;
- int lens_max_verts=0;
- LensflareTypeClass* lensflare = DazzleRenderObjClass::Get_Lensflare_Class(types[type]->lensflare_id);
- if (lensflare) {
- lens_max_verts=4*lensflare->lic.flare_count;
- }
- DynamicVBAccessClass vb_access(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,vertex_count*2+lens_max_verts);
- {
- DynamicVBAccessClass::WriteLockClass lock(&vb_access);
- VertexFormatXYZNDUV2* verts=lock.Get_Formatted_Vertex_Array();
- float halo_size=1.0f;
- Vector3 dazzle_dxt(screen_x_scale,0.0f,0.0f);
- Vector3 halo_dxt=dazzle_dxt*halo_scale_x;
- dazzle_dxt*=dazzle_scale_x;
- Vector3 dazzle_dyt(0.0f,screen_y_scale,0.0f);
- Vector3 halo_dyt=dazzle_dyt*halo_scale_y;
- dazzle_dyt*=dazzle_scale_y;
- if (current_dazzle_intensity>0.0f) {
- VertexFormatXYZNDUV2* vertex=verts;
- dazzle_vertex_count+=4;
- Vector3 col(
- dazzle_color[0]*params->ic.dazzle_color[0],
- dazzle_color[1]*params->ic.dazzle_color[1],
- dazzle_color[2]*params->ic.dazzle_color[2]);
- col*=current_dazzle_intensity;
- if (col[0]>1.0f) col[0]=1.0f;
- if (col[1]>1.0f) col[1]=1.0f;
- if (col[2]>1.0f) col[2]=1.0f;
- unsigned color=DX8Wrapper::Convert_Color(col,1.0f);
- dl=current_vloc+(dazzle_dxt-dazzle_dyt)*current_dazzle_size;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=0.0f;
- vertex->v1=0.0f;
- vertex->diffuse=color;
- vertex++;
- dl=current_vloc+(dazzle_dxt+dazzle_dyt)*current_dazzle_size;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=1.0f;
- vertex->v1=0.0f;
- vertex->diffuse=color;
- vertex++;
- dl=current_vloc-(dazzle_dxt-dazzle_dyt)*current_dazzle_size;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=1.0f;
- vertex->v1=1.0f;
- vertex->diffuse=color;
- vertex++;
- dl=current_vloc-(dazzle_dxt+dazzle_dyt)*current_dazzle_size;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=0.0f;
- vertex->v1=1.0f;
- vertex->diffuse=color;
- }
- if (current_halo_intensity) {
- VertexFormatXYZNDUV2* vertex=verts+dazzle_vertex_count;
- halo_vertex_count+=4;
- Vector3 col(
- halo_color[0]*params->ic.halo_color[0],
- halo_color[1]*params->ic.halo_color[1],
- halo_color[2]*params->ic.halo_color[2]);
- col*=current_halo_intensity;
- if (col[0]>1.0f) col[0]=1.0f;
- if (col[1]>1.0f) col[1]=1.0f;
- if (col[2]>1.0f) col[2]=1.0f;
- unsigned color=DX8Wrapper::Convert_Color(col,1.0f);
- Vector3 offset;
- offset = (halo_dxt - halo_dyt) * halo_size;
- dl = current_vloc + offset;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=0.0f;
- vertex->v1=0.0f;
- vertex->diffuse=color;
- vertex++;
- offset = (halo_dxt + halo_dyt) * halo_size;
- dl =current_vloc + offset;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=1.0f;
- vertex->v1=0.0f;
- vertex->diffuse=color;
- vertex++;
- offset = -(halo_dxt - halo_dyt) * halo_size;
- dl = current_vloc + offset;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=1.0f;
- vertex->v1=1.0f;
- vertex->diffuse=color;
- vertex++;
- offset = -(halo_dxt + halo_dyt) * halo_size;
- dl=current_vloc + offset;
- reinterpret_cast<Vector3&>(vertex->x)=dl;
- vertex->u1=0.0f;
- vertex->v1=1.0f;
- vertex->diffuse=color;
- }
- if (lensflare && current_dazzle_intensity>0.0f) {
- VertexFormatXYZNDUV2* vertex=verts+halo_vertex_count+dazzle_vertex_count;
- lensflare->Generate_Vertex_Buffers(
- vertex,
- lensflare_vertex_count,
- screen_x_scale,
- screen_y_scale,
- current_dazzle_intensity * lensflare_intensity,
- transformed_loc);
- vertex_count+=lensflare_vertex_count;
- }
- }
- int dazzle_poly_count=dazzle_vertex_count>>1;
- int halo_poly_count=halo_vertex_count>>1;
- int lensflare_poly_count=lensflare_vertex_count>>1;
- int poly_count=halo_poly_count>dazzle_poly_count ? halo_poly_count : dazzle_poly_count;
- if (lensflare_poly_count>poly_count) poly_count=lensflare_poly_count;
- if (!poly_count) {
- return;
- }
- DX8Wrapper::Set_Vertex_Buffer(vb_access);
- DynamicIBAccessClass ib_access(BUFFER_TYPE_DYNAMIC_DX8,poly_count*3);
- {
- DynamicIBAccessClass::WriteLockClass lock(&ib_access);
- unsigned short* inds=lock.Get_Index_Array();
- // Proceed two polygons at a time
- for (int a=0;a<poly_count/2;a++) {
- *inds++=short(4*a);
- *inds++=short(4*a+1);
- *inds++=short(4*a+2);
- *inds++=short(4*a);
- *inds++=short(4*a+2);
- *inds++=short(4*a+3);
- }
- }
- DX8Wrapper::Set_World_Identity();
- DX8Wrapper::Set_View_Identity();
- DX8Wrapper::Set_Transform(D3DTS_PROJECTION,Matrix4x4(true));
- if (halo_poly_count) {
- DX8Wrapper::Set_Index_Buffer(ib_access,dazzle_vertex_count);
- DX8Wrapper::Set_Shader(default_halo_shader);
- DX8Wrapper::Set_Texture(0,types[type]->Get_Halo_Texture());
- SphereClass sphere(Get_Position(),0.1f);
- DX8Wrapper::Draw_Triangles(0,halo_poly_count,0,vertex_count);
- }
- if (dazzle_poly_count) {
- DX8Wrapper::Set_Index_Buffer(ib_access,0);
- DX8Wrapper::Set_Shader(default_dazzle_shader);
- DX8Wrapper::Set_Texture(0,types[type]->Get_Dazzle_Texture());
- SphereClass sphere(Vector3(0.0f,0.0f,0.0f),0.0f);
- DX8Wrapper::Draw_Triangles(0,dazzle_poly_count,0,vertex_count);
- }
- if (lensflare_poly_count) {
- DX8Wrapper::Set_Index_Buffer(ib_access,dazzle_vertex_count+halo_vertex_count);
- DX8Wrapper::Set_Shader(default_dazzle_shader);
- DX8Wrapper::Set_Texture(0,lensflare->Get_Texture());
- SphereClass sphere(Vector3(0.0f,0.0f,0.0f),0.0f);
- DX8Wrapper::Draw_Triangles(0,lensflare_poly_count,0,vertex_count);
- }
- DX8Wrapper::Set_Transform(D3DTS_PROJECTION,old_projection_transform);
- DX8Wrapper::Set_Transform(D3DTS_VIEW,old_view_transform);
- DX8Wrapper::Set_Transform(D3DTS_WORLD,old_world_transform);
- }
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::Set_Transform(const Matrix3D &m)
- {
- RenderObjClass::Set_Transform(m);
- if (type<type_count) {
- Matrix3D::Rotate_Vector(m,types[type]->ic.dazzle_direction,¤t_dir);
- }
- }
- // ----------------------------------------------------------------------------
- //
- // Return the type id of a dazzle class with given name. If such type is not
- // found, return UINT_MAX.
- //
- // ----------------------------------------------------------------------------
- unsigned DazzleRenderObjClass::Get_Type_ID(const char* name)
- {
- for (unsigned a=0;a<type_count;++a) {
- if (types[a] && types[a]->name==name) return a;
- }
- return UINT_MAX;
- }
- // ----------------------------------------------------------------------------
- //
- // Return the type name of a dazzle class with given id. If the id is out
- // of range, return "DEFAULT" which by convention is always defined and is
- // id 0.
- //
- // ----------------------------------------------------------------------------
- const char * DazzleRenderObjClass::Get_Type_Name(unsigned id)
- {
- if ((id < type_count) && (id >= 0)) {
- return types[id]->name;
- } else {
- return "DEFAULT";
- }
- }
- // ----------------------------------------------------------------------------
- //
- // Return pointer to DazzleTypeClass object with given id. If the id is out
- // of range (usually UINT_MAX, in can the id was obtained with invalid name
- // string) return NULL.
- //
- // ----------------------------------------------------------------------------
- DazzleTypeClass* DazzleRenderObjClass::Get_Type_Class(unsigned id) // Return dazzle type class pointer, or NULL if not found
- {
- if (id>=type_count) return NULL;
- return types[id];
- }
- // ----------------------------------------------------------------------------
- //
- // Return the type id of a lensflare type class with given name. If such type is
- // not found, return UINT_MAX.
- //
- // ----------------------------------------------------------------------------
- unsigned DazzleRenderObjClass::Get_Lensflare_ID(const char* name)
- {
- for (unsigned a=0;a<lensflare_count;++a) {
- if (lensflares[a] && lensflares[a]->name==name) return a;
- }
- return UINT_MAX;
- }
- // ----------------------------------------------------------------------------
- //
- // Return pointer to LensflareTypeClass object with given id. If the id is out
- // of range (usually UINT_MAX, in can the id was obtained with invalid name
- // string) return NULL.
- //
- // ----------------------------------------------------------------------------
- LensflareTypeClass* DazzleRenderObjClass::Get_Lensflare_Class(unsigned id) // Return lensflare type class pointer, or NULL if not found
- {
- if (id>=lensflare_count) return NULL;
- return lensflares[id];
- }
- // ----------------------------------------------------------------------------
- //
- // Should static dazzles require vis information, here's a function that renders
- // a quad at the location of the dazzle
- //
- // ----------------------------------------------------------------------------
- void DazzleRenderObjClass::vis_render_dazzle(SpecialRenderInfoClass & rinfo)
- {
- WWASSERT(rinfo.VisRasterizer != NULL);
- rinfo.VisRasterizer->Enable_Two_Sided_Rendering(true);
- /*
- ** Create a transform which is facing the camera
- */
- Vector3 cam_point = rinfo.VisRasterizer->Peek_Camera()->Get_Transform().Get_Translation();
- Vector3 daz_point = Get_Transform().Get_Translation();
- Matrix3D tm;
- tm.Look_At(daz_point,cam_point,0.0f);
- rinfo.VisRasterizer->Set_Model_Transform(tm);
- /*
- ** Now, generate a single triangle on the X-Y plane
- */
- Vector3 verts[4];
- TriIndex polys[2];
- polys[0] = TriIndex(0,1,2);
- polys[1] = TriIndex(0,2,3);
- Vector2 view_min,view_max;
- rinfo.VisRasterizer->Peek_Camera()->Get_View_Plane(view_min,view_max);
- float scale_x=types[type]->ic.halo_scale_x;
- if ((scale_x < 0.001f) && (types[type]->ic.dazzle_scale_x > scale_x)) {
- scale_x = types[type]->ic.dazzle_scale_x;
- }
- float scale_y=types[type]->ic.halo_scale_y;
- if ((scale_y < 0.001f) && (types[type]->ic.dazzle_scale_y > scale_y)) {
- scale_y = types[type]->ic.dazzle_scale_y;
- }
- float dist = (daz_point - cam_point).Length();
- Vector3 dxt(dist * scale_x / (view_max.X - view_min.X),0.0f,0.0f);
- Vector3 dyt(0.0f,dist * scale_y / (view_max.Y - view_min.Y),0.0f);
- verts[0].Set(dxt+dyt);
- verts[1].Set(dxt-dyt);
- verts[2].Set(-dxt-dyt);
- verts[3].Set(-dxt+dyt);
- AABoxClass bounds;
- float extent = 1.1f * (dxt+dyt).Length();
- bounds.Center = daz_point; //making up a conservative bounding box
- bounds.Extent.Set(extent,extent,extent);
- /*
- ** Render
- */
- rinfo.VisRasterizer->Enable_Two_Sided_Rendering(true);
- rinfo.VisRasterizer->Render_Triangles(verts,4,polys,2,bounds);
- rinfo.VisRasterizer->Enable_Two_Sided_Rendering(false);
- }
- void DazzleRenderObjClass::Special_Render(SpecialRenderInfoClass & rinfo)
- {
- if (rinfo.RenderType == SpecialRenderInfoClass::RENDER_VIS) {
- vis_render_dazzle(rinfo);
- }
- }
- /****************************************************************************************
- DazzleRenderObjClass - Persistant object support.
- Dazzles are going to save their type and their transform and simply
- re-create another dazzle of the same type when loaded.
- ****************************************************************************************/
- class DazzlePersistFactoryClass : public PersistFactoryClass
- {
- virtual uint32 Chunk_ID(void) const;
- virtual PersistClass * Load(ChunkLoadClass & cload) const;
- virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const;
- enum
- {
- DAZZLEFACTORY_CHUNKID_VARIABLES = 1212000336,
- DAZZLEFACTORY_VARIABLE_OBJPOINTER = 0x00,
- OBSOLETE_DAZZLEFACTORY_VARIABLE_TYPE,
- DAZZLEFACTORY_VARIABLE_TRANSFORM,
- DAZZLEFACTORY_VARIABLE_TYPENAME,
- };
- };
- static DazzlePersistFactoryClass _DazzleFactory;
- uint32 DazzlePersistFactoryClass::Chunk_ID(void) const
- {
- return WW3D_PERSIST_CHUNKID_DAZZLE;
- }
- PersistClass * DazzlePersistFactoryClass::Load(ChunkLoadClass & cload) const
- {
- DazzleRenderObjClass * old_obj = NULL;
- Matrix3D tm(1);
- char dazzle_type[256];
- dazzle_type[0] = 0;
- /*
- ** Load the dazzle parameters
- */
- while (cload.Open_Chunk()) {
- switch (cload.Cur_Chunk_ID()) {
- case DAZZLEFACTORY_CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload,DAZZLEFACTORY_VARIABLE_OBJPOINTER,old_obj);
- READ_MICRO_CHUNK(cload,DAZZLEFACTORY_VARIABLE_TRANSFORM,tm);
- READ_MICRO_CHUNK_STRING(cload,DAZZLEFACTORY_VARIABLE_TYPENAME,dazzle_type,sizeof(dazzle_type));
- }
- cload.Close_Micro_Chunk();
- }
- break;
- default:
- WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",__FILE__,__LINE__));
- break;
- };
- cload.Close_Chunk();
- }
- /*
- ** Create a new dazzle object
- */
- int type_index = 0;
- if (strlen(dazzle_type) > 0) {
- type_index = DazzleRenderObjClass::Get_Type_ID(dazzle_type);
- }
- RenderObjClass * new_obj = NEW_REF(DazzleRenderObjClass,(dazzle_type));
- /*
- ** If we failed to create it, replace it with a NULL
- */
- if (new_obj == NULL) {
- static int count = 0;
- if ( ++count < 10 ) {
- WWDEBUG_SAY(("DazzlePersistFactory failed to create dazzle of type: %s!!\r\n",dazzle_type));
- WWDEBUG_SAY(("Replacing it with a NULL render object!\r\n"));
- }
- new_obj = WW3DAssetManager::Get_Instance()->Create_Render_Obj("NULL");
- }
- WWASSERT(new_obj != NULL);
- if (new_obj) {
- new_obj->Set_Transform(tm);
- }
- /*
- ** Register the old pointer for re-mapping to the new pointer
- */
- SaveLoadSystemClass::Register_Pointer(old_obj,new_obj);
- return new_obj;
- }
- void DazzlePersistFactoryClass::Save(ChunkSaveClass & csave,PersistClass * obj) const
- {
- DazzleRenderObjClass * robj = (DazzleRenderObjClass *)obj;
- unsigned int dazzle_type = robj->Get_Dazzle_Type();
- const char * dazzle_type_name = DazzleRenderObjClass::Get_Type_Name(dazzle_type);
- Matrix3D tm = robj->Get_Transform();
- csave.Begin_Chunk(DAZZLEFACTORY_CHUNKID_VARIABLES);
- WRITE_MICRO_CHUNK(csave,DAZZLEFACTORY_VARIABLE_OBJPOINTER,robj);
- WRITE_MICRO_CHUNK(csave,DAZZLEFACTORY_VARIABLE_TRANSFORM,tm);
- WRITE_MICRO_CHUNK_STRING(csave,DAZZLEFACTORY_VARIABLE_TYPENAME,dazzle_type_name);
- csave.End_Chunk();
- }
- /*
- ** DazzleRenderObj save-load.
- */
- const PersistFactoryClass & DazzleRenderObjClass::Get_Factory (void) const
- {
- return _DazzleFactory;
- }
- /**********************************************************************************************
- **
- ** DazzleLayerClass Implementation
- **
- **********************************************************************************************/
- DazzleLayerClass::DazzleLayerClass(void) :
- visible_lists(NULL)
- {
- if (type_count != 0) {
- // Generate an array with one visible list for each type.
- // NOTE - this means that this constructor must be called AFTER all types
- // are initialized
- WWASSERT(type_count);
- visible_lists = W3DNEWARRAY DazzleRenderObjClass *[type_count];
- for (unsigned int i = 0; i < type_count; i++) {
- visible_lists[i] = NULL;
- }
- }
- }
- DazzleLayerClass::~DazzleLayerClass(void)
- {
- // NOTE - this destructor must be called BEFORE DeInit().
- // WWASSERT(type_count);
- for (unsigned int i = 0; i < type_count; i++) {
- Clear_Visible_List(i);
- }
- delete [] visible_lists;
- }
- void DazzleLayerClass::Render(CameraClass* camera)
- {
- if (!camera) return;
- camera->Apply();
- unsigned time_ms=WW3D::Get_Frame_Time();
- if (time_ms==0) time_ms=1;
- DX8Wrapper::Set_Material(NULL);
- for (unsigned type=0;type<type_count;++type) {
- if (!types[type]) continue;
- int count = Get_Visible_Item_Count(type);
- if (!count) continue;
- DazzleRenderObjClass* n = visible_lists[type];
- while (n) {
- n->Render_Dazzle(camera);
- n=n->Succ();
- }
- // Must clear the visible list at the end of each render.
- Clear_Visible_List(type);
- }
- }
- // ----------------------------------------------------------------------------
- int DazzleLayerClass::Get_Visible_Item_Count(unsigned int type) const
- {
- if (type >= type_count) {
- WWASSERT(0);
- return 0;
- }
- int count=0;
- DazzleRenderObjClass* n = visible_lists[type];
- while (n) {
- count++;
- n=n->Succ();
- }
- return count;
- }
- // ----------------------------------------------------------------------------
- void DazzleLayerClass::Clear_Visible_List(unsigned int type)
- {
- if (type >= type_count) {
- WWASSERT(0);
- return;
- }
- DazzleRenderObjClass* n = visible_lists[type];
- while (n) {
- n->Release_Ref();
- n->on_list = false;
- n=n->Succ();
- }
- visible_lists[type] = NULL;
- }
- /**********************************************************************************************
- **
- ** DazzleVisibilityClass Implementation
- ** The default dazzle visibility handler asks the scene to determine whether the dazzle
- ** is occluded.
- **
- **********************************************************************************************/
- float DazzleVisibilityClass::Compute_Dazzle_Visibility
- (
- RenderInfoClass & rinfo,
- DazzleRenderObjClass * dazzle,
- const Vector3 & point
- ) const
- {
- /*
- ** Look up the scene this dazzle is in
- */
- SceneClass * scene = dazzle->Get_Scene();
- RenderObjClass * container = dazzle->Get_Container();
- while ((scene == NULL) && (container != NULL)) {
- scene = container->Get_Scene();
- container = container->Get_Container();
- }
- /*
- ** If we found the scene (we SHOULD!) then ask it to compute the visibility
- */
- if (scene != NULL) {
- float value = scene->Compute_Point_Visibility(rinfo,point);
- scene->Release_Ref();
- return value;
- } else {
- return 1.0f;
- }
- }
- /**********************************************************************************************
- **
- ** DazzlePrototypeClass Implementation
- **
- **********************************************************************************************/
- RenderObjClass * DazzlePrototypeClass::Create(void)
- {
- return NEW_REF(DazzleRenderObjClass,(DazzleType));
- }
- WW3DErrorType DazzlePrototypeClass::Load_W3D(ChunkLoadClass & cload)
- {
- StringClass dazzle_type;
- while (cload.Open_Chunk()) {
- switch (cload.Cur_Chunk_ID())
- {
- READ_WWSTRING_CHUNK(cload,W3D_CHUNK_DAZZLE_NAME,Name);
- READ_WWSTRING_CHUNK(cload,W3D_CHUNK_DAZZLE_TYPENAME,dazzle_type);
- default:
- break;
- }
- cload.Close_Chunk();
- }
- DazzleType = DazzleRenderObjClass::Get_Type_ID(dazzle_type);
- if (DazzleType == UINT_MAX) {
- DazzleType = 0;
- }
- return WW3D_ERROR_OK;
- }
- /**********************************************************************************************
- **
- ** DazzleLoaderClass Implementation
- **
- **********************************************************************************************/
- PrototypeClass * DazzleLoaderClass::Load_W3D(ChunkLoadClass & cload)
- {
- DazzlePrototypeClass * new_proto = W3DNEW DazzlePrototypeClass;
- new_proto->Load_W3D(cload);
- return new_proto;
- }
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