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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/texproject.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Kenny Mitchell *
- * *
- * $Modtime:: 08/05/02 10:03a $*
- * *
- * $Revision:: 22 $*
- * *
- * 06/26/02 KM Matrix name change to avoid MAX conflicts *
- * 06/27/02 KM Render to shadow buffer texture support *
- * 08/05/02 KM Texture class redesign
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * TexProjectClass::TexProjectClass -- Constructor *
- * TexProjectClass::~TexProjectClass -- Destructor *
- * TexProjectClass::Set_Texture_Size -- Set the size of texture to use *
- * TexProjectClass::Get_Texture_Size -- Returns the stored texture size *
- * TexProjectClass::Set_Flag -- Turn specified flag on or off *
- * TexProjectClass::Get_Flag -- Get the current state of specified flag *
- * TexProjectClass::Set_Intensity -- Set the intensity of this projector *
- * TexProjectClass::Get_Intensity -- returns the current "desired" intensity *
- * TexProjectClass::Set_Attenuation -- Set the attenuation factor *
- * TexProjectClass::Get_Attenuation -- Returns the attenuation value *
- * TexProjectClass::Enable_Attenuation -- Set the state of the ATTENUATE flag *
- * TexProjectClass::Is_Attenuation_Enabled -- Get the state of the ATTENUATE flag *
- * TexProjectClass::Is_Depth_Gradient_Enabled -- returns whether the depth gradient is enabl *
- * TexProjectClass::Enable_Depth_Gradient -- enable/disable depth gradient *
- * TexProjectClass::Init_Multiplicative -- Initialize this to be a multiplicative texture pr *
- * TexProjectClass::Is_Intensity_Zero -- check if we can eliminate this projector *
- * TexProjectClass::Init_Additive -- Set up the projector to be additive *
- * TexProjectClass::Set_Perspective_Projection -- Set up a perspective projection *
- * TexProjectClass::Set_Ortho_Projection -- Set up an orthographic projection *
- * TexProjectClass::Set_Texture -- Set the texture to be projected *
- * TexProjectClass::Get_Texture -- Returns the texture being projected *
- * TexProjectClass::Peek_Texture -- Returns the texture being projected *
- * TexProjectClass::Peek_Material_Pass -- Returns the material pass object *
- * TexProjectClass::Compute_Perspective_Projection -- Set up a perspective projection of an *
- * TexProjectClass::Compute_Perspective_Projection -- Set up a perspective projection of an *
- * TexProjectClass::Compute_Ortho_Projection -- Automatic Orthographic projection *
- * TexProjectClass::Compute_Ortho_Projection -- Automatic Orthographic projection *
- * TexProjectClass::Compute_Texture -- Generates texture by rendering an object *
- * TexProjectClass::Configure_Camera -- setup a camera to match this projector *
- * TexProjectClass::Pre_Render_Update -- Prepare the projector for rendering *
- * TexProjectClass::Update_WS_Bounding_Volume -- Recalculate the world-space bounding box *
- * TexProjectClass::Get_Surface -- Returns pointer to the texture surface *
- * TexProjectClass::Set_Render_Target -- Install a render target for this projector to use *
- * TexProjectClass::Needs_Render_Target -- returns wheter this projector needs a render targ *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "texproject.h"
- #include "vertmaterial.h"
- #include "shader.h"
- #include "texture.h"
- #include "rendobj.h"
- #include "rinfo.h"
- #include "camera.h"
- #include "matpass.h"
- #include "bwrender.h"
- #include "assetmgr.h"
- #include "dx8wrapper.h"
- // DEBUG DEBUG
- #include "mpu.h"
- #define DEBUG_SHADOW_RENDERING 0
- //#define DEFAULT_TEXTURE_SIZE 64
- const float INTENSITY_RATE_OF_CHANGE = 1.0f; // change in intensity per second
- /*
- **
- ** Shadow mapping: from pre-projected view coordinates back to world space
- ** then to shadow space
- **
- ** (1) Vshadow = PShadow * Mwrld-shadow * Vwrld
- **
- ** (2) Vview = Mwrld-camera * Vwrld
- **
- ** Using (2) to solve for Vwrld in terms of Vview
- ** -1
- ** (3) Mwrld-camera * Vview = Vwrld
- **
- ** Substituting (3) into (1)
- ** -1
- ** (4) Vshadow = Pshadow * Mwrld-shadow * Mwrld-camera * Vview
- **
- ** ---------------------------------------------------------------------------------
- **
- ** Shadow mapping: from pre-projected view space to world space, to shadow space,
- ** then projecting.
- **
- ** (1) Vshadow = Mwrld-shadow * Vwrld
- **
- ** (2) Vview = Mwrld-camera * Vwrld
- **
- ** solving (2) for Vwrld:
- ** -1
- ** (3) Mwrld-camera * Vview = Vwrld
- **
- ** substitute into (1)
- ** -1
- ** (4) Vshadow = Mwrld-shadow * Mwrld-camera * Vview
- **
- ** project shadow
- ** -1
- ** (5) Vproj-shadow = Pshadow * (Mwrld-shadow * Mwrld-camera ) * Vview
- **
- ** aaah! same thing :-)
- **
- ** ---------------------------------------------------------------------------------
- **
- ** Shadow mapping: from pre-projected view coordinates back to obj space
- ** then to shadow space
- **
- ** (1) Vshadow = PShadow * Mwrld-shadow * Mobj-wrld * Vobj
- **
- ** (2) Vview = Mwrld-camera * Mobj-wrld * Vobj
- ** -1 -1
- ** (3) Mobj-wrld * Mwrld-camera * Vview = Vobj
- ** -1 -1
- ** (4) Vshadow = PShadow * Mwrld-shadow * Mobj-wrld * Mobj-wrld * Mwrld-camera * Vview
- ** -1
- ** (5) Vshadow = PShadow * Mwrld-shadow * Mvrld-camera * Vview
- **
- **
- ** Ideas:
- ** - Use Texture Projectors to implement spot lights and stained glass windows
- ** - Attenuate texture projections with distance from the projector
- ** - Should be able to handle lots of pre-calculated static texture projectors. They
- ** should cull well and we can pre-generate the textures.
- **
- ** Ideas maybe used in conjunction with texture projections:
- ** - Light volumes: the problem is when the volume is cliped it looks funny, we can
- ** fill in the clipped face of a non-translucent object by rendering the backfaces
- ** - Use the backface-fill to make the camera slicing through the commando look like
- ** its *really* slicing through the commando :-)
- ** - The back-face-fill trick might be able to use el-cheapo screen mapping!
- **
- */
- /***********************************************************************************************
- * TexProjectClass::TexProjectClass -- Constructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- TexProjectClass::TexProjectClass(void) :
- Flags(DEFAULT_FLAGS),
- DesiredIntensity(1.0f),
- Intensity(1.0f),
- Attenuation(1.0f),
- MaterialPass(NULL),
- Mapper1(NULL),
- RenderTarget(NULL),
- DepthStencilTarget(NULL),
- HFov(90.0f),
- VFov(90.0f),
- XMin(-10.0f),
- XMax(10.0f),
- YMin(-10.0f),
- YMax(10.0f),
- ZNear(1.0f),
- ZFar(1000.0f)
- {
- // create a material pass class
- MaterialPass = NEW_REF(MaterialPassClass,());
- MaterialPass->Set_Cull_Volume(&WorldBoundingVolume);
- // create a vertex material
- VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,());
- WWASSERT(vmtl != NULL);
-
- // Plug our parent's mapper into our vertex material
- // the mapper for stage1 will be allocated as needed
- vmtl->Set_Mapper(Mapper);
- MaterialPass->Set_Material(vmtl);
- vmtl->Release_Ref();
- vmtl = NULL;
- // by default init our material pass to be multiplicative (shadow)
- Init_Multiplicative();
- }
- /***********************************************************************************************
- * TexProjectClass::~TexProjectClass -- Destructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- TexProjectClass::~TexProjectClass(void)
- {
- REF_PTR_RELEASE(Mapper1);
- REF_PTR_RELEASE(MaterialPass);
- REF_PTR_RELEASE(RenderTarget);
- REF_PTR_RELEASE(DepthStencilTarget);
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Texture_Size -- Set the size of texture to use *
- * *
- * This function stores the desired texture size in this TexProjectClass. Note that *
- * this size is only used if you have the TexProjectClass generate a texture. *
- * *
- * INPUT: *
- * size - dimension of the texture in pixels *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Texture_Size(int size)
- {
- WWASSERT(size > 0);
- WWASSERT(size <= 512);
- Flags &= ~SIZE_MASK;
- Flags |= (size << SIZE_SHIFT);
- }
- /***********************************************************************************************
- * TexProjectClass::Get_Texture_Size -- Returns the stored texture size *
- * *
- * Returns the size stored in the flags variable. This can be different than the actual *
- * texture's size if you manually installed a texture. This size is only used when *
- * automatically generating a texture as is the case when creating shadows. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- int TexProjectClass::Get_Texture_Size(void)
- {
- return (Flags & SIZE_MASK) >> SIZE_SHIFT;
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Flag -- Turn specified flag on or off *
- * *
- * See the TexProjectClass header file for valid flags *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Flag(uint32 flag,bool onoff)
- {
- if (onoff) {
- Flags |= flag;
- } else {
- Flags &= ~flag;
- }
- }
- /***********************************************************************************************
- * TexProjectClass::Get_Flag -- Get the current state of specified flag *
- * *
- * See the TexProjectClass header file for valid flags *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Get_Flag(uint32 flag) const
- {
- return (Flags & flag) == flag;
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Intensity -- Set the intensity of this projector *
- * *
- * The "intensity" is a value between 0 and 1. At 0, the projector will have no effect *
- * At 1, the projector will be at its highest strength. The intensity will automatically *
- * smoothly interpolate towards the value specified unless you use the immediate option. *
- * *
- * INPUT: *
- * intensity - desired intensity, 0 <= intensity <= 1 *
- * immediate - should the intensity be immediately set to the desired value? (default = false) *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Intensity(float intensity,bool immediate)
- {
- WWASSERT(intensity <= 1.0f);
- WWASSERT(intensity >= 0.0f);
-
- DesiredIntensity = intensity;
- if (immediate) {
- Intensity = DesiredIntensity;
- }
- }
- /***********************************************************************************************
- * TexProjectClass::Get_Intensity -- returns the current "desired" intensity *
- * *
- * This will return the last value that was sent into this object through Set_Intensity. *
- * Note however that the actual intensity used in rendering may not have arrived at *
- * that value yet. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- float TexProjectClass::Get_Intensity(void)
- {
- return DesiredIntensity;
- }
- /***********************************************************************************************
- * TexProjectClass::Is_Intensity_Zero -- check if we can eliminate this projector *
- * *
- * Only returns true if the current intensity is zero AND the target intensity is zero *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Is_Intensity_Zero(void)
- {
- return ((Intensity == 0.0f) && (DesiredIntensity == 0.0f));
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Attenuation -- Set the attenuation factor *
- * *
- * Attenuation scales the intensity. I use attenuation to make shadows fade away as they *
- * get farther away from the light source or from the viewer. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Attenuation(float attenuation)
- {
- WWASSERT(attenuation >= 0.0f);
- WWASSERT(attenuation <= 1.0f);
- Attenuation = attenuation;
- }
- /***********************************************************************************************
- * TexProjectClass::Get_Attenuation -- Returns the attenuation value *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- float TexProjectClass::Get_Attenuation(void)
- {
- return Attenuation;
- }
- /***********************************************************************************************
- * TexProjectClass::Enable_Attenuation -- Set the state of the ATTENUATE flag *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Enable_Attenuation(bool onoff)
- {
- Set_Flag(ATTENUATE,onoff);
- }
- /***********************************************************************************************
- * TexProjectClass::Is_Attenuation_Enabled -- Get the state of the ATTENUATE flag *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Is_Attenuation_Enabled(void)
- {
- return Get_Flag(ATTENUATE);
- }
- /***********************************************************************************************
- * TexProjectClass::Enable_Depth_Gradient -- enable/disable depth gradient *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 2/25/2000 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Enable_Depth_Gradient(bool onoff)
- {
- Set_Flag(USE_DEPTH_GRADIENT,onoff);
- // re-setup the shader settings
- if (Get_Flag(ADDITIVE)) {
- Init_Additive();
- } else {
- Init_Multiplicative();
- }
- }
- /***********************************************************************************************
- * TexProjectClass::Is_Depth_Gradient_Enabled -- returns whether the depth gradient is enabled *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 2/25/2000 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Is_Depth_Gradient_Enabled(bool onoff)
- {
- return Get_Flag(USE_DEPTH_GRADIENT);
- }
- /***********************************************************************************************
- * TexProjectClass::Init_Multiplicative -- Initialize this to be a multiplicative texture proj *
- * *
- * Set up the internal materials so that the texture is multiplied with whatever it is *
- * projected onto. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Init_Multiplicative(void)
- {
- Set_Flag(ADDITIVE,false);
- /*
- ** Set up the shader
- */
- static ShaderClass mult_shader( SHADE_CNST( ShaderClass::PASS_LEQUAL, //depth_compare,
- ShaderClass::DEPTH_WRITE_DISABLE, //depth_mask,
- ShaderClass::COLOR_WRITE_ENABLE, //color_mask,
- ShaderClass::SRCBLEND_ZERO, //src_blend,
- ShaderClass::DSTBLEND_SRC_COLOR, //dst_blend,
- ShaderClass::FOG_DISABLE, //fog,
- ShaderClass::GRADIENT_ADD, //pri_grad,
- ShaderClass::SECONDARY_GRADIENT_DISABLE, //sec_grad,
- ShaderClass::TEXTURING_ENABLE, //texture,
- ShaderClass::ALPHATEST_DISABLE, //alpha_test,
- ShaderClass::CULL_MODE_ENABLE, //cull mode
- 0, //post_det_color,
- 0) ); //post_det_alpha
- if (WW3DAssetManager::Get_Instance()->Get_Activate_Fog_On_Load()) {
- mult_shader.Enable_Fog ("TexProjectClass");
- }
- if (Get_Flag(USE_DEPTH_GRADIENT)) {
-
- /*
- ** enable multi-texturing
- */
- mult_shader.Set_Post_Detail_Color_Func(ShaderClass::DETAILCOLOR_ADD);
-
- /*
- ** plug the gradient texture into the second stage
- */
- TextureClass * grad_tex = WW3DAssetManager::Get_Instance()->Get_Texture("MultProjectorGradient.tga");
- if (grad_tex) {
- grad_tex->Get_Filter().Set_U_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
- grad_tex->Get_Filter().Set_V_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
- MaterialPass->Set_Texture(grad_tex,1);
- grad_tex->Release_Ref();
- } else {
- WWDEBUG_SAY(("Could not find texture: MultProjectorGradient.tga!\n"));
- }
- } else {
-
- /*
- ** disable multi-texturing
- */
- mult_shader.Set_Post_Detail_Color_Func(ShaderClass::DETAILCOLOR_DISABLE);
- /*
- ** remove the texture from the second stage
- */
- MaterialPass->Set_Texture(NULL,1);
- }
- #if (DEBUG_SHADOW_RENDERING)
- // invert the shader so we can see what polygons it is hitting
- mult_shader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ONE);
- mult_shader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_ONE);
- #endif
- MaterialPass->Set_Shader(mult_shader);
- /*
- ** Set up the Vertex Material parameters
- */
- VertexMaterialClass * vmtl = MaterialPass->Peek_Material();
- vmtl->Set_Ambient(0,0,0);
- vmtl->Set_Diffuse(0,0,0);
- vmtl->Set_Specular(0,0,0);
- vmtl->Set_Emissive(0.0f,0.0f,0.0f);
- vmtl->Set_Opacity(1.0f);
- vmtl->Set_Lighting(true); // I need the emissive value to scale the intensity of the shadow
- /*
- ** Set up some mapper settings related to depth gradient
- */
- if (Get_Flag(USE_DEPTH_GRADIENT)) {
- if (Mapper1 == NULL) {
- Mapper1 = NEW_REF(MatrixMapperClass,(1));
- }
- Mapper1->Set_Type(MatrixMapperClass::DEPTH_GRADIENT);
- vmtl->Set_Mapper(Mapper1,1);
- } else {
- vmtl->Set_Mapper(NULL,1);
- }
- }
- /***********************************************************************************************
- * TexProjectClass::Init_Additive -- Set up the projector to be additive *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Init_Additive(void)
- {
- Set_Flag(ADDITIVE,true);
- /*
- ** Set up the shader
- */
- static ShaderClass add_shader( SHADE_CNST( ShaderClass::PASS_LEQUAL, //depth_compare,
- ShaderClass::DEPTH_WRITE_DISABLE, //depth_mask,
- ShaderClass::COLOR_WRITE_ENABLE, //color_mask,
- ShaderClass::SRCBLEND_ONE, //src_blend,
- ShaderClass::DSTBLEND_ONE, //dst_blend,
- ShaderClass::FOG_DISABLE, //fog,
- ShaderClass::GRADIENT_MODULATE, //pri_grad,
- ShaderClass::SECONDARY_GRADIENT_DISABLE, //sec_grad,
- ShaderClass::TEXTURING_ENABLE, //texture,
- ShaderClass::ALPHATEST_DISABLE, //alpha_test,
- ShaderClass::CULL_MODE_ENABLE, //cullmode,
- ShaderClass::DETAILCOLOR_DISABLE, //post_det_color,
- ShaderClass::DETAILALPHA_DISABLE) ); //post_det_alpha
- if (WW3DAssetManager::Get_Instance()->Get_Activate_Fog_On_Load()) {
- add_shader.Enable_Fog ("TexProjectClass");
- }
- /*
- ** Additive projectors always use the normal gradient so they need multi-texturing
- */
- add_shader.Set_Post_Detail_Color_Func(ShaderClass::DETAILCOLOR_SCALE);
- /*
- ** plug in the gradient texture
- */
- TextureClass * grad_tex = WW3DAssetManager::Get_Instance()->Get_Texture("AddProjectorGradient.tga");
- if (grad_tex) {
- grad_tex->Get_Filter().Set_U_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
- grad_tex->Get_Filter().Set_V_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
- MaterialPass->Set_Texture(grad_tex,1);
- grad_tex->Release_Ref();
- } else {
- WWDEBUG_SAY(("Could not find texture: AddProjectorGradient.tga!\n"));
- }
- #if (DEBUG_SHADOW_RENDERING)
- // invert the shader so we can see what polygons it is hitting
- add_shader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_SRC_COLOR);
- add_shader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_ZERO);
- #endif
-
- MaterialPass->Set_Shader(add_shader);
- /*
- ** Set up the Vertex Material parameters
- */
- VertexMaterialClass * vmtl = MaterialPass->Peek_Material();
- vmtl->Set_Ambient(0,0,0);
- vmtl->Set_Diffuse(0,0,0);
- vmtl->Set_Specular(0,0,0);
- vmtl->Set_Emissive(1,1,1);
- vmtl->Set_Opacity(1.0f);
- vmtl->Set_Lighting(true); //need emissive to scale the intensity of the projector
- /*
- ** Set up some mapper settings related to depth gradient
- ** Additive texture projections always use the normal gradient
- */
- if (Mapper1 == NULL) {
- Mapper1 = NEW_REF(MatrixMapperClass,(1));
- }
- Mapper1->Set_Type(MatrixMapperClass::NORMAL_GRADIENT);
- vmtl->Set_Mapper(Mapper1,1);
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Texture -- Set the texture to be projected *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Texture(TextureClass * texture)
- {
- if (texture != NULL)
- {
- texture->Get_Filter().Set_U_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
- texture->Get_Filter().Set_V_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
- MaterialPass->Set_Texture(texture);
- }
- }
- /***********************************************************************************************
- * TexProjectClass::Get_Texture -- Returns the texture being projected *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * the pointer is ref-counted! make sure to keep track of your references *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- TextureClass * TexProjectClass::Get_Texture(void) const
- {
- return MaterialPass->Get_Texture();
- }
- /***********************************************************************************************
- * TexProjectClass::Peek_Texture -- Returns the texture being projected *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- TextureClass * TexProjectClass::Peek_Texture(void) const
- {
- return MaterialPass->Peek_Texture();
- }
- /***********************************************************************************************
- * TexProjectClass::Peek_Material_Pass -- Returns the material pass object *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- MaterialPassClass * TexProjectClass::Peek_Material_Pass(void)
- {
- return MaterialPass;
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Perspective_Projection -- set up a perspective projection *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/27/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Perspective_Projection(float hfov,float vfov,float znear,float zfar)
- {
- HFov = hfov;
- VFov = vfov;
- ZNear = znear;
- ZFar = zfar;
- ProjectorClass::Set_Perspective_Projection(hfov,vfov,znear,zfar);
- Set_Flag(PERSPECTIVE,true);
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Ortho_Projection -- set up an orthographic projection *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/27/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Ortho_Projection(float xmin,float xmax,float ymin,float ymax,float znear,float zfar)
- {
- XMin = xmin;
- XMax = xmax;
- YMin = ymin;
- YMax = ymax;
- ZNear = znear;
- ZFar = zfar;
- ProjectorClass::Set_Ortho_Projection(xmin,xmax,ymin,ymax,znear,zfar);
- Set_Flag(PERSPECTIVE,false);
- }
- /***********************************************************************************************
- * TexProjectClass::Compute_Perspective_Projection -- Set up a perspective projection of an ob *
- * *
- * This function automates the process of generating the perspective parameters needed to *
- * tightly bound the projection of an object. *
- * *
- * INPUT: *
- * model - object which we are created a projection of *
- * lightpos - positional light source *
- * znear - distance to near clipping plane for the projection (if -1.0, will be generated) *
- * zfar - distance to far clipping plane for the projection (if -1.0, will be generated) *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Compute_Perspective_Projection
- (
- RenderObjClass * model,
- const Vector3 & lightpos,
- float znear,
- float zfar
- )
- {
- if (model == NULL) {
- WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
- return false;
- }
- AABoxClass box;
- model->Get_Obj_Space_Bounding_Box(box);
- const Matrix3D & tm = model->Get_Transform();
-
- return Compute_Perspective_Projection(box,tm,lightpos,znear,zfar);
- }
- /***********************************************************************************************
- * TexProjectClass::Compute_Perspective_Projection -- Set up a perspective projection of an ob *
- * *
- * This function automates the process of generating the perspective parameters needed to *
- * tightly bound the projection of an object. *
- * *
- * INPUT: *
- * obj_box - object space bounding box of the object we are projecting *
- * tm - transform of the object we are projecting *
- * lightpos - positional light source *
- * user_znear - distance to near clipping plane for the projection (if -1.0, will be generated)*
- * user_zfar - distance to far clipping plane for the projection (if -1.0, will be generated) *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Compute_Perspective_Projection
- (
- const AABoxClass & obj_box,
- const Matrix3D & tm,
- const Vector3 & lightpos,
- float user_znear,
- float user_zfar
- )
- {
- /*
- ** Compute the center of the box in world-space
- */
- Vector3 wrld_center;
- Matrix3D::Transform_Vector(tm,obj_box.Center,&wrld_center);
- /*
- ** Create a camera transform looking at the object.
- ** Set this as our transform later in this routine.
- */
- Matrix3D texture_tm,texture_tm_inv;
- texture_tm.Look_At(lightpos,wrld_center,0.0f);
- texture_tm.Get_Orthogonal_Inverse(texture_tm_inv);
- /*
- ** Calculate the axis-aligned bounding box of the model in the camera's coordinate system.
- */
- AABoxClass box = obj_box;
- Matrix3D obj_to_world = tm;
- Matrix3D obj_to_texture;
- Matrix3D::Multiply(texture_tm_inv,obj_to_world,&obj_to_texture);
- box.Transform(obj_to_texture);
- /*
- ** If the box is behind the viewpoint or the viewpoint is inside the box
- ** our FOV will be > 180 degrees. Have to give up
- */
- if ((box.Center.Z > 0.0f) || (box.Extent.Z > WWMath::Fabs(box.Center.Z))) {
- return false;
- }
-
- /*
- ** Compute the frustum parameters. Remember that our z coordinates are negative but the
- ** projection code needs positive z distances.
- */
- float znear = -box.Center.Z; //-(box.Center.Z + obj_box.Extent.Quick_Length());
- float zfar = -(box.Center.Z - obj_box.Extent.Quick_Length()) * 2.0f;
- if (user_znear != -1.0f) {
- znear = box.Center.Z + user_znear;
- }
- if (user_zfar != -1.0f) {
- zfar = box.Center.Z + user_zfar;
- }
- float tan_hfov2 = WWMath::Fabs(box.Extent.X / (box.Center.Z + box.Extent.Z));
- float tan_vfov2 = WWMath::Fabs(box.Extent.Y / (box.Center.Z + box.Extent.Z));
- float hfov = 2.0f * WWMath::Atan(tan_hfov2);
- float vfov = 2.0f * WWMath::Atan(tan_vfov2);
- /*
- ** Plug in the results.
- */
- Set_Perspective_Projection(hfov,vfov,znear,zfar);
- Set_Transform(texture_tm);
- return true;
- }
- /***********************************************************************************************
- * TexProjectClass::Compute_Ortho_Projection -- Automatic Orthographic projection *
- * *
- * Generates the orthographic projection parameters to tightly bound an object *
- * *
- * INPUT: *
- * model - object which we are created a projection of *
- * lightdir - directional light source *
- * znear - distance to near clipping plane for the projection (if -1.0, will be generated) *
- * zfar - distance to far clipping plane for the projection (if -1.0, will be generated) *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Compute_Ortho_Projection
- (
- RenderObjClass * model,
- const Vector3 & lightdir,
- float znear,
- float zfar
- )
- {
- if (model == NULL) {
- WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
- return false;
- }
- AABoxClass box;
- model->Get_Obj_Space_Bounding_Box(box);
- const Matrix3D & tm = model->Get_Transform();
- return Compute_Ortho_Projection(box,tm,lightdir,znear,zfar);
- }
- /***********************************************************************************************
- * TexProjectClass::Compute_Ortho_Projection -- Automatic Orthographic projection *
- * *
- * Generates the orthographic projection parameters to tightly bound an object *
- * *
- * INPUT: *
- * obj_box - object space bounding box of the object we are projecting *
- * tm - transform of the object we are projecting *
- * lightdir - directional light *
- * user_znear - distance to near clipping plane for the projection (if -1.0, will be generated)*
- * user_zfar - distance to far clipping plane for the projection (if -1.0, will be generated) *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Compute_Ortho_Projection
- (
- const AABoxClass & obj_box,
- const Matrix3D & tm,
- const Vector3 & lightdir,
- float user_znear,
- float user_zfar
- )
- {
- /*
- ** Compute the center of the box in world-space
- */
- AABoxClass wrldbox = obj_box;
- wrldbox.Transform(tm);
- /*
- ** Create a camera transform looking at the object.
- ** Set this as our transform later in this routine.
- */
- Vector3 camera_target = wrldbox.Center;
- Vector3 camera_position = camera_target - 2.0f * wrldbox.Extent.Length() * lightdir;
- Matrix3D texture_tm,texture_tm_inv;
- texture_tm.Look_At(camera_position,camera_target,0.0f);
- texture_tm.Get_Orthogonal_Inverse(texture_tm_inv);
- /*
- ** Calculate the axis-aligned bounding box of the model in the camera's coordinate system.
- */
- AABoxClass box = obj_box;
- Matrix3D obj_to_world = tm;
- Matrix3D obj_to_texture;
- Matrix3D::Multiply(texture_tm_inv,obj_to_world,&obj_to_texture);
- box.Transform(obj_to_texture);
- /*
- ** Expand the box to help with bounding box errors
- */
- box.Extent *= 1.0f;
- /*
- ** Compute the frustum parameters. Note that znear and zfar are supposed to
- ** be positive distances for the projection code.
- */
- float znear = -box.Center.Z; //-(box.Center.Z + obj_box.Extent.Quick_Length());
- float zfar = -(box.Center.Z - obj_box.Extent.Quick_Length()) * 2.0f;
- if (user_znear != -1.0f) {
- znear = -box.Center.Z + user_znear;
- }
- if (user_zfar != -1.0f) {
- zfar = -box.Center.Z + user_zfar;
- }
- /*
- ** All done!
- */
- Set_Ortho_Projection( box.Center.X - box.Extent.X,
- box.Center.X + box.Extent.X,
- box.Center.Y - box.Extent.Y,
- box.Center.Y + box.Extent.Y,
- znear,
- zfar );
- Set_Transform(texture_tm);
- return true;
- }
- /***********************************************************************************************
- * TexProjectClass::Compute_Texture -- Generates texture by rendering an object *
- * *
- * INPUT: *
- * model - pointer to the render object to generate a shadow texture for *
- * context - shadow render context which has been initialized to <TextureSize> resolution *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- * 5/16/02 kjm : Added optional custom depth/stencil target *
- *=============================================================================================*/
- bool TexProjectClass::Compute_Texture
- (
- RenderObjClass * model,
- SpecialRenderInfoClass * context
- )
- {
- if ((model == NULL) || (context == NULL))
- {
- return false;
- }
- /*
- ** Render to texture
- */
- TextureClass * rtarget=NULL;
- ZTextureClass* ztarget=NULL;
- Peek_Render_Target(&rtarget,&ztarget);
- if (rtarget != NULL)
- {
- // set projector for render context KJM
- context->Texture_Projector=this;
- /*
- ** Set the render target
- */
- DX8Wrapper::Set_Render_Target_With_Z (rtarget,ztarget);
- /*
- ** Set up the camera
- */
- Configure_Camera(context->Camera);
-
- /*
- ** Render the object
- */
- Vector3 color(0.0f,0.0f,0.0f);
- if (Get_Flag(ADDITIVE) == false) {
- color.Set(1.0f,1.0f,1.0f);
- }
- bool zclear=ztarget!=NULL;
- bool snapshot=WW3D::Is_Snapshot_Activated();
- SNAPSHOT_SAY(("TexProjectCLass::Begin_Render()\n"));
- WW3D::Begin_Render(true,zclear,color); // false to zclear as we don't have z-buffer
- WW3D::Render(*model,*context);
- SNAPSHOT_SAY(("TexProjectCLass::End_Render()\n"));
- WW3D::End_Render(false);
- WW3D::Activate_Snapshot(snapshot); // End_Render() ends the shapsnot, so restore the state
- DX8Wrapper::Set_Render_Target((IDirect3DSurface8 *)NULL);
- }
- #if 0
- /*
- ** Render the object with the BW Renderer into our color surface
- */
- BWRenderClass bwr((unsigned char*)shadow_surface->getDataPtr(),tex_size);
- bwr.Fill(0xff);
- context->BWRenderer = &bwr;
- model->Special_Render(*context);
- context->BWRenderer = NULL;
- #endif
- return true;
- }
- /***********************************************************************************************
- * TexProjectClass::Needs_Render_Target -- returns wheter this projector needs a render target *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/17/2001 gth : Created. *
- *=============================================================================================*/
- bool TexProjectClass::Needs_Render_Target(void)
- {
- return Get_Flag(TEXTURE_DIRTY);
- }
- /***********************************************************************************************
- * TexProjectClass::Set_Render_Target -- Install a render target for this projector to use *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/16/2001 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Set_Render_Target
- (
- TextureClass* render_target,
- ZTextureClass* zbuffer
- )
- {
- REF_PTR_SET(RenderTarget,render_target);
- Set_Texture(RenderTarget);
- REF_PTR_SET(DepthStencilTarget,zbuffer);
- }
- /***********************************************************************************************
- * TexProjectClass::Peek_Render_Target -- Returns pointer to the render target if we have one *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/5/2001 gth : Created. *
- * 5/16/2002 kjm : Added optional custom zbuffer *
- *=============================================================================================*/
- TextureClass* TexProjectClass::Peek_Render_Target
- (
- TextureClass** rtarget,
- ZTextureClass** ztarget
- )
- {
- // some uses of this function just want to know if a render target exists
- if (rtarget==NULL) return RenderTarget;
-
- *rtarget=RenderTarget;
- // don't set if pointer isn't supplied
- if (ztarget!=NULL)
- *ztarget=DepthStencilTarget;
- return RenderTarget;
- }
- /***********************************************************************************************
- * TexProjectClass::Configure_Camera -- set up a camera to match this projector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Configure_Camera(CameraClass & camera)
- {
- camera.Set_Transform(Transform);
- camera.Set_Clip_Planes(0.01f,ZFar);
- if (Get_Flag(PERSPECTIVE)) {
- camera.Set_Projection_Type(CameraClass::PERSPECTIVE);
- camera.Set_View_Plane(HFov,VFov);
- } else {
- camera.Set_Projection_Type(CameraClass::ORTHO);
- camera.Set_View_Plane(Vector2(XMin,YMin),Vector2(XMax,YMax));
- }
- // Set one-pixel borders to the texture to avoid "flooding" shadows...
- float size=Get_Texture_Size();
- float inv_size=1.0f/size;
- Vector2 vmin(1.0f*inv_size,1.0f*inv_size);
- Vector2 vmax((size-1.0f)*inv_size,(size-1.0f)*inv_size);
- camera.Set_Viewport(vmin,vmax);
- }
- /***********************************************************************************************
- * TexProjectClass::Pre_Render_Update -- Prepare the projector for rendering *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Pre_Render_Update(const Matrix3D & camera)
- {
- /*
- ** Mview-texture = PShadow * Mwrld-texture * Mcamera-vrld
- */
- Matrix3D world_to_texture;
- Matrix3D tmp;
- Matrix4x4 view_to_texture;
- Transform.Get_Orthogonal_Inverse(world_to_texture);
- Matrix3D::Multiply(world_to_texture,camera,&tmp);
- Matrix4x4::Multiply(Projection,tmp,&view_to_texture);
- /*
- ** update the current intensity by iterating it towards the desired intensity
- */
- float frame_time = (float)WW3D::Get_Frame_Time() / 1000.0f;
- float intensity_delta = DesiredIntensity - Intensity;
- float max_intensity_delta = INTENSITY_RATE_OF_CHANGE * frame_time;
-
- if (intensity_delta > max_intensity_delta) {
- Intensity += max_intensity_delta;
- } else if (intensity_delta < -max_intensity_delta) {
- Intensity -= max_intensity_delta;
- } else {
- Intensity = DesiredIntensity;
- }
- float actual_intensity = Intensity * Attenuation;
- /*
- ** install the current intensity
- */
- VertexMaterialClass * vmat = MaterialPass->Peek_Material();
- if (Get_Flag(ADDITIVE)) {
- vmat->Set_Emissive(actual_intensity,actual_intensity,actual_intensity);
- } else {
- vmat->Set_Emissive(1.0f - actual_intensity,1.0f - actual_intensity,1.0f - actual_intensity);
- }
- /*
- ** update the mappers
- */
- if (Get_Flag(PERSPECTIVE)) {
- Mapper->Set_Type(MatrixMapperClass::PERSPECTIVE_PROJECTION);
- } else {
- Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
- }
- if (Get_Texture_Size() == 0) {
- // SurfaceClass::SurfaceDescription surface_desc;
- // MaterialPass->Peek_Texture()->Get_Level_Description(surface_desc);
- Set_Texture_Size(MaterialPass->Peek_Texture()->Get_Width());
- WWASSERT(Get_Texture_Size() != 0);
- }
-
- Mapper->Set_Texture_Transform(view_to_texture,Get_Texture_Size());
- if (Mapper1) {
- Mapper1->Set_Texture_Transform(view_to_texture,Get_Texture_Size());
- }
- }
- /***********************************************************************************************
- * TexProjectClass::Update_WS_Bounding_Volume -- Recalculate the world-space bounding box *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/11/00 gth : Created. *
- *=============================================================================================*/
- void TexProjectClass::Update_WS_Bounding_Volume(void)
- {
- ProjectorClass::Update_WS_Bounding_Volume();
- /*
- ** Tell our culling system that we've changed
- */
- Vector3 extent;
- WorldBoundingVolume.Compute_Axis_Aligned_Extent(&extent);
- Set_Cull_Box(AABoxClass(WorldBoundingVolume.Center,extent));
- }
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