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engines/wintermute/base/gfx/3dshadow_volume.cpp
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176
engines/wintermute/base/gfx/3dshadow_volume.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
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#include "engines/wintermute/base/gfx/3dshadow_volume.h"
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#include "engines/wintermute/base/gfx/xskinmesh.h"
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#include "engines/wintermute/dcgf.h"
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#include "graphics/opengl/system_headers.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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ShadowVolume::ShadowVolume(BaseGame *inGame) : BaseClass(inGame), _color(0x7f000000) {
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}
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//////////////////////////////////////////////////////////////////////////
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ShadowVolume::~ShadowVolume() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolume::reset() {
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_vertices.removeAll();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////^M
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bool ShadowVolume::addMesh(DXMesh *mesh, uint32 *adjacency, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth) {
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if (!mesh || !adjacency)
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return false;
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DXVector3 invLight;
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DXMatrix matInverseModel;
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DXMatrixInverse(&matInverseModel, nullptr, modelMat);
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DXVec3TransformNormal(&invLight, light, &matInverseModel);
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float *points = (float *)mesh->getVertexBuffer().ptr();
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if (points == nullptr) {
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return false;
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}
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uint32 *indices = (uint32 *)mesh->getIndexBuffer().ptr();
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if (indices == nullptr) {
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return false;
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}
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uint32 numFaces = mesh->getNumFaces();
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// Allocate a temporary edge list
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uint32 *edges = new uint32[numFaces * 6];
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if (edges == nullptr) {
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return false;
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}
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uint32 numEdges = 0;
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uint32 fvfSize = DXGetFVFVertexSize(mesh->getFVF()) / sizeof(float);
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bool *isFront = new bool[numFaces];
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// First pass : for each face, record if it is front or back facing the light
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for (uint32 i = 0; i < numFaces; i++) {
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uint32 index0 = indices[3 * i + 0];
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uint32 index1 = indices[3 * i + 1];
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uint32 index2 = indices[3 * i + 2];
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DXVector3 v0(points + index0 * fvfSize);
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DXVector3 v1(points + index1 * fvfSize);
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DXVector3 v2(points + index2 * fvfSize);
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// Transform vertices or transform light?
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DXVector3 vNormal, vec1, vec2;
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vec1 = v2 - v1;
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vec2 = v1 - v0;
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DXVec3Cross(&vNormal, &vec1, &vec2);
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if (DXVec3Dot(&vNormal, &invLight) >= 0.0f) {
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isFront[i] = false; // back face
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} else {
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isFront[i] = true; // front face
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}
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}
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// First pass : for each face, record if it is front or back facing the light
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for (uint32 i = 0; i < numFaces; i++) {
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if (isFront[i]) {
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uint32 wFace0 = indices[3 * i + 0];
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uint32 wFace1 = indices[3 * i + 1];
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uint32 wFace2 = indices[3 * i + 2];
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uint32 adjacent0 = adjacency[3 * i + 0];
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uint32 adjacent1 = adjacency[3 * i + 1];
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uint32 adjacent2 = adjacency[3 * i + 2];
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if (adjacent0 == 0xFFFFFFFF || isFront[adjacent0] == false) {
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// add edge v0-v1
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edges[2 * numEdges + 0] = wFace0;
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edges[2 * numEdges + 1] = wFace1;
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numEdges++;
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}
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if (adjacent1 == 0xFFFFFFFF || isFront[adjacent1] == false) {
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// add edge v1-v2
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edges[2 * numEdges + 0] = wFace1;
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edges[2 * numEdges + 1] = wFace2;
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numEdges++;
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}
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if (adjacent2 == 0xFFFFFFFF || isFront[adjacent2] == false) {
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// add edge v2-v0
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edges[2 * numEdges + 0] = wFace2;
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edges[2 * numEdges + 1] = wFace0;
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numEdges++;
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}
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}
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}
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for (uint32 i = 0; i < numEdges; i++) {
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DXVector3 v1(points + edges[2 * i + 0] * fvfSize);
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DXVector3 v2(points + edges[2 * i + 1] * fvfSize);
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DXVector3 v3 = v1 - invLight * extrusionDepth;
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DXVector3 v4 = v2 - invLight * extrusionDepth;
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// Add a quad (two triangles) to the vertex list
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addVertex(v1);
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addVertex(v2);
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addVertex(v3);
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addVertex(v2);
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addVertex(v4);
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addVertex(v3);
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}
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// Delete the temporary edge list
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delete[] edges;
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delete[] isFront;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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void ShadowVolume::addVertex(DXVector3 &vertex) {
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_vertices.add(vertex);
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}
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolume::setColor(uint32 color) {
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if (color != _color) {
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_color = color;
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return initMask();
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} else {
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return true;
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}
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}
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} // namespace Wintermute
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