Initial commit
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507
Torque/SDK/engine/terrain/terrLighting.cc
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507
Torque/SDK/engine/terrain/terrLighting.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "terrain/terrData.h"
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#include "math/mMath.h"
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#include "dgl/dgl.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "dgl/gBitmap.h"
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#include "dgl/gTexManager.h"
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#include "terrain/terrRender.h"
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U32 TerrainRender::TestSquareLights(GridSquare *sq, S32 level, Point2I pos, U32 lightMask)
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{
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U32 retMask = 0;
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F32 blockX = pos.x * mSquareSize + mBlockPos.x;
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F32 blockY = pos.y * mSquareSize + mBlockPos.y;
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F32 blockZ = fixedToFloat(sq->minHeight);
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F32 blockSize = mSquareSize * (1 << level);
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F32 blockHeight = fixedToFloat(sq->maxHeight - sq->minHeight);
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Point3F vec;
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for(S32 i = 0; (lightMask >> i) != 0; i++)
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{
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if(lightMask & (1 << i))
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{
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Point3F *pos = &mTerrainLights[i].pos;
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// test the visibility of this light to box
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// find closest point on box to light and test
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if(pos->z < blockZ)
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vec.z = blockZ - pos->z;
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else if(pos->z > blockZ + blockHeight)
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vec.z = pos->z - (blockZ + blockHeight);
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else
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vec.z = 0;
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if(pos->x < blockX)
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vec.x = blockX - pos->x;
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else if(pos->x > blockX + blockSize)
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vec.x = pos->x - (blockX + blockSize);
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else
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vec.x = 0;
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if(pos->y < blockY)
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vec.y = blockY - pos->y;
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else if(pos->y > blockY + blockSize)
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vec.y = pos->y - (blockY + blockSize);
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else
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vec.y = 0;
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F32 dist = vec.len();
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if(dist < mTerrainLights[i].radius)
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retMask |= (1 << i);
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}
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}
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return retMask;
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}
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//jff tmp
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#include "sceneGraph/lightManager.h"
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#include "sceneGraph/sceneGraph.h"
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void TerrainRender::buildLightArray()
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{
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static Vector<LightInfo*> lights;
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//
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lights.clear();
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gClientSceneGraph->getLightManager()->getBestLights(mClipPlane, mNumClipPlanes, mCamPos, lights, MaxTerrainLights);
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// create terrain lights from these...
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U32 curIndex = 0;
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for(U32 i = 0; i < lights.size(); i++)
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{
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if(lights[i]->mType != LightInfo::Point)
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continue;
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// set the 'fo
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TerrLightInfo & info = mTerrainLights[curIndex++];
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mCurrentBlock->getWorldTransform().mulP(lights[i]->mPos, &info.pos);
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info.radius = lights[i]->mRadius; //jff
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info.radiusSquared = info.radius * info.radius;
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//
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info.r = lights[i]->mColor.red;
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info.g = lights[i]->mColor.green;
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info.b = lights[i]->mColor.blue;
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Point3F dVec = mCamPos - lights[i]->mPos;
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info.distSquared = mDot(dVec, dVec);
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}
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mDynamicLightCount = curIndex;
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}
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static U16 convertColor(ColorF color)
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{
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if(color.red > 1)
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color.red = 1;
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if(color.green > 1)
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color.green = 1;
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if(color.blue > 1)
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color.blue = 1;
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return (U32(color.blue * 31) << 11) |
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(U32(color.green * 31) << 6) |
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(U32(color.red * 31) << 1) | 1;
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}
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void TerrainBlock::relight(const ColorF &lightColor, const ColorF &ambient, const Point3F &lightDir)
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{
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if(lightDir.x == 0 && lightDir.y == 0)
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return;
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if(!lightMap)
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return;
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S32 generateLevel = Con::getIntVariable("$pref::sceneLighting::terrainGenerateLevel", 0);
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generateLevel = mClamp(generateLevel, 0, 4);
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U32 generateDim = TerrainBlock::LightmapSize << generateLevel;
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U32 generateShift = TerrainBlock::LightmapShift + generateLevel;
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U32 generateMask = generateDim - 1;
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F32 zStep;
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F32 frac;
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Point2I blockColStep;
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Point2I blockRowStep;
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Point2I blockFirstPos;
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Point2I lmapFirstPos;
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F32 terrainDim = F32(getSquareSize()) * F32(TerrainBlock::BlockSize);
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F32 stepSize = F32(getSquareSize()) / F32(generateDim / TerrainBlock::BlockSize);
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if(mFabs(lightDir.x) >= mFabs(lightDir.y))
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{
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if(lightDir.x > 0)
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{
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zStep = lightDir.z / lightDir.x;
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frac = lightDir.y / lightDir.x;
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blockColStep.set(1, 0);
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blockRowStep.set(0, 1);
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blockFirstPos.set(0, 0);
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lmapFirstPos.set(0, 0);
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}
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else
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{
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zStep = -lightDir.z / lightDir.x;
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frac = -lightDir.y / lightDir.x;
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blockColStep.set(-1, 0);
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blockRowStep.set(0, 1);
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blockFirstPos.set(255, 0);
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lmapFirstPos.set(TerrainBlock::LightmapSize-1, 0);
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}
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}
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else
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{
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if(lightDir.y > 0)
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{
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zStep = lightDir.z / lightDir.y;
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frac = lightDir.x / lightDir.y;
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blockColStep.set(0, 1);
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blockRowStep.set(1, 0);
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blockFirstPos.set(0, 0);
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lmapFirstPos.set(0, 0);
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}
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else
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{
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zStep = -lightDir.z / lightDir.y;
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frac = -lightDir.x / lightDir.y;
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blockColStep.set(0, -1);
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blockRowStep.set(1, 0);
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blockFirstPos.set(0, 255);
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lmapFirstPos.set(0, TerrainBlock::LightmapSize-1);
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}
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}
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zStep *= stepSize;
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F32 * heightArray = new F32[generateDim];
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S32 fracStep = -1;
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if(frac < 0)
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{
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fracStep = 1;
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frac = -frac;
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}
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F32 * nextHeightArray = new F32[generateDim];
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F32 oneMinusFrac = 1 - frac;
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U32 blockShift = generateShift - TerrainBlock::BlockShift;
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U32 lightmapShift = generateShift - TerrainBlock::LightmapShift;
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U32 blockStep = 1 << blockShift;
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U32 blockMask = (1 << blockShift) - 1;
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U32 lightmapMask = (1 << lightmapShift) - 1;
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Point2I bp = blockFirstPos;
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F32 terrainHeights[2][TerrainBlock::BlockSize];
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U32 i;
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// get first set of heights
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for(i = 0; i < TerrainBlock::BlockSize; i++, bp += blockRowStep)
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terrainHeights[0][i] = fixedToFloat(getHeight(bp.x, bp.y));
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// get second set of heights
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bp = blockFirstPos + blockColStep;
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for(i = 0; i < TerrainBlock::BlockSize; i++, bp += blockRowStep)
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terrainHeights[1][i] = fixedToFloat(getHeight(bp.x, bp.y));
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F32 * pTerrainHeights[2];
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pTerrainHeights[0] = static_cast<F32*>(terrainHeights[0]);
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pTerrainHeights[1] = static_cast<F32*>(terrainHeights[1]);
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F32 heightStep = 1.f / blockStep;
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F32 terrainZRowStep[2][TerrainBlock::BlockSize];
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F32 terrainZColStep[TerrainBlock::BlockSize];
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// fill in the row steps
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for(i = 0; i < TerrainBlock::BlockSize; i++)
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{
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terrainZRowStep[0][i] = (terrainHeights[0][(i+1) & TerrainBlock::BlockMask] - terrainHeights[0][i]) * heightStep;
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terrainZRowStep[1][i] = (terrainHeights[1][(i+1) & TerrainBlock::BlockMask] - terrainHeights[1][i]) * heightStep;
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terrainZColStep[i] = (terrainHeights[1][i] - terrainHeights[0][i]) * heightStep;
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}
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// get first row of process heights
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for(i = 0; i < generateDim; i++)
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{
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U32 bi = i >> blockShift;
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heightArray[i] = terrainHeights[0][bi] + (i & blockMask) * terrainZRowStep[0][bi];
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}
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bp = blockFirstPos;
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if(generateDim == TerrainBlock::BlockSize)
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bp += blockColStep;
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// generate the initial run
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U32 x, y;
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for(x = 1; x < generateDim; x++)
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{
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U32 xmask = x & blockMask;
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// generate new height step rows?
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if(!xmask)
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{
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F32 * tmp = pTerrainHeights[0];
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pTerrainHeights[0] = pTerrainHeights[1];
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pTerrainHeights[1] = tmp;
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bp += blockColStep;
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Point2I bwalk = bp;
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for(i = 0; i < TerrainBlock::BlockSize; i++, bwalk += blockRowStep)
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pTerrainHeights[1][i] = fixedToFloat(getHeight(bwalk.x, bwalk.y));
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// fill in the row steps
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for(i = 0; i < TerrainBlock::BlockSize; i++)
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{
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terrainZRowStep[0][i] = (pTerrainHeights[0][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[0][i]) * heightStep;
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terrainZRowStep[1][i] = (pTerrainHeights[1][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[1][i]) * heightStep;
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terrainZColStep[i] = (pTerrainHeights[1][i] - pTerrainHeights[0][i]) * heightStep;
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}
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}
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Point2I bwalk = bp - blockRowStep;
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for(y = 0; y < generateDim; y++)
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{
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U32 ymask = y & blockMask;
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if(!ymask)
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bwalk += blockRowStep;
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U32 bi = y >> blockShift;
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U32 binext = (bi + 1) & TerrainBlock::BlockMask;
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F32 height;
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// 135?
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if((bwalk.x ^ bwalk.y) & 1)
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{
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U32 xsub = blockStep - xmask;
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if(xsub > ymask) // bottom
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height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
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ymask * terrainZRowStep[0][bi];
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else // top
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height = pTerrainHeights[1][bi] - xsub * terrainZColStep[binext] +
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ymask * terrainZRowStep[1][bi];
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}
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else
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{
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if(xmask > ymask) // bottom
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height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
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ymask * terrainZRowStep[1][bi];
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else // top
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height = pTerrainHeights[0][bi] + xmask * terrainZColStep[binext] +
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ymask * terrainZRowStep[0][bi];
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}
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F32 intHeight = heightArray[y] * oneMinusFrac + heightArray[(y + fracStep) & generateMask] * frac + zStep;
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nextHeightArray[y] = getMax(height, intHeight);
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}
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// swap the height rows
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for(y = 0; y < generateDim; y++)
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heightArray[y] = nextHeightArray[y];
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}
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F32 squareSize = getSquareSize();
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F32 squaredSquareSize = squareSize * squareSize;
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F32 lexelDim = squareSize * F32(TerrainBlock::BlockSize) / F32(TerrainBlock::LightmapSize);
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// calculate normal runs
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Point3F normals[2][TerrainBlock::BlockSize];
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Point3F * pNormals[2];
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pNormals[0] = static_cast<Point3F*>(normals[0]);
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pNormals[1] = static_cast<Point3F*>(normals[1]);
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// calculate the normal lookup table
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F32 * normTable = new F32 [blockStep * blockStep * 4];
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Point2F corners[4] = {
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Point2F(0.f, 0.f),
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Point2F(1.f, 0.f),
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Point2F(1.f, 1.f),
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Point2F(0.f, 1.f)
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};
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U32 idx = 0;
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F32 step = 1.f / blockStep;
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F32 halfStep = step / 2.f;
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Point2F pos(halfStep, halfStep);
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// fill it
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for(x = 0; x < blockStep; x++, pos.x += step, pos.y = halfStep)
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for(y = 0; y < blockStep; y++, pos.y += step)
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for(i = 0; i < 4; i++, idx++)
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normTable[idx] = 1.f - getMin(Point2F(pos - corners[i]).len(), 1.f);
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// fill first column
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bp = blockFirstPos;
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for(x = 0; x < TerrainBlock::BlockSize; x++)
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{
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terrainHeights[0][x] = fixedToFloat(getHeight(bp.x, bp.y));
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Point2F pos(bp.x * squareSize, bp.y * squareSize);
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getNormal(pos, &pNormals[1][x]);
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bp += blockRowStep;
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}
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// get swapped on first pass
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pTerrainHeights[0] = static_cast<F32*>(terrainHeights[1]);
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pTerrainHeights[1] = static_cast<F32*>(terrainHeights[0]);
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ColorF colors[TerrainBlock::LightmapSize];
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F32 ratio = F32(1 << lightmapShift);
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F32 inverseRatioSquared = 1.f / (ratio * ratio);
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// walk it...
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bp = blockFirstPos - blockColStep;
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Point2I lp = lmapFirstPos - blockColStep;
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for(x = 0; x < generateDim; x++)
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{
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U32 xmask = x & blockMask;
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// process lightmap?
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if(!(x & lightmapMask))
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{
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dMemset(colors, 0, sizeof(ColorF) * TerrainBlock::LightmapSize);
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lp += blockColStep;
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}
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// generate new runs?
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if(!xmask)
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{
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bp += blockColStep;
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// do the normals
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Point3F * temp = pNormals[0];
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pNormals[0] = pNormals[1];
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pNormals[1] = temp;
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// fill the row
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Point2I bwalk = bp + blockColStep;
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for(i = 0; i < TerrainBlock::BlockSize; i++)
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{
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Point2F pos(bwalk.x * squareSize, bwalk.y * squareSize);
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getNormal(pos, &pNormals[1][i]);
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bwalk += blockRowStep;
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}
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// do the heights
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F32 * tmp = pTerrainHeights[0];
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pTerrainHeights[0] = pTerrainHeights[1];
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pTerrainHeights[1] = tmp;
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bwalk = bp + blockColStep;
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for(i = 0; i < TerrainBlock::BlockSize; i++, bwalk += blockRowStep)
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pTerrainHeights[1][i] = fixedToFloat(getHeight(bwalk.x, bwalk.y));
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// fill in the row steps
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for(i = 0; i < TerrainBlock::BlockSize; i++)
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{
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terrainZRowStep[0][i] = (pTerrainHeights[0][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[0][i]) * heightStep;
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terrainZRowStep[1][i] = (pTerrainHeights[1][(i+1) & TerrainBlock::BlockMask] - pTerrainHeights[1][i]) * heightStep;
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terrainZColStep[i] = (pTerrainHeights[1][i] - pTerrainHeights[0][i]) * heightStep;
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}
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}
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Point2I bwalk = bp - blockRowStep;
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for(y = 0; y < generateDim; y++)
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{
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U32 ymask = y & blockMask;
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if(!ymask)
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bwalk += blockRowStep;
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U32 bi = y >> blockShift;
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U32 binext = (bi + 1) & TerrainBlock::BlockMask;
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F32 height;
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// 135?
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if((bwalk.x ^ bwalk.y) & 1)
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{
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U32 xsub = blockStep - xmask;
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if(xsub > ymask) // bottom
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height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
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ymask * terrainZRowStep[0][bi];
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else // top
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height = pTerrainHeights[1][bi] - xsub * terrainZColStep[binext] +
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ymask * terrainZRowStep[1][bi];
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}
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else
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{
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if(xmask > ymask) // bottom
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height = pTerrainHeights[0][bi] + xmask * terrainZColStep[bi] +
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ymask * terrainZRowStep[1][bi];
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else // top
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height = pTerrainHeights[0][bi] + xmask * terrainZColStep[binext] +
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ymask * terrainZRowStep[0][bi];
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}
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F32 intHeight = heightArray[y] * oneMinusFrac + heightArray[(y + fracStep) & generateMask] * frac + zStep;
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ColorF & col = colors[y >> lightmapShift];
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// non shadowed?
|
||||
if(height >= intHeight)
|
||||
{
|
||||
U32 idx = (xmask + (ymask << blockShift)) << 2;
|
||||
|
||||
Point3F normal;
|
||||
normal = pNormals[0][bi] * normTable[idx++];
|
||||
normal += pNormals[0][binext] * normTable[idx++];
|
||||
normal += pNormals[1][binext] * normTable[idx++];
|
||||
normal += pNormals[1][bi] * normTable[idx];
|
||||
normal.normalize();
|
||||
|
||||
nextHeightArray[y] = height;
|
||||
F32 colorScale = mDot(normal, lightDir);
|
||||
if(colorScale >= 0)
|
||||
col += ambient;
|
||||
else
|
||||
col += (ambient + lightColor * -colorScale);
|
||||
}
|
||||
else
|
||||
{
|
||||
nextHeightArray[y] = intHeight;
|
||||
col += ambient;
|
||||
}
|
||||
}
|
||||
|
||||
for(y = 0; y < generateDim; y++)
|
||||
heightArray[y] = nextHeightArray[y];
|
||||
|
||||
// do some lighting stuff?
|
||||
if(!((x+1) & lightmapMask))
|
||||
{
|
||||
Point2I lwalk = lp;
|
||||
U32 mask = TerrainBlock::LightmapSize - 1;
|
||||
for(i = 0; i < TerrainBlock::LightmapSize; i++)
|
||||
{
|
||||
U16 * ptr = (U16*)lightMap->getAddress(lp.x & mask, lp.y & mask);
|
||||
*ptr = convertColor(colors[i]);
|
||||
lp += blockRowStep;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
delete [] normTable;
|
||||
delete [] heightArray;
|
||||
delete [] nextHeightArray;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user