tge/engine/interior/mirrorSubObject.cc
2025-02-17 23:17:30 -06:00

503 lines
16 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//
// 09/03/03 MM: Changes made by JF to use a stencil mask for mirrors.
//
//-----------------------------------------------------------------------------
#include "interior/mirrorSubObject.h"
#include "interior/interiorInstance.h"
#include "interior/interior.h"
#include "dgl/materialList.h"
#include "core/stream.h"
#include "dgl/dgl.h"
#include "sceneGraph/sgUtil.h"
IMPLEMENT_CONOBJECT(MirrorSubObject);
#include "platform/platformVideo.h"
#include "sceneGraph/sceneGraph.h"
//--------------------------------------------------------------------------
MirrorSubObject::MirrorSubObject()
{
mTypeMask = StaticObjectType;
mInitialized = false;
}
MirrorSubObject::~MirrorSubObject()
{
}
//--------------------------------------------------------------------------
void MirrorSubObject::initPersistFields()
{
Parent::initPersistFields();
//
}
//--------------------------------------------------------------------------
void MirrorSubObject::renderObject(SceneState* state, SceneRenderImage* image)
{
// the surface is rendered when the portal is closed
return;
}
//--------------------------------------------------------------------------
void MirrorSubObject::transformModelview(const U32 portalIndex, const MatrixF& oldMV,
MatrixF* pNewMV)
{
AssertFatal(isInitialized() == true, "Error, we should have been initialized by this point!");
AssertFatal(portalIndex == 0, "Error, we only have one portal!");
*pNewMV = oldMV;
pNewMV->mul(mReflectionMatrix);
}
//--------------------------------------------------------------------------
void MirrorSubObject::transformPosition(const U32 portalIndex, Point3F& ioPosition)
{
AssertFatal(isInitialized() == true, "Error, we should have been initialized by this point!");
AssertFatal(portalIndex == 0, "Error, we only have one portal!");
mReflectionMatrix.mulP(ioPosition);
}
//--------------------------------------------------------------------------
bool MirrorSubObject::computeNewFrustum(const U32 portalIndex,
const F64* oldFrustum,
const F64 nearPlane,
const F64 farPlane,
const RectI& oldViewport,
F64* newFrustum,
RectI& newViewport,
const bool flippedMatrix)
{
AssertFatal(isInitialized() == true, "Error, we should have been initialized by this point!");
AssertFatal(portalIndex == 0, "Error, mirrortests only have one portal!");
Interior* interior = getInstance()->getDetailLevel(mDetailLevel);
static Vector<SGWinding> mirrorWindings;
mirrorWindings.setSize(surfaceCount);
for (U32 i = 0; i < surfaceCount; i++) {
SGWinding& rSGWinding = mirrorWindings[i];
const Interior::Surface& rSurface = interior->mSurfaces[surfaceStart + i];
U32 fanIndices[32];
U32 numFanIndices = 0;
interior->collisionFanFromSurface(rSurface, fanIndices, &numFanIndices);
for (U32 j = 0; j < numFanIndices; j++)
rSGWinding.points[j] = interior->mPoints[fanIndices[j]].point;
rSGWinding.numPoints = numFanIndices;
}
MatrixF finalModelView;
dglGetModelview(&finalModelView);
finalModelView.mul(getSOTransform());
finalModelView.scale(getSOScale());
return sgComputeNewFrustum(oldFrustum, nearPlane, farPlane,
oldViewport,
mirrorWindings.address(), mirrorWindings.size(),
finalModelView,
newFrustum, newViewport,
flippedMatrix);
}
//--------------------------------------------------------------------------
void MirrorSubObject::openPortal(const U32 portalIndex,
SceneState* pCurrState,
SceneState* pParentState)
{
AssertFatal(isInitialized() == true, "Error, we should have been initialized by this point!");
AssertFatal(portalIndex == 0, "Error, mirrortests only have one portal!");
if (mZone == 0)
pParentState->setupZoneProjection(getInstance()->getCurrZone(0));
else
pParentState->setupZoneProjection(mZone + getInstance()->getZoneRangeStart() -
1);
// setup transformation
glPushMatrix();
dglMultMatrix(&getSOTransform());
glScalef(getSOScale().x, getSOScale().y, getSOScale().z);
// setup stencil buffer:
glClearStencil(0x0);
glStencilMask(~0u);
glEnable(GL_STENCIL_TEST);
static U32 lastStateKey = 0;
U32 stateKey = gClientSceneGraph->getStateKey();
// dont clear the stencil for every portal
if(lastStateKey != stateKey)
{
lastStateKey = stateKey;
glClear(GL_STENCIL_BUFFER_BIT);
}
// clear with the fog color
ColorF fogColor = gClientSceneGraph->getFogColor();
glColor3f(fogColor.red, fogColor.green, fogColor.blue);
Interior * interior = getInstance()->getDetailLevel(mDetailLevel);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(ItrPaddedPoint), interior->mPoints.address());
// render the visible surface into the stencil buffer (also render the fog color
// since terrain may not be rendered and it assumes a fog clear)
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
for (U32 i = 0; i < surfaceCount; i++)
{
glDrawElements(GL_TRIANGLE_STRIP,
interior->mSurfaces[surfaceStart+i].windingCount,
GL_UNSIGNED_INT,
&interior->mWindings[interior->mSurfaces[surfaceStart+i].windingStart]);
}
// now clear the visible surface depth (use stencil). disable color buffers (already
// rendered fog in previous step).
glDepthRange(1, 1);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilFunc(GL_EQUAL, 1, 0xffffffff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
for (U32 i = 0; i < surfaceCount; i++)
{
glDrawElements(GL_TRIANGLE_STRIP,
interior->mSurfaces[surfaceStart+i].windingCount,
GL_UNSIGNED_INT,
&interior->mWindings[interior->mSurfaces[surfaceStart+i].windingStart]);
}
// reset states (stencil is setup correctly)
glDepthFunc(GL_LEQUAL);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthRange(0, 1);
glDisableClientState(GL_VERTEX_ARRAY);
// reset transform
glPopMatrix();
dglSetCanonicalState();
}
void MirrorSubObject::closePortal(const U32 portalIndex,
SceneState* pCurrState,
SceneState* pParentState)
{
AssertFatal(isInitialized() == true, "Error, we should have been initialized by this point!");
AssertFatal(portalIndex == 0, "Error, mirrortests only have one portal!");
// setup transformation
glPushMatrix();
dglMultMatrix(&getSOTransform());
glScalef(getSOScale().x, getSOScale().y, getSOScale().z);
// update depth over portal
Interior * interior = getInstance()->getDetailLevel(mDetailLevel);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(ItrPaddedPoint), interior->mPoints.address());
// want to clear stencil value
glStencilFunc(GL_EQUAL, 1, 0xffffffff);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
// render the alpha surface
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_VERTEX_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, interior->mMaterialList->getMaterial(interior->mSurfaces[surfaceStart].textureIndex).getGLName());
glActiveTextureARB(GL_TEXTURE1_ARB);
Vector<U8>* pLMapIndices = &interior->mNormalLMapIndices;
U8 baseIndex = (*pLMapIndices)[surfaceStart];
TextureHandle *tex = gInteriorLMManager.getHandle( interior->mLMHandle, getInstance()->getLMHandle(), baseIndex);
glBindTexture(GL_TEXTURE_2D, tex->getGLName() );
glActiveTextureARB(GL_TEXTURE0_ARB);
glTexGenfv(GL_S, GL_OBJECT_PLANE, (GLfloat*)interior->mTexGenEQs[interior->mSurfaces[surfaceStart].texGenIndex].planeX);
glTexGenfv(GL_T, GL_OBJECT_PLANE, (GLfloat*)interior->mTexGenEQs[interior->mSurfaces[surfaceStart].texGenIndex].planeY);
glActiveTextureARB(GL_TEXTURE1_ARB);
glColor4f(1, 1, 1, mAlphaLevel);
for (U32 i = 0; i < surfaceCount; i++) {
glTexGenfv(GL_S, GL_OBJECT_PLANE, (GLfloat*)interior->mLMTexGenEQs[surfaceStart+i].planeX);
glTexGenfv(GL_T, GL_OBJECT_PLANE, (GLfloat*)interior->mLMTexGenEQs[surfaceStart+i].planeY);
glDrawElements(GL_TRIANGLE_STRIP,
interior->mSurfaces[surfaceStart+i].windingCount,
GL_UNSIGNED_INT,
&interior->mWindings[interior->mSurfaces[surfaceStart+i].windingStart]);
}
glDisableClientState(GL_VERTEX_ARRAY);
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
// reset transform
glPopMatrix();
// disable stencil test
glDisable(GL_STENCIL_TEST);
dglSetCanonicalState();
}
//--------------------------------------------------------------------------
void MirrorSubObject::getWSPortalPlane(const U32 portalIndex, PlaneF* pPlane)
{
AssertFatal(portalIndex == 0, "Error, mirrortests only have one portal!");
Interior* interior = getInstance()->getDetailLevel(mDetailLevel);
const Interior::Surface& rSurface = interior->mSurfaces[surfaceStart];
PlaneF temp = interior->getPlane(rSurface.planeIndex);
if (Interior::planeIsFlipped(rSurface.planeIndex))
temp.neg();
mTransformPlane(getSOTransform(), getSOScale(), temp, pPlane);
}
//--------------------------------------------------------------------------
U32 MirrorSubObject::getSubObjectKey() const
{
return InteriorSubObject::MirrorSubObjectKey;
}
bool MirrorSubObject::_readISO(Stream& stream)
{
AssertFatal(isInitialized() == false, "Error, should not be initialized here!");
if (Parent::_readISO(stream) == false)
return false;
stream.read(&mDetailLevel);
stream.read(&mZone);
stream.read(&mAlphaLevel);
stream.read(&surfaceCount);
stream.read(&surfaceStart);
stream.read(&mCentroid.x);
stream.read(&mCentroid.y);
stream.read(&mCentroid.z);
return true;
}
bool MirrorSubObject::_writeISO(Stream& stream) const
{
if (Parent::_writeISO(stream) == false)
return false;
stream.write(mDetailLevel);
stream.write(mZone);
stream.write(mAlphaLevel);
stream.write(surfaceCount);
stream.write(surfaceStart);
stream.write(mCentroid.x);
stream.write(mCentroid.y);
stream.write(mCentroid.z);
return true;
}
SubObjectRenderImage* MirrorSubObject::getRenderImage(SceneState* state,
const Point3F& osPoint)
{
if (isInitialized() == false)
setupTransforms();
// Check to make sure that we&#180;re on the right side of the plane...
Interior* interior = getInstance()->getDetailLevel(mDetailLevel);
const Interior::Surface& rSurface = interior->mSurfaces[surfaceStart];
PlaneF plane = interior->getPlane(rSurface.planeIndex);
if (Interior::planeIsFlipped(rSurface.planeIndex))
plane.neg();
if (plane.whichSide(osPoint) != PlaneF::Front)
return NULL;
// On the right side, guess we have to return an image and a portal...
//
SubObjectRenderImage* ri = new SubObjectRenderImage;
ri->obj = this;
ri->isTranslucent = false;
U32 realZone;
if (getInstance()->getZoneRangeStart() == 0xFFFFFFFF || mZone == 0) {
realZone = getInstance()->getCurrZone(0);
} else {
realZone = getInstance()->getZoneRangeStart() + mZone - 1;
}
// Create the WS start point. this will be the centroid of the first poly in os space,
// transformed out for the sceneGraph, with a smidge of our normal added in to pull
// it off the surface plane...
Point3F startPoint = mCentroid;
PlaneF temp = interior->getPlane(rSurface.planeIndex);
if (Interior::planeIsFlipped(rSurface.planeIndex))
temp.neg();
startPoint += Point3F(temp.x, temp.y, temp.z) * 0.01f;
getSOTransform().mulP(startPoint);
startPoint.convolve(getSOScale());
state->insertTransformPortal(this, 0, realZone, startPoint, true);
return ri;
}
bool MirrorSubObject::renderDetailDependant() const
{
return true;
}
U32 MirrorSubObject::getZone() const
{
return mZone;
}
void MirrorSubObject::setupTransforms()
{
mInitialized = true;
Interior* interior = getInstance()->getDetailLevel(mDetailLevel);
const Interior::Surface& rSurface = interior->mSurfaces[surfaceStart];
for( U32 i=0; i<surfaceCount; i++ )
{
Interior::Surface& surface = interior->mSurfaces[surfaceStart + i];
//surface.mirrored = true;
}
PlaneF plane = interior->getPlane(rSurface.planeIndex);
if (Interior::planeIsFlipped(rSurface.planeIndex))
plane.neg();
Point3F n(plane.x, plane.y, plane.z);
Point3F q = n;
q *= -plane.d;
MatrixF t(true);
t.scale(getSOScale());
t.mul(getSOTransform());
t.mulV(n);
t.mulP(q);
F32* ra = mReflectionMatrix;
ra[0] = 1.0f - 2.0f*(n.x*n.x); ra[1] = 0.0f - 2.0f*(n.x*n.y); ra[2] = 0.0f - 2.0f*(n.x*n.z); ra[3] = 0.0f;
ra[4] = 0.0f - 2.0f*(n.y*n.x); ra[5] = 1.0f - 2.0f*(n.y*n.y); ra[6] = 0.0f - 2.0f*(n.y*n.z); ra[7] = 0.0f;
ra[8] = 0.0f - 2.0f*(n.z*n.x); ra[9] = 0.0f - 2.0f*(n.z*n.y); ra[10] = 1.0f - 2.0f*(n.z*n.z); ra[11] = 0.0f;
Point3F qnn = n * mDot(n, q);
ra[12] = qnn.x * 2.0f;
ra[13] = qnn.y * 2.0f;
ra[14] = qnn.z * 2.0f;
ra[15] = 1.0f;
// Now, the GGems series (as of v1) uses row vectors (arg)
mReflectionMatrix.transpose();
}
void MirrorSubObject::noteTransformChange()
{
setupTransforms();
Parent::noteTransformChange();
}
InteriorSubObject* MirrorSubObject::clone(InteriorInstance* instance) const
{
MirrorSubObject* pClone = new MirrorSubObject;
pClone->mDetailLevel = mDetailLevel;
pClone->mZone = mZone;
pClone->mAlphaLevel = mAlphaLevel;
pClone->mCentroid = mCentroid;
pClone->surfaceCount = surfaceCount;
pClone->surfaceStart = surfaceStart;
pClone->mInteriorInstance = instance;
return pClone;
}