From 966fe28c59f59fc8be795c8215b9352435982445 Mon Sep 17 00:00:00 2001 From: Aki Date: Thu, 30 Sep 2021 16:46:36 +0200 Subject: Merged nGenEx and Parser into Stars45 --- nGenEx/Shadow.cpp | 200 ------------------------------------------------------ 1 file changed, 200 deletions(-) delete mode 100644 nGenEx/Shadow.cpp (limited to 'nGenEx/Shadow.cpp') diff --git a/nGenEx/Shadow.cpp b/nGenEx/Shadow.cpp deleted file mode 100644 index 0954307..0000000 --- a/nGenEx/Shadow.cpp +++ /dev/null @@ -1,200 +0,0 @@ -/* Starshatter OpenSource Distribution - Copyright (c) 1997-2004, Destroyer Studios LLC. - All Rights Reserved. - - Redistribution and use in source and binary forms, with or without - modification, are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - * Neither the name "Destroyer Studios" nor the names of its contributors - may be used to endorse or promote products derived from this software - without specific prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" - AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE - ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE - LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR - CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF - SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS - INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN - CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) - ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE - POSSIBILITY OF SUCH DAMAGE. - - SUBSYSTEM: nGenEx.lib - FILE: Shadow.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Dynamic Stencil Shadow Volumes -*/ - -#include "MemDebug.h" -#include "Shadow.h" -#include "Light.h" -#include "Solid.h" -#include "Scene.h" -#include "Video.h" - -static bool visible_shadow_volumes = false; - -// +--------------------------------------------------------------------+ - -Shadow::Shadow(Solid* s) - : verts(0), nverts(0), max_verts(0), edges(0), num_edges(0), enabled(true) -{ - solid = s; - - if (solid && solid->GetModel()) { - Model* model = solid->GetModel(); - int npolys = model->NumPolys(); - - max_verts = model->NumVerts() * 4; - verts = new(__FILE__,__LINE__) Vec3[max_verts]; - edges = new(__FILE__,__LINE__) WORD[npolys * 6]; - } -} - -// +--------------------------------------------------------------------+ - -Shadow::~Shadow() -{ - if (verts) delete [] verts; - if (edges) delete [] edges; -} - -// +--------------------------------------------------------------------+ - -void -Shadow::Reset() -{ - num_edges = 0; - nverts = 0; -} - -// +--------------------------------------------------------------------+ - -void -Shadow::Render(Video* video) -{ - if (enabled) - video->DrawShadow(solid, nverts, verts, visible_shadow_volumes); -} - -// +--------------------------------------------------------------------+ - -void -Shadow::Update(Light* light) -{ - Reset(); - - if (!light || !solid || !solid->GetModel() || !edges) return; - - Vec3 lpos = light->Location(); - bool directional = light->Type() == Light::LIGHT_DIRECTIONAL; - Model* model = solid->GetModel(); - - ListIter iter = model->GetSurfaces(); - while (++iter) { - Surface* s = iter.value(); - - // transform light location into surface object space - Matrix xform(solid->Orientation()); // XXX should be: (s->GetOrientation()); - - Vec3 tmp = light->Location(); - - if (!directional) - tmp -= (solid->Location() + s->GetOffset()); - - lpos.x = tmp * Vec3(xform(0,0), xform(0,1), xform(0,2)); - lpos.y = tmp * Vec3(xform(1,0), xform(1,1), xform(1,2)); - lpos.z = tmp * Vec3(xform(2,0), xform(2,1), xform(2,2)); - - // compute the silohuette for the mesh with respect to the light: - - for (int i = 0; i < s->NumPolys(); i++) { - Poly* p = s->GetPolys() + i; - - // skip polys with non-shadowing materials: - if (p->material && !p->material->shadow) - continue; - - // if this poly faces the light: - if (p->plane.normal * lpos > 0) { - for (int n = 0; n < p->nverts; n++) { - if (n < p->nverts-1) - AddEdge(p->vlocs[n], p->vlocs[n+1]); - else - AddEdge(p->vlocs[n], p->vlocs[0]); - } - } - } - - // extrude the silohuette away from the light source - // to create the shadow volume: - - Vec3 extent = lpos * -1; - extent.Normalize(); - extent *= 50.0e3f; //solid->Radius() * 2.1f; - - for (int i = 0; i < (int) num_edges; i++) { - if (nverts+6 <= max_verts) { - Vec3 v1 = s->GetVLoc()[edges[2*i+0]]; - Vec3 v2 = s->GetVLoc()[edges[2*i+1]]; - Vec3 v3 = v1 + extent; - Vec3 v4 = v2 + extent; - - verts[nverts++] = v1; - verts[nverts++] = v2; - verts[nverts++] = v3; - - verts[nverts++] = v2; - verts[nverts++] = v4; - verts[nverts++] = v3; - } - } - } -} - -void -Shadow::AddEdge(WORD v1, WORD v2) -{ - // Remove interior edges (which appear in the list twice) - for (DWORD i = 0; i < num_edges; i++) { - if ((edges[2*i+0] == v1 && edges[2*i+1] == v2) || - (edges[2*i+0] == v2 && edges[2*i+1] == v1)) - { - if (num_edges > 1) { - edges[2*i+0] = edges[2*(num_edges-1)+0]; - edges[2*i+1] = edges[2*(num_edges-1)+1]; - } - - num_edges--; - return; - } - } - - edges[2*num_edges+0] = v1; - edges[2*num_edges+1] = v2; - - num_edges++; -} - -bool -Shadow::GetVisibleShadowVolumes() -{ - return visible_shadow_volumes; -} - -void -Shadow::SetVisibleShadowVolumes(bool vis) -{ - visible_shadow_volumes = vis; -} -- cgit v1.1