JurassicParkTrespasser/jp2_pc/Source/Lib/Renderer/Primitives/FastBumpMath.hpp

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/***********************************************************************************************
*
* Copyright <EFBFBD> DreamWorks Interactive. 1996
*
* Contents:
* Math tools fast bumpmapping.
*
* Notes:
*
* To Do:
* Add averaging for increment ranges for the arcsine and arctan lookup tables.
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/FastBumpMath.hpp $
*
* 14 5/06/98 3:32p Rwyatt
* Adjusted assert in the iArcSin function.
*
* 13 1/19/98 7:30p Pkeet
* Added support for 16 bit bumpmaps by adding lower colour resolution and a smaller size for
* 'CBumpAnglePair.'
*
* 12 97/11/24 16:59 Speter
* Placed all tables and functions inside new CBumpAngleConvert class. Expanded size of arcsin
* table.
*
* 11 97/09/18 21:06 Speter
* Moved inverse trig functions inline to .hpp. Changed table sizes. Moved
* CInitNormalToBumpAngle class to .cpp, used only there now.
*
* 10 97/08/11 10:12p Pkeet
* Added the 'dir3AnglesToNormal' function that works directly from the bumpmap angle.
*
* 9 97/03/24 15:23 Speter
* Now explicitly differentiate PHI_L from PHI_B in constants and usage (rather than just using
* PHI), allowing them to vary arbitrarily.
*
* 8 96/12/10 13:11 Speter
* Increased the iArcSin table size to provide full precision for given number of phi angles.
*
* 7 96/11/11 18:54 Speter
* Changed init class CNormalToBumpAngle to CInitNormalToBumpAngle.
* Placed static instance of it in .hpp file.
*
* 6 96/09/27 11:31 Speter
* Oops. Changed <float> in geometry types to <>.
*
* 5 9/24/96 2:56p Pkeet
* Added the include for 'FastBump.hpp.' Removed test functions.
*
* 4 9/11/96 11:29a Pkeet
* Removed '#include "Lib/Renderer/ObjDef3D.hpp".'
*
* 3 9/05/96 6:34p Pkeet
* Changed bumpmap to use the 'CRasterSimple' class. Added lighting parameters to the
* 'MakeBumpmap' Table function.
*
* 2 9/04/96 5:16p Pkeet
* Added file-based bumpmaps.
*
* 1 8/30/96 2:49p Pkeet
* Initial implementation.
*
**********************************************************************************************/
#ifndef HEADER_LIB_RENDERER_PRIMITIVES_FASTBUMPMATH_HPP
#define HEADER_LIB_RENDERER_PRIMITIVES_FASTBUMPMATH_HPP
//
// Global includes.
//
#include "FastBump.hpp"
//
// Defines.
//
// Bumpmap angle definitions.
#define iTHETA_PI (1 << (iTHETA_BITS - 1))
#define iTHETA_PI_2 (1 << (iTHETA_BITS - 2))
#define iTHETA_PI_4 (1 << (iTHETA_BITS - 3))
// Trig table sizes.
#define iARCTAN_TABLE_SIZE_BITS (iTHETA_BITS + 2)
#define iARCTAN_TABLE_SIZE (1 << iARCTAN_TABLE_SIZE_BITS)
#define iARCSIN_TABLE_SIZE_BITS (iPHI_L_BITS + 6)
#define iARCSIN_TABLE_SIZE (1 << iARCSIN_TABLE_SIZE_BITS)
#define fSHIFT_PHI_BITS ((float)(1 << (iFLOAT_MANT_BIT_WIDTH - iARCSIN_TABLE_SIZE_BITS + 1)) + 1.0f)
#define fSHIFT_THETA_BITS ((float)(1 << (iFLOAT_MANT_BIT_WIDTH - iARCTAN_TABLE_SIZE_BITS + 1)) + 1.0f)
#if (iTHETA_BITS > 8)
#error The number of significant bits for bumpmap theta angles must be 8 or less!
#endif
#if (iPHI_L_BITS > 8)
#error The number of significant bits for bumpmap phi angles must be 8 or less!
#endif
//*********************************************************************************************
//
class CBumpAngleConvert
//
//**************************************
{
protected:
// Tables for converting normal components to bump angle indices.
uint8 au1ArcTanTable[iARCTAN_TABLE_SIZE + 1];
int8 ai1ArcSinTable[iARCSIN_TABLE_SIZE + 1];
// Tables for looking up angular equivalents to bump phi indices.
float afPhiBTable[iMAX_PHI_B+1 - iMIN_PHI_B];
float afPhiLTable[iMAX_PHI_L+1 - iMIN_PHI_L];
public:
//*********************************************************************************************
//
CBumpAngleConvert();
//
// Initialise all tables.
//
//**********************************
//*********************************************************************************************
//
inline uint uArcTan45
(
float f_x_div_y // Ratio between the x and y components of a 2D vector.
)
//
// Returns the arctan of a value in uTheta units.
//
//**************************************
{
Assert(bBetween(f_x_div_y, -1.0f, 1.0f));
CIntFloat if_x_div_y; // Compound integer and floating point representation of value.
// Shift the mantissa bits right to convert to a theta tan value.
if_x_div_y.fFloat = f_x_div_y + fSHIFT_THETA_BITS;
// Mask out only valid mantissa bits.
if_x_div_y.i4Int &= (iARCTAN_TABLE_SIZE << 1) - 1;
Assert(if_x_div_y.i4Int <= iARCTAN_TABLE_SIZE);
// Perform table lookup.
return au1ArcTanTable[if_x_div_y.i4Int];
}
//*********************************************************************************************
//
inline int iArcSinL
(
float f_z // Value between -1 and 1.
)
//
// Returns the arcsin of a value in iPhiL units.
//
//**************************************
{
CIntFloat if_z; // Compound integer and floating point representation of value.
// Shift the mantissa bits right to convert to a phi sin value.
if_z.fFloat = f_z + fSHIFT_PHI_BITS;
// Mask out only valid mantissa bits.
if_z.i4Int &= (iARCSIN_TABLE_SIZE << 1) - 1;
Assert(if_z.i4Int <= iARCSIN_TABLE_SIZE);
// Perform table lookup.
return ai1ArcSinTable[if_z.i4Int];
}
//*********************************************************************************************
//
inline int iArcSinB
(
float f_z // Value between -1 and 1.
)
//
// Returns the arcsin of a value in iPhiB units.
//
//**************************************
{
// We shift the iPhiL value down 0 or more bits to convert to iPhiB.
Assert(iPHI_L_BITS >= iPHI_B_BITS+1);
int i_val = iArcSinL(f_z) >> (iPHI_L_BITS-1 - iPHI_B_BITS);
SetMinMax(i_val, 0, 15);
return i_val;
}
//*********************************************************************************************
//
float fGetPhiB
(
CBumpAnglePair bang
)
//
//**************************************
{
return afPhiBTable[bang.iGetPhiB() - iMIN_PHI_B];
}
//*********************************************************************************************
//
float fGetPhiL
(
CBumpAnglePair bang
)
//
//**************************************
{
return afPhiLTable[bang.iGetPhiL() - iMIN_PHI_L];
}
//*********************************************************************************************
//
CDir3<> dir3AnglesToNormal
(
float f_phi, // Elevation angle in radians.
float f_theta // Angle along the xy plane relative to the y axis.
);
//
// Returns a normalized vector given two angles representing direction and elevation.
//
//**************************************
//*********************************************************************************************
//
CDir3<> dir3AnglesToNormal
(
CBumpAnglePair bang
);
//
// Returns a normalized vector given a bumpmap angle.
//
//**************************************
};
extern CBumpAngleConvert BumpAngleConvert;
#endif