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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plLightMapGen_inc
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#define plLightMapGen_inc
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#include "hsTemplates.h"
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#include <vector>
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class plMaxLightContext;
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class plRenderGlobalContext;
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class plLayerInterface;
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class plMaxNode;
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class hsGMaterial;
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class plGeometrySpan;
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class plMipmap;
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class plBitmap;
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struct hsColorRGBA;
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struct hsPoint3;
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struct hsVector3;
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struct hsMatrix44;
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class plErrorMsg;
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class plConvertSettings;
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class hsBounds3Ext;
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class plLightMapComponent;
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class plLightMapInfo
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{
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public:
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ObjLightDesc* fObjLiDesc;
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INode* fLiNode;
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int fResetShadowType;
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float fResetMapRange;
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float fMapRange;
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hsBool fNewRender;
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};
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class plLightMapGen
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{
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protected:
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Interface* fInterface;
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TimeValue fTime;
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int fUVWSrc;
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float fScale;
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float fMapRange;
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int fWidth;
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int fHeight;
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bool fRecalcLightMaps;
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Renderer* fRenderer;
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#ifdef MF_NEW_RGC
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RenderGlobalContext* fRGC;
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#else // MF_NEW_RGC
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plRenderGlobalContext* fRGC;
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#endif // MF_NEW_RGC
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RendParams* fRP;
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hsTArray<plLightMapInfo> fAllLights;
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hsTArray<plLightMapInfo*> fActiveLights;
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mutable hsTArray<plLayerInterface*> fCreatedLayers;
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mutable hsTArray<plMipmap*> fPreppedMipmaps;
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mutable hsTArray<plBitmap*> fNewMaps; // Mipmaps created this session (not loaded from disk)
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std::vector<plLightMapComponent*> fSharedComponents; // HACK so we can get rid of key refs before deleting bitmaps
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hsBounds3Ext IGetBoundsLightSpace(INode* node, INode* liNode);
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hsBool IDirAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
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hsBool ISpotAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
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hsBool IOmniAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
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hsBool ILightAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
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hsBool IPrepLight(plLightMapInfo* liInfo, INode* node);
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hsBool IGetLight(INode* node);
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hsBool IFindLightsRecur(INode* node);
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hsBool IFindActiveLights(plMaxNode* node);
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hsBool IReleaseActiveLights();
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hsBool IReleaseAllLights();
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int IPowerOfTwo(int sz) const;
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hsBool ISelectBitmapDimension(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);
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hsBool ICompressLightMaps();
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hsBool IsFresh(plBitmap* map) const;
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hsBool IAddToLightMap(plLayerInterface* lay, plMipmap* src) const;
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plMipmap* IMakeAccumBitmap(plLayerInterface* lay) const;
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void IInitBitmapColor(plMipmap* bitmap, const hsColorRGBA& col) const;
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plLayerInterface* IGetLightMapLayer(plMaxNode* node, plGeometrySpan& span);
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plLayerInterface* IMakeLightMapLayer(plMaxNode* node, plGeometrySpan& span);
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int IGetUVWSrc() const { return fUVWSrc; }
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UInt32 IShadePoint(plMaxLightContext& ctx, const Color& amb, const hsPoint3& p, const hsVector3& n);
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hsBool IShadeVerts(plMaxLightContext& ctx, const Color& amb, const hsPoint3 pt[3], const hsVector3 norm[3], const hsPoint3 uv[3], plMipmap* bitmap);
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hsBool IShadeFace(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& span, int iFace, plMipmap* bitmap);
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hsBool IShadeSpan(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& spans);
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hsBool IShadeGeometrySpans(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);
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hsBool IWantsMaps(plMaxNode* node);
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hsBool IValidateUVWSrc(hsTArray<plGeometrySpan *> &spans) const;
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public:
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plLightMapGen();
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virtual ~plLightMapGen();
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#ifdef MF_NEW_RGC
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void SetRGC(RenderGlobalContext* rgc); // Don't call this ever ever ever
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#endif // MF_NEW_RGC
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hsBool Open(Interface* ip, TimeValue t, bool forceRegen=true);
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hsBool InitNode(INode* node, hsBool softShadow=true); // unnecessary when using MakeMaps()
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hsBool Update(TimeValue t);
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void SetUVWSrc(int i) { fUVWSrc = i; }
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int GetUVWSrc() const { return fUVWSrc; }
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void SetScale(float f) { fScale = f; }
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float GetScale() const { return fScale; }
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// Calls to either the global or single must be wrapped in
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// a call to Open and a call to close. That is, you must first
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// call Open(), then you can make maps all day, but at the end
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// of the day, you need to call Close(). Also, if the scene
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// lighting changes, you need to call Close() and then Open() again.
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// With the possibility of lights getting deleted from the scene,
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// you're best off calling Open(), making as many maps as you want
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// for now, call Close(), and if you decide later you want more,
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// re-open. There's no protection in here from a user deleting
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// a light (or any other node) while the shader is Open. For your
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// own safety and the safety of your fellow passengers, don't
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// return control to the user until the system is Closed.
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hsBool MakeMaps(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *>& spans, plErrorMsg *pErrMsg, plConvertSettings *settings);
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Color ShadowPoint(plMaxLightContext& ctx);
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Color ShadePoint(plMaxLightContext& ctx); // ctx already contains pos & norm
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Color ShadePoint(plMaxLightContext& ctx, const Point3& p, const Point3& n);
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Color ShadePoint(plMaxLightContext& ctx, const hsPoint3& p, const hsVector3& n);
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hsBool DeInitNode();
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hsBool Close();
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static plLightMapGen& Instance();
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};
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#endif // plLightMapGen_inc
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