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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 plLayerInterface_inc
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#define plLayerInterface_inc
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#include "pnNetCommon/plSynchedValue.h"
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#include "pnNetCommon/plSynchedObject.h"
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#include "hsGMatState.h"
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struct hsMatrix44;
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struct hsColorRGBA;
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class plBitmap;
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class plMessage;
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class hsGMatState;
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class plShader;
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class plLayerInterface : public plSynchedObject
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{
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friend class plLayerSDLModifier;
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public:
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enum plLayerDirtyBits {
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kTransform = 0x1,
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kPreshadeColor = 0x2,
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kAmbientColor = 0x4,
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kOpacity = 0x8,
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kTexture = 0x10,
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kState = 0x20,
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kUVWSrc = 0x40,
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kLODBias = 0x80,
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kSpecularColor = 0x100,
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kSpecularPower = 0x200,
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kRuntimeColor = 0x400,
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kVertexShader = 0x800,
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kPixelShader = 0x1000,
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kBumpEnvXfm = 0x2000,
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kAllDirty = 0xffffffff
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};
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enum plUVWSrcModifiers {
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kUVWPassThru = 0x00000000,
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kUVWIdxMask = 0x0000ffff,
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kUVWNormal = 0x00010000,
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kUVWPosition = 0x00020000,
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kUVWReflect = 0x00030000
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};
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protected:
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plLayerInterface* fUnderLay;
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plLayerInterface* fOverLay;
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// NEVER MODIFY A FIELD THAT ISN'T
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// YOUR OWN PERSONAL COPY.
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// These are accessible so that if you're interface doesn't touch a field,
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// it can set it's pointer to the previous interfaces pointer to that field
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// and never even do a copy. For any fields this interface will alter, you
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// need to alloc your own copy, and in your eval get the previous interface's
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// value, modify it, and write it to your copy.
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// So, if you don't touch a field, copy the pointer from prev into your channel pointer,
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// else alloc your own and set the value to whatever you like.
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// Then you only need to update your value when the source value changes (you'll know
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// from dirty bits), or when you want to (you'll know from secs/frame).
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// fOwnedChannels specifies which channels you have allocated and own (and will delete)
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UInt32 fOwnedChannels;
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// fPassThruChannels are channels which we need to pass through our underlay's values,
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// even if we have a differing opinion on what the value should be. This let's us arbitrate
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// between different layers that control the same channels. A layer can claim control of
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// a channel by telling all other layers to pass through that channel via the
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// ClaimChannels(UInt32 chans) member function. See .cpp for arbitration rules.
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UInt32 fPassThruChannels;
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hsMatrix44* fTransform;
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hsColorRGBA* fPreshadeColor;
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hsColorRGBA* fRuntimeColor; // Diffuse color to be used with runtime lights vs. static preshading
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hsColorRGBA* fAmbientColor;
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hsColorRGBA* fSpecularColor;
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hsScalar* fOpacity;
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// Would like to abstract out the mipmap, but we'll bring it
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// along for now.
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plBitmap** fTexture;
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// (Currently) unanimatables.
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hsGMatState* fState;
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UInt32* fUVWSrc;
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hsScalar* fLODBias;
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hsScalar* fSpecularPower;
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plShader** fVertexShader;
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plShader** fPixelShader;
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hsMatrix44* fBumpEnvXfm;
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void IUnthread();
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void ISetPassThru(UInt32 chans);
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public:
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plLayerInterface();
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virtual ~plLayerInterface();
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CLASSNAME_REGISTER( plLayerInterface );
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GETINTERFACE_ANY( plLayerInterface, plSynchedObject );
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plLayerInterface* BottomOfStack() { return fUnderLay ? fUnderLay->BottomOfStack() : this; }
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plLayerInterface* TopOfStack() { return fOverLay ? fOverLay->TopOfStack() : this; }
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// Used by debug code.
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plLayerInterface* GetUnderLay() { return fUnderLay; }
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plLayerInterface* GetOverLay() { return fOverLay; }
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const hsMatrix44& GetTransform() const { return *fTransform; }
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const hsColorRGBA& GetPreshadeColor() const { return *fPreshadeColor; }
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const hsColorRGBA& GetRuntimeColor() const { return *fRuntimeColor; }
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const hsColorRGBA& GetAmbientColor() const { return *fAmbientColor; }
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const hsColorRGBA& GetSpecularColor() const { return *fSpecularColor; }
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hsScalar GetOpacity() const { return *fOpacity; }
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plBitmap* GetTexture() const { return *fTexture; }
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// (Currently) unanimatables
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UInt32 GetUVWSrc() const { return *fUVWSrc; }
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hsScalar GetLODBias() const { return *fLODBias; }
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hsScalar GetSpecularPower() const { return *fSpecularPower; }
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const hsGMatState& GetState() const { return *fState; }
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UInt32 GetBlendFlags() const { return fState->fBlendFlags; }
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UInt32 GetClampFlags() const { return fState->fClampFlags; }
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UInt32 GetShadeFlags() const { return fState->fShadeFlags; }
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UInt32 GetZFlags() const { return fState->fZFlags; }
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UInt32 GetMiscFlags() const { return fState->fMiscFlags; }
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plShader* GetVertexShader() const { return *fVertexShader; }
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plShader* GetPixelShader() const { return *fPixelShader; }
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const hsMatrix44& GetBumpEnvMatrix() const { return *fBumpEnvXfm; }
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// ClaimChannels will tell every other layer on this stack (besides this) to
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// pass through the value, giving this layer the final say on it's value
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void ClaimChannels(UInt32 chans);
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// Eval may be called multiple times per frame, or even multiple times per render (for multiple
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// renders per frame). The burden of deciding whether any update is necessary falls to the
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// derived interface, but here's some info to go on.
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// secs - world time. Time dependent effects (like time of day) look mostly at this.
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// frame - incremented each time the camera moves. View dependent effects look at this.
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// ignore - fields marked ignore will be overwritten (not modified) by an downstream layer, so don't bother computing.
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// return value of fUnderLay->Eval() - bits are true for fields that an interface earlier in the chain dirtied. A field
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// flagged dirty that you modify (as opposed to overwrite) should be updated regardless of secs and frame.
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//
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virtual UInt32 Eval(double secs, UInt32 frame, UInt32 ignore);
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// Attach gives you a chance to decide whether you want to pass through fields from prev (by copying
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// the pointers which you then sooner put long pins through your own eyes than modify). Alloc
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// your own fields before Attach, and you can play with them at will. Base class will pass through
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// (via pointer copy) all nil fields. Detach nils out any fields that are just pass through, and
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// unthreads the requested layer from the stack, returning new top-of-stack.
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//
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// Given two stacks A->B and C->D, A->Attach(C) makes A->B->C->D
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virtual plLayerInterface* Attach(plLayerInterface* prev);
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// Given stack A->B->C->D, A->Detach(C) gives two stacks, A->B and C->D (returned value is A)
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// If A == C (A->B->C && A->Remove(A)), it returns nil, since the it's removed A from the stack,
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// so the two stacks are now nil and A->B->C
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virtual plLayerInterface* Detach(plLayerInterface* nuke);
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// Given stack A->B->C->D, A->Remove(C) gives two stacks, A->B->D and C. It returns the stack with C removed.
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// If A==C (A->B->C && A->Remove(A)), it returns B->C.
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virtual plLayerInterface* Remove(plLayerInterface* nuke);
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plLayerInterface* GetAttached();
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void AttachViaNotify(plLayerInterface *prev); // Export only
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hsBool OwnChannel(UInt32 which) const { return 0 != (fOwnedChannels & which); }
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual hsBool MsgReceive(plMessage* msg);
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};
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#endif // plLayerInterface_inc
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