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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 plRenderInstance_inc
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#define plRenderInstance_inc
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#include "hsTemplates.h"
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class plRenderInstance : public RenderInstance
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{
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protected:
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plRenderInstance* fNext;
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Interval fValid;
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INode* fNode;
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Object* fObject;
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BOOL fDeleteMesh;
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hsTArray<LightDesc*> fLights;
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public:
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plRenderInstance();
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virtual ~plRenderInstance();
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BOOL GetFromNode(INode* node, TimeValue& t, int idx);
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BOOL Update(TimeValue& t);
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void SetNext(plRenderInstance* n) { fNext = n; }
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void Cleanup();
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virtual RenderInstance *Next() { return fNext; } // next in list
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virtual Interval MeshValidity() { return fValid; }
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virtual int NumLights() { return fLights.GetCount(); }
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virtual LightDesc *Light(int n) { return fLights[n]; }
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virtual void AddLight(LightDesc* l) { fLights.Append(l); }
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virtual void ClearLights() { fLights.SetCount(0); }
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virtual BOOL CastsShadowsFrom(const ObjLightDesc& lt); // is lt shadowed by this instance?
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virtual INode *GetINode() { return fNode; } // get INode for instance
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virtual Object *GetEvalObject() { return fObject; } // evaluated object for instance
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virtual Point3 GetFaceNormal(int faceNum); // geometric normal in camera coords
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virtual Point3 GetFaceVertNormal(int faceNum, int vertNum); // camera coords
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virtual void GetFaceVertNormals(int faceNum, Point3 n[3]) // camera coords
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{
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n[0] = GetFaceVertNormal(faceNum, 0);
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n[1] = GetFaceVertNormal(faceNum, 1);
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n[2] = GetFaceVertNormal(faceNum, 2);
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}
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virtual Point3 GetCamVert(int vertnum); // coord for vertex in camera coords
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virtual void GetObjVerts(int fnum, Point3 obp[3]); // vertices of face in object coords
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virtual void GetCamVerts(int fnum, Point3 cp[3]); // vertices of face in camera(view) coords
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// Material-by-face access
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// Objects can provide a material as a function of face number via the IChkMtlAPI interface (chkmtlapi.h).
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// This method will return RenderInstance::mtl if flag INST_MTL_BYFACE is not set. If INST_MTL_BYFACE is
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// set it will return the proper by-face mtl. // DS 4/3/00
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virtual Mtl *GetMtl(int faceNum);
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virtual ULONG MtlRequirements(int mtlNum, int faceNum); // node's mtl requirements. DS 3/31/00: added faceNum to support mtl-per-face objects
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};
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#endif // plRenderInstance_inc
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