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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 plShadowSlave_inc
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#define plShadowSlave_inc
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#include "hsMatrix44.h"
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#include "hsBounds.h"
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#include "plViewTransform.h"
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#include "hsGeometry3.h"
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class plShadowCaster;
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class plVolumeIsect;
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class plPipeline;
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class plShadowSlave
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{
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public:
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uint32_t fIndex;
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hsMatrix44 fWorldToLight;
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hsMatrix44 fLightToWorld;
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hsPoint3 fLightPos;
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hsVector3 fLightDir;
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hsMatrix44 fWorldToTexture;
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hsMatrix44 fCastLUT;
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hsMatrix44 fRcvLUT;
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plViewTransform fView;
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float fPower;
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float fBlurScale;
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hsBounds3Ext fCasterWorldBounds;
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hsBounds3Ext fWorldBounds;
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plVolumeIsect* fIsect;
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uint32_t fWidth;
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uint32_t fHeight;
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float fAttenDist;
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float fPriority;
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uint32_t fFlags;
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enum SlaveFlag
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{
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kObeysLightGroups = 0x1,
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kIncludesChars = 0x2,
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kSelfShadow = 0x4,
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kCastInCameraSpace = 0x8,
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kReverseZ = 0x10,
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kTwoSided = 0x20,
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kReverseCull = 0x40,
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kPositional = 0x80
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};
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void SetFlag(SlaveFlag f, bool on) { if(on) fFlags |= f; else fFlags &= ~f; }
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bool HasFlag(SlaveFlag f) const { return 0 != (fFlags & f); }
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bool ObeysLightGroups() const { return HasFlag(kObeysLightGroups); }
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bool IncludesChars() const { return HasFlag(kIncludesChars); }
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bool SelfShadow() const { return HasFlag(kSelfShadow); }
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bool CastInCameraSpace() const { return HasFlag(kCastInCameraSpace); }
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bool ReverseZ() const { return HasFlag(kReverseZ); }
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bool TwoSided() const { return HasFlag(kTwoSided); }
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bool ReverseCull() const { return HasFlag(kReverseCull); }
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bool Positional() const { return HasFlag(kPositional); }
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virtual void Init() { fFlags = 0; }
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const plShadowCaster* fCaster;
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// Internal to pipeline, no touch!!!
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int fLightIndex;
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int fLightRefIdx;
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int fSelfShadowOn;
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void* fPipeData;
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bool ISetupOrthoViewTransform();
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bool ISetupPerspViewTransform();
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virtual bool SetupViewTransform(plPipeline* pipe) = 0;
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};
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class plDirectShadowSlave : public plShadowSlave
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{
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virtual bool SetupViewTransform(plPipeline* pipe) { return ISetupOrthoViewTransform(); }
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};
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class plPointShadowSlave : public plShadowSlave
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{
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virtual bool SetupViewTransform(plPipeline* pipe) { return ISetupPerspViewTransform(); }
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};
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#endif // plShadowSlave_inc
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