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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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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 hsGRenderProcs_inc
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#define hsGRenderProcs_inc
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#include "hsRefCnt.h"
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#include "hsScalar.h"
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#include "hsMemory.h"
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#include "hsBiExpander.h"
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#include "../plPipeline/hsGColorizer.h"
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#include "../plResMgr/plCreatable.h"
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class plPipeline;
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class plDrawable;
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class hsTriangle3;
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struct hsGTriVertex;
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struct hsGVertex3;
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struct hsGShadeVertex;
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struct hsGSplat3;
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class hsStream;
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class plKey;
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class hsBounds3Ext;
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class hsResMgr;
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class hsGRenderProcs : public plCreatable {
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public:
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enum {
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kMaxLabelLen = 128
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};
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enum ProcType {
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kTypeAngleFade,
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kTypeDistFade,
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kTypeMotionBlur1,
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kTypeMotionBlur2,
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kTypeIntenseAlpha,
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kTypeGlobalShade,
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kTypeObjDistFade,
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kTypeDistShade,
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kTypeObjDistShade
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};
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enum {
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kNone = 0x0,
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kInclusive = 0x1, // Affect children
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kNOP = 0x2, // Turned off (till EndObject)
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kOpaque = 0x4,
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kCulled = 0x8,
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kObjectRefs = 0x10,
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kObjectRefsInit = 0x20
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};
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private:
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// Base class private stuff for managing the Queue of Procs on the device.
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UInt32 fLinkCount;
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hsGRenderProcs* fNext;
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hsGRenderProcs** fBack;
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hsGRenderProcs** IOneBeforeMe(hsGRenderProcs** base);
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void IInsert(hsGRenderProcs** beforeMe);
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void IDetach();
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protected:
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UInt32 fFlags;
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hsGColorizer fColorizer;
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plPipeline* fPipeline;
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hsDynamicArray<plKey*> fObjectRefs;
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public:
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hsGRenderProcs();
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virtual ~hsGRenderProcs();
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// BeginTree returns false if entire subtree is don't bother to draw,
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// else true. Mostly a culling tool.
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virtual hsBool32 BeginTree(plPipeline* pipe, plDrawable* root);
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// BeginObject returns true if the object should be drawn, false if
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// don't bother. Can also do any initialization it wants. Should this
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// get something more innocuous like a bound instead of the SceneObject?
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// Is there anything else it might need to know?
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virtual hsBool32 BeginObject(plPipeline* pipe, plDrawable* obj);
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// ProcessVerts takes the list of TriVerts and does what it will.
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// I'll outline the hsGTriVertex below. The difference between
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// the BaseVertex list and the UsedVertex list is interpolation.
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// Shade values and generated Texture Coords are computed for
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// the Base Triangle only, and then interpolated for vertices
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// generated by clipping. So Shade Values and Texture Coordinates
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// should only be computed in ProcessBaseVerts(). On the other
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// hand, only the vertices from actual drawn triangles are
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// transformed, and hence have a screen position to mess with.
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// So any wiggling of the screen position should happen in
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// ProcessUsedVerts(). These functions might be better named
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// ProcessShadeVerts() and ProcessXformVerts(), except that
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// vertex illumination (shade) is interpolated, but then
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// the interpolated shade is fed into the material to calculate
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// color. So messing with final color would happen in ProcessUsedVerts(),
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// whereas messing with illumination's in ProcessBaseVerts(). Messing
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// with UV's is equally valid in either. In general though, the number
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// of BaseVerts is less than or equal to the number of UsedVerts. Most
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// shaders would have one or the other a no-op.
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// Process list of unique vertices (with unique hsGXformVerts) which will be drawn to screen
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virtual void ProcessScreenVerts(hsExpander<hsGVertex3*>& vList) {}
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// Take a list of verts and modulate shades for them. Care should be taken to only bother with verts that
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// are not (hsGVertex3::kCulled|hsGVertex3::kDisabled). Also, any verts that this RenderProc causes
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// to go completely transparent should be flagged hsGVertex3::kCulled (NOT DISABLED).
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// See hsSfxDistFade for example (not exemplary) code.
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// Process list of unique vertices (unique hsGShadeVerts) before interpolation
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virtual void ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {}
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// Process list of unique vertices (unique hsGShadeVerts) after interpolation - these will be drawn to screen
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virtual void ProcessPostInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {}
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// Process list of unique Pre or Post Interpolation TriVerts (with hsGShade and hsGXformVerts)
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// While the TriVerts are unique, there may be sharing among constituents, i.e. position and uv.
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// Care must be taken when accumulating effects.
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virtual void ProcessPreInterpVerts(hsExpander<hsGTriVertex*>& vList) {}
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virtual void ProcessPostInterpVerts(hsExpander<hsGTriVertex*>& vList) {}
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// Process list of triangles which are headed for the screen. vList is the full list of unique TriVerts
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// used by these triangles. If triangles are added, any generated verts MUST be added to vList. If
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// Triangles are removed, verts may be removed from vList (keeping in mind that vList verts may be
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// shared between triangles).
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virtual void ProcessPreClipTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
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virtual void ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
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virtual void ProcessPostInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
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// Any cleanup for this object
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virtual void EndObject();
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// Any cleanup for this subtree
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virtual void EndTree();
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// Shaders can set their priority to affect order in which they are called
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// When pushed onto device, device uses this priority to sort into queue
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virtual hsScalar GetPriority() { return 0; }
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// When a shader is pushed onto the device (by an object), the object
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// will pop it back off either before or after drawing its children,
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// depending on Inclusive(). Not meaningful for mate
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virtual hsBool32 Inclusive() { return fFlags & kInclusive; }
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virtual void Enqueue(hsGRenderProcs** list);
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virtual void Dequeue();
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hsGRenderProcs* GetNext() { return fNext; }
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// External object references. Individual RenderProc type responsible for what they're used for.
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void SetNumObjectRefs(int n);
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UInt32 GetNumObjectRefs() { return fObjectRefs.GetCount(); }
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void AddObjectRef(plKey* key) { fObjectRefs.Append(key); fFlags |= kObjectRefs; }
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void SetObjectRef(plKey* key, int i=0);
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void InsertObjectRef(int i, plKey* key) { fObjectRefs.InsertAtIndex(i, key); fFlags |= kObjectRefs; }
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plDrawable* GetObjectRef(int i);
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plKey* GetObjectRefKey(int i) { return fObjectRefs[i]; }
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void ReadObjectRefs(hsStream* s, hsResMgr* mgr);
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void WriteObjectRefs(hsStream* s, hsResMgr* mgr);
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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 void Read(hsStream* s) = 0;
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virtual void Write(hsStream* s) = 0;
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virtual const char* GetLabel() const = 0;
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virtual ProcType GetType() const = 0;
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UInt32 GetFlags() { return fFlags; }
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void SetFlags(UInt32 f) { fFlags = f; }
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CLASSNAME_REGISTER( hsGRenderProcs );
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GETINTERFACE_ANY( hsGRenderProcs, plCreatable );
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};
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#endif // hsGRenderProcs_inc
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