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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 plShadowMaster_inc
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#define plShadowMaster_inc
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#include "pnSceneObject/plObjInterface.h"
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class plShadowCaster;
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class plShadowSlave;
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struct hsMatrix44;
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class hsBounds3Ext;
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class hsStream;
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class hsResMgr;
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class plMessage;
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class plLightInfo;
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class plShadowCastMsg;
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class plShadowMaster : public plObjInterface
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{
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public:
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// Props inc by 1 (bit shift in bitvector).
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enum plDrawProperties {
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kDisable = 0,
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kSelfShadow,
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kNumProps // last in the list
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};
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protected:
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// Global clamp on shadow map size and stuff
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static uint32_t fGlobalMaxSize;
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static float fGlobalMaxDist;
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static float fGlobalVisParm;
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// Constant parameter(s) for this master.
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float fAttenDist;
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float fMaxDist;
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float fMinDist;
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uint32_t fMaxSize;
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uint32_t fMinSize;
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float fPower;
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// Temp data used for one frame and recycled.
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hsTArray<plShadowSlave*> fSlavePool;
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plLightInfo* fLightInfo;
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// These are specific to the projection type (perspective or orthogonal), so have to
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// be implemented by the derived class.
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virtual void IComputeWorldToLight(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0;
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virtual void IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const = 0;
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virtual void IComputeISect(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0;
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virtual void IComputeBounds(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0;
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// Base class implementations of the rest. These might need to be overridden later, especially
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// on computing the width and height. That's really specific to the projection type, but
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// to get started I'll probably just always return 256x256.
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virtual void IComputeCasterBounds(const plShadowCaster* caster, hsBounds3Ext& casterBnd);
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virtual void IComputeWidthAndHeight(plShadowCastMsg* castMsg, plShadowSlave* slave) const;
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virtual void IComputeLUT(plShadowCastMsg* castMsg, plShadowSlave* slave) const;
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virtual float IComputePower(const plShadowCaster* caster, const hsBounds3Ext& casterBnd) const;
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virtual plShadowSlave* ILastChanceToBail(plShadowCastMsg* castMsg, plShadowSlave* slave);
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virtual plShadowSlave* ICreateShadowSlave(plShadowCastMsg* castMsg, const hsBounds3Ext& casterBnd, float power);
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virtual plShadowSlave* INewSlave(const plShadowCaster* caster) = 0;
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virtual plShadowSlave* INextSlave(const plShadowCaster* caster);
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virtual plShadowSlave* IRecycleSlave(plShadowSlave* slave);
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plLightInfo* ISetLightInfo();
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virtual void IBeginRender();
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virtual hsBool IOnCastMsg(plShadowCastMsg* castMsg);
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public:
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plShadowMaster();
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virtual ~plShadowMaster();
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CLASSNAME_REGISTER( plShadowMaster );
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GETINTERFACE_ANY( plShadowMaster, plObjInterface );
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l) {}
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int32_t GetNumProperties() const { return kNumProps; }
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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// These are usually handled internally, activating on read and deactivating
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// on destruct. Made public in case they need to be manually handled, like
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// on dynamic construction and use.
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void Deactivate() const;
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void Activate() const;
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// These should only be useful on scene conversion.
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float GetAttenDist() const { return fAttenDist; }
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void SetAttenDist(float d) { fAttenDist = d; }
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float GetMaxDist() const { return fMaxDist; }
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float GetMinDist() const { return fMinDist; }
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void SetMaxDist(float m);
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uint32_t GetMaxSize() const { return fMaxSize; }
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uint32_t GetMinSize() const { return fMinSize; }
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void SetMaxSize(uint32_t s) { fMaxSize = s; }
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void SetMinSize(uint32_t s) { fMinSize = s; }
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float GetPower() const { return fPower; }
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void SetPower(float f) { fPower = f; }
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static void SetGlobalMaxSize(uint32_t s) ;
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static uint32_t GetGlobalMaxSize() { return fGlobalMaxSize; }
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static void SetGlobalMaxDist(float s) { fGlobalMaxDist = s; }
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static float GetGlobalMaxDist() { return fGlobalMaxDist; }
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static void SetGlobalShadowQuality(float s);
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static float GetGlobalShadowQuality() { return fGlobalVisParm; }
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};
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#endif // plShadowMaster_inc
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