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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plDrawableSpans Header //
// //
// The base plDrawable derivative for ice (triangle list) //
// drawables. Contains the basic structure for spans and the functions //
// to deal with them. //
// //
//// Version History /////////////////////////////////////////////////////////
// //
// 4.3.2001 mcn - Created. //
// 5.3.2001 mcn - Completely revamped. Now plDrawableSpans *IS* the group //
// of spans, and each span is either an icicle or patch. //
// This eliminates the need entirely for separate drawables,//
// at the cost of having to do a bit of extra work to //
// maintain different types of spans in the same drawable. //
// 4.20.2006 bob - Patches are long gone. Only icicle (or particle) spans //
// now.
// //
//////////////////////////////////////////////////////////////////////////////
#ifndef _plDrawableSpans_h
#define _plDrawableSpans_h
#include "hsBitVector.h"
#include "hsTemplates.h"
#include "plDrawable.h"
#include "hsBounds.h"
#include "hsMatrix44.h"
#include "plSpanTypes.h"
class plPipeline;
class plMessage;
class hsGMaterial;
class plGeometrySpan;
class plSpaceTree;
class plFogEnvironment;
class plLightInfo;
class plGBufferGroup;
class plParticleCore;
class plAccessSpan;
class plAccessVtxSpan;
class plAccessTriSpan;
class plVisMgr;
class plVisRegion;
class plClusterGroup;
//// Class Definition ////////////////////////////////////////////////////////
class plDISpanIndex
{
public:
enum {
kNone = 0x0,
kMatrixOnly = 0x1,
kDontTransformSpans = 0x2 // Only used for particle systems right now
};
UInt8 fFlags;
hsTArray<UInt32> fIndices;
hsBool IsMatrixOnly() const { return 0 != (fFlags & kMatrixOnly); }
hsBool DontTransform() const { return 0 != ( fFlags & kDontTransformSpans ); }
void Append(UInt32 i) { fIndices.Append(i); }
void Reset() { fFlags = kNone; fIndices.Reset(); }
void SetCountAndZero(int c) { fIndices.SetCountAndZero(c); }
UInt32 GetCount() const { return fIndices.GetCount(); }
UInt32& operator[](int i) const { return fIndices[i]; }
};
struct hsColorRGBA;
class plDrawableSpans : public plDrawable
{
protected:
static const UInt32 kSpanTypeMask;
static const UInt32 kSpanIDMask;
static const UInt32 kSpanTypeIcicle;
static const UInt32 kSpanTypeParticleSpan;
UInt32 fType;
hsBool fReadyToRender;
hsBounds3Ext fLocalBounds;
hsBounds3Ext fWorldBounds;
hsBounds3Ext fMaxWorldBounds;
hsMatrix44 fLocalToWorld;
hsMatrix44 fWorldToLocal;
hsTArray<hsMatrix44> fLocalToWorlds;
hsTArray<hsMatrix44> fWorldToLocals;
hsTArray<hsMatrix44> fLocalToBones;
hsTArray<hsMatrix44> fBoneToLocals;
hsTArray<hsGMaterial *> fMaterials;
mutable plSpaceTree* fSpaceTree;
hsBitVector fVisSet; // the or of all our spans visset's. Doesn't have to be exact, just conservative.
hsBitVector fVisNot; // same, but for visregions that exclude us.
mutable hsBitVector fLastVisSet; // Last vis set we were evaluated against.
mutable hsBitVector fLastVisNot; // Last exclusion set we were evaluated agains.
hsBitVector fVisCache; // the enabled section of the space tree
hsTArray<plIcicle> fIcicles;
hsTArray<plParticleSpan> fParticleSpans;
hsTArray<plSpan *> fSpans; // Pointers into the above two arrays
hsTArray<UInt32> fSpanSourceIndices; // For volatile drawables only
hsTArray<plGBufferGroup *> fGroups;
hsTArray<plDISpanIndex*> fDIIndices;
UInt32 fProps;
UInt32 fCriteria;
plRenderLevel fRenderLevel;
plLoadMask fLoadMask;
hsBool fRegisteredForRecreate, fNeedCleanup;
hsBool fRegisteredForRender;
hsBitVector fParticleSpanVector;
hsBitVector fBlendingSpanVector;
hsBitVector fFakeBlendingSpanVector;
plKey fSceneNode;
hsBool fSettingMatIdxLock;
UInt32 fSkinTime;
/// Export-only members
hsTArray<plGeometrySpan *> fSourceSpans;
hsBool fOptimized;
virtual void IQuickSpaceTree( void ) const;
// Temp placeholder function. See code for comments.
void IUpdateMatrixPaletteBoundsHack( );
void ICleanupMatrices();
void IRemoveGarbage( void );
void IAdjustSortData( plGBufferTriangle *triList, UInt32 count, UInt32 threshhold, Int32 delta );
// The following two functions return true if they create a new span, false if it's just an instance
hsBool IConvertGeoSpanToVertexSpan( plGeometrySpan *geoSpan, plVertexSpan *span, int lod, plVertexSpan *instancedParent );
hsBool IConvertGeoSpanToIcicle( plGeometrySpan *geoSpan, plIcicle *icicle, int lod, plIcicle *instancedParent = nil );
void IUpdateIcicleFromGeoSpan( plGeometrySpan *geoSpan, plIcicle *icicle );
void IUpdateVertexSpanFromGeoSpan( plGeometrySpan *geoSpan, plVertexSpan *span );
UInt32 IXlateSpanProps( UInt32 props, hsBool xlateToSpan );
UInt32 IAddAMaterial( hsGMaterial *material );
UInt32 IRefMaterial( UInt32 index );
void ICheckToRemoveMaterial( UInt32 materialIdx );
// Annoying to need this, but necessary until materials can test for properties on any of their layers (might add in the future)
hsBool ITestMatForSpecularity( hsGMaterial *mat );
void IAssignMatIdxToSpan( plSpan *span, hsGMaterial *mtl );
// Create the sorting data for a given span and flag it as sortable
void ICheckSpanForSortable( UInt32 idx ) { if( !(fSpans[idx]->fProps & plSpan::kPropFacesSortable) )IMakeSpanSortable(idx); }
void IMakeSpanSortable( UInt32 index );
/// Bit vector build thingies
virtual void IBuildVectors( void );
hsBool IBoundsInvalid(const hsBounds3Ext& bnd) const;
/// EXPORT-ONLY FUNCTIONS
// Packs the span indices
void IPackSourceSpans( void );
// Sort the spans
void ISortSourceSpans( void );
// Compare two spans for sorting
short ICompareSpans( plGeometrySpan *span1, plGeometrySpan *span2 );
// Find a buffer group of the given format (returns its index into fGroups)
UInt8 IFindBufferGroup( UInt8 vtxFormat, UInt32 numVertsNeeded, int lod, hsBool vertVolatile, hsBool idxVolatile);
// Write a span to a stream
void IWriteSpan( hsStream *s, plSpan *span );
/// EXPORT-ONLY FUNCTIONS
/// DYNAMIC FUNCTIONS
plDISpanIndex *IFindDIIndices( UInt32 &index );
void IRebuildSpanArray( void );
plParticleSpan *ICreateParticleIcicle( hsGMaterial *material, plParticleSet *set );
virtual void SetKey(plKey k);
public:
plDrawableSpans();
virtual ~plDrawableSpans();
CLASSNAME_REGISTER( plDrawableSpans );
GETINTERFACE_ANY( plDrawableSpans, plDrawable );
virtual void SetNativeTransform(UInt32 idx, const hsMatrix44& l2w, const hsMatrix44& w2l);
virtual plDrawable& SetTransform( UInt32 index, const hsMatrix44& l2w, const hsMatrix44& w2l);
virtual const hsMatrix44& GetLocalToWorld( UInt32 index = (UInt32)-1 ) const;
virtual const hsMatrix44& GetWorldToLocal( UInt32 index = (UInt32)-1 ) const;
virtual plDrawable& SetProperty( UInt32 index, int prop, hsBool on );
virtual hsBool GetProperty( UInt32 index, int prop ) const;
virtual plDrawable& SetProperty( int prop, hsBool on );
virtual hsBool GetProperty( int prop ) const;
virtual plDrawable& SetNativeProperty( int prop, hsBool on ) { if( on ) fProps |= prop; else fProps &= ~prop; return *this; }
virtual hsBool GetNativeProperty( int prop ) const { return ( fProps & prop ) ? true : false; }
virtual plDrawable& SetNativeProperty( UInt32 index, int prop, hsBool on );
virtual hsBool GetNativeProperty( UInt32 index, int prop ) const;
virtual plDrawable& SetSubType( UInt32 index, plSubDrawableType t, hsBool on );
virtual UInt32 GetSubType( UInt32 index ) const; // returns or of all spans with this index (index==-1 is all spans).
virtual UInt32 GetType( void ) const { return fType; }
virtual void SetType( UInt32 type ) { fType = type; }
virtual void SetRenderLevel(const plRenderLevel& l);
virtual const plRenderLevel& GetRenderLevel() const;
const hsBounds3Ext& GetLocalBounds( UInt32 index = (UInt32)-1 ) const;
const hsBounds3Ext& GetWorldBounds( UInt32 index = (UInt32)-1 ) const;
const hsBounds3Ext& GetMaxWorldBounds( UInt32 index = (UInt32)-1 ) const;
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual plSpaceTree* GetSpaceTree() const { if(!fSpaceTree)IQuickSpaceTree(); return fSpaceTree; }
virtual void SetSpaceTree(plSpaceTree* st) const;
virtual void SetVisSet(plVisMgr* visMgr);
virtual void SetDISpanVisSet(UInt32 diIndex, hsKeyedObject* reg, hsBool on);
virtual const plSpan *GetSpan( UInt32 index ) const { return fSpans[ index ]; }
virtual const plSpan *GetSpan( UInt32 diIndex, UInt32 index ) const { return fSpans[ (*fDIIndices[ diIndex ])[ index ] ]; }
virtual const UInt32 GetNumSpans( void ) const { return fSpans.GetCount(); }
virtual const hsTArray<plSpan *> &GetSpanArray( void ) const { return fSpans; }
hsMatrix44* GetMatrixPalette(int baseMatrix) const { return &fLocalToWorlds[baseMatrix]; }
const hsMatrix44& GetPaletteMatrix(int i) const { return fLocalToWorlds[i]; }
void SetInitialBone(int i, const hsMatrix44& l2b, const hsMatrix44& b2l);
// Get the vertex buffer ref of a given group
hsGDeviceRef *GetVertexRef( UInt32 group, UInt32 idx );
// Get the index buffer ref of a given group
hsGDeviceRef *GetIndexRef( UInt32 group, UInt32 idx );
// BufferGroups accessed only by Pipeline and it's close personal acquaintances.
plGBufferGroup* GetBufferGroup(UInt32 i) const { return fGroups[i]; }
UInt32 GetNumBufferGroups() const { return fGroups.GetCount(); }
const hsTArray<plGeometrySpan*>& GetSourceSpans() const { return fSourceSpans; }
void DirtyVertexBuffer(UInt32 group, UInt32 idx);
void DirtyIndexBuffer(UInt32 group, UInt32 idx);
// Prepare all internal data structures for rendering
virtual void PrepForRender( plPipeline *p );
void SetNotReadyToRender() { fReadyToRender = false; }
virtual hsBool MsgReceive( plMessage* msg );
// These two should only be called by the SceneNode
virtual plKey GetSceneNode() const { return fSceneNode; }
virtual void SetSceneNode(plKey newNode);
// Lookup a material in the material array
hsGMaterial *GetMaterial( UInt32 index ) const { return ( ( index == (UInt32)-1 ) ? nil : fMaterials[ index ] ); }
UInt32 GetNumMaterials( void ) const { return fMaterials.GetCount(); }
// Convert intermediate data into export/run-time-ready data
virtual void Optimize( void );
// Called by the sceneNode to determine if we match the criteria
virtual hsBool DoIMatch( const plDrawableCriteria& crit );
// To set the criteria that this ice fits
void SetCriteria( const plDrawableCriteria& crit );
// Get a bitVector of the spans that are particle spans
virtual hsBitVector const &GetParticleSpanVector( void ) const;
// Get a bitVector of the spans that are blending (i.e. numMatrices > 0)
virtual hsBitVector const &GetBlendingSpanVector( void ) const;
// Set a single bit in the bitVector of spans that are blending
virtual void SetBlendingSpanVectorBit( UInt32 bitNumber, hsBool on );
// Taking span index. DI Index doesn't make sense here, because one object's DI can dereference into many materials etc.
virtual hsGMaterial* GetSubMaterial(int index) const;
virtual hsBool GetSubVisDists(int index, hsScalar& minDist, hsScalar& maxDist) const; // return true if span invisible before minDist and/or after maxDist
// Used by the pipeline to keep from reskinning on multiple renders per frame.
UInt32 GetSkinTime() const { return fSkinTime; }
void SetSkinTime(UInt32 t) { fSkinTime = t; }
void UnPackCluster(plClusterGroup* cluster);
/// EXPORT-ONLY FUNCTIONS
virtual UInt32 AddDISpans( hsTArray<plGeometrySpan *> &spans, UInt32 index = (UInt32)-1);
virtual plDISpanIndex& GetDISpans( UInt32 index ) const;
// Data Access functions
// Runtime
hsPoint3& GetPosition(int spanIdx, int vtxIdx);
hsVector3& GetNormal(int spanIdx, int vtxIdx);
UInt32 GetNumTris(int spanIdx);
UInt16* GetIndexList(int spanIdx);
// Conversion (before geometryspans get tossed (at write)).
UInt32 CvtGetNumVerts(int spanIdx) const;
hsPoint3& CvtGetPosition(int spanIdx, int vtxIdx);
hsVector3& CvtGetNormal(int spanIdx, int vtxIdx);
UInt32 CvtGetNumTris(int spanIdx);
UInt16* CvtGetIndexList(int spanIdx);
plGeometrySpan* GetGeometrySpan(int spanIdx);
/// DYNAMIC FUNCTIONS
virtual void RemoveDISpans( UInt32 index );
virtual UInt32 AppendDISpans( hsTArray<plGeometrySpan *> &spans, UInt32 index = (UInt32)-1, hsBool clearSpansAfterAdd = true, hsBool doNotAddToSource = false, hsBool addToFront = false, int lod = 0 );
virtual UInt32 RefreshDISpans( UInt32 diIndex );
virtual UInt32 RefreshSpan( UInt32 srcSpanIndex );
virtual void RemoveDIMatrixSpans(UInt32 index);
virtual UInt32 AppendDIMatrixSpans(int n);
virtual UInt32 FindBoneBaseMatrix(const hsTArray<hsMatrix44>& initL2B, hsBool searchAll) const;
virtual UInt32 NewDIMatrixIndex();
void SortSpan( UInt32 index, plPipeline *pipe );
void SortVisibleSpans(const hsTArray<Int16>& visList, plPipeline* pipe);
void SortVisibleSpansPartial(const hsTArray<Int16>& visList, plPipeline* pipe);
void CleanUpGarbage( void ) { IRemoveGarbage(); }
/// Funky particle system functions
virtual UInt32 CreateParticleSystem( UInt32 maxNumEmitters, UInt32 maxNumParticles, hsGMaterial *material );
virtual void ResetParticleSystem( UInt32 index );
virtual void AssignEmitterToParticleSystem( UInt32 index, plParticleEmitter *emitter );
/// SceneViewer only!
void GetOrigGeometrySpans( UInt32 diIndex, hsTArray<plGeometrySpan *> &arrayToFill );
void ClearAndSetMaterialCount(UInt32 count);
};
#endif // _plDrawableSpans_h