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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 plRenderRequest_inc
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#define plRenderRequest_inc
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#include "hsMatrix44.h"
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#include "hsColorRGBA.h"
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#include "plViewTransform.h"
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#include "hsRefCnt.h"
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#include "hsBitVector.h"
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#include "pnKeyedObject/plKey.h"
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#include "plMessage/plRenderRequestMsg.h"
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class plRenderTarget;
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class plPageTreeMgr;
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class hsStream;
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class hsResMgr;
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class plDrawable;
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class hsGMaterial;
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class plPipeline;
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class plRenderRequest : public plRenderRequestBase
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{
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public:
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protected:
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uint32_t fRenderState; // Or'ed from plPipeline::RenderStateSettings::kRender*
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plDrawable* fClearDrawable;
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plRenderTarget* fRenderTarget;
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plPageTreeMgr* fPageMgr;
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hsGMaterial* fOverrideMat;
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hsGMaterial* fEraseMat;
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plKey fAck;
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float fPriority;
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uint32_t fDrawableMask;
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uint32_t fSubDrawableMask;
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hsColorRGBA fClearColor;
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float fClearDepth;
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float fFogStart;
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hsMatrix44 fLocalToWorld;
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hsMatrix44 fWorldToLocal;
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plViewTransform fViewTransform;
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hsBitVector fVisForce;
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uint32_t fUserData;
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bool fIgnoreOccluders;
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public:
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plRenderRequest();
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~plRenderRequest();
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bool GetRenderSelect() const { return !fVisForce.Empty(); }
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bool GetRenderCharacters() const;
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void SetRenderState(uint32_t st) { fRenderState = st; }
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uint32_t GetRenderState() const { return fRenderState; }
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void SetDrawableMask(uint32_t m) { fDrawableMask = m; }
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uint32_t GetDrawableMask() const { return fDrawableMask; }
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void SetSubDrawableMask(uint32_t m) { fSubDrawableMask = m; }
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uint32_t GetSubDrawableMask() const { return fSubDrawableMask; }
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void RequestAck(plKey key) { fAck = key; }
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plKey GetAck() const { return fAck; }
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plDrawable* GetClearDrawable() const { return fClearDrawable; }
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void SetClearDrawable(plDrawable* d) { fClearDrawable = d; }
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hsGMaterial* GetOverrideMat() const { return fOverrideMat; }
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void SetOverrideMat(hsGMaterial* m) { fOverrideMat = m; }
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hsGMaterial* GetEraseMat() const { return fEraseMat; }
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void SetEraseMat(hsGMaterial* m) { fEraseMat = m; }
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plRenderTarget* GetRenderTarget() const { return fRenderTarget; }
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void SetRenderTarget(plRenderTarget* t);
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plPageTreeMgr* GetPageTreeMgr() const { return fPageMgr; }
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void SetPageTreeMgr(plPageTreeMgr* mgr) { fPageMgr = mgr; }
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const hsBitVector& GetVisForce() const { return fVisForce; }
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void SetVisForce(const hsBitVector& b);
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const hsMatrix44& GetLocalToWorld() const { return fLocalToWorld; }
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const hsMatrix44& GetWorldToLocal() const { return fWorldToLocal; }
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const hsMatrix44& GetWorldToCamera() const { return fViewTransform.GetWorldToCamera(); }
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const hsMatrix44& GetCameraToWorld() const { return fViewTransform.GetCameraToWorld(); }
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const plViewTransform& GetViewTransform() const { return fViewTransform; }
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float GetHither() const { return fViewTransform.GetHither(); }
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float GetYon() const { return fViewTransform.GetYon(); }
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float GetFovX() const { return fViewTransform.GetFovXDeg(); }
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float GetFovY() const { return fViewTransform.GetFovYDeg(); }
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float GetSizeX() const { return fViewTransform.GetOrthoWidth(); }
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float GetSizeY() const { return fViewTransform.GetOrthoHeight(); }
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uint16_t GetScreenWidth() const { return fViewTransform.GetScreenWidth(); }
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uint16_t GetScreenHeight() const { return fViewTransform.GetScreenHeight(); }
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const hsColorRGBA& GetClearColor() const { return fClearColor; }
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float GetClearDepth() const { return fClearDepth; }
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// FogStart
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// negative => use current settings (default)
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// 0 => no fog == fog starts at yon
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// 1 => fog starts at camera.
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// Fog start greater than 1 is legal. Fog always linear.
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float GetFogStart() const { return fFogStart; }
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float GetPriority() const { return fPriority; }
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void SetLocalTransform(const hsMatrix44& l2w, const hsMatrix44& w2l);
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void SetViewTransform(const plViewTransform& v) { fViewTransform = v; }
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void SetCameraTransform(const hsMatrix44& w2c, const hsMatrix44& c2w) { fViewTransform.SetCameraTransform(w2c, c2w); }
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void SetPerspective(bool on=true) { fViewTransform.SetPerspective(on); }
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void SetOrthogonal(bool on=true) { fViewTransform.SetOrthogonal(on); }
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void SetHither(float f) { fViewTransform.SetHither(f); }
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void SetYon(float f) { fViewTransform.SetYon(f); }
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void SetFovX(float f) { fViewTransform.SetFovXDeg(f); }
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void SetFovY(float f) { fViewTransform.SetFovYDeg(f); }
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void SetSizeX(float f) { fViewTransform.SetWidth(f); }
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void SetSizeY(float f) { fViewTransform.SetHeight(f); }
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void SetClearColor(const hsColorRGBA& c) { fClearColor = c; }
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void SetClearDepth(float d) { fClearDepth = d; }
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// FogStart
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// negative => use current settings (default)
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// 0 => no fog == fog starts at yon
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// 1 => fog starts at camera.
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// Fog start greater than 1 is legal. Fog always linear.
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void SetFogStart(float d) { fFogStart = d; }
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void SetPriority(float p) { fPriority = p; }
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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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void SetUserData(uint32_t n) { fUserData = n; }
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uint32_t GetUserData() const { return fUserData; }
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void SetIgnoreOccluders(bool b) { fIgnoreOccluders = b; }
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bool GetIgnoreOccluders() { return fIgnoreOccluders; }
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// This function is called after the render request is processed by the client
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virtual void Render(plPipeline* pipe, plPageTreeMgr* pageMgr);
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};
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#endif // plRenderRequest_inc
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