mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-19 11:49:09 +00:00
Change all CRLF-text files to LF-text files
to match H'uru for patching
This commit is contained in:
@ -1,218 +1,218 @@
|
||||
/*==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==*/
|
||||
|
||||
#ifndef hsGRenderProcs_inc
|
||||
#define hsGRenderProcs_inc
|
||||
|
||||
#include "hsRefCnt.h"
|
||||
#include "hsScalar.h"
|
||||
#include "hsMemory.h"
|
||||
#include "hsBiExpander.h"
|
||||
#include "../plPipeline/hsGColorizer.h"
|
||||
#include "../plResMgr/plCreatable.h"
|
||||
|
||||
class plPipeline;
|
||||
class plDrawable;
|
||||
class hsTriangle3;
|
||||
struct hsGTriVertex;
|
||||
struct hsGVertex3;
|
||||
struct hsGShadeVertex;
|
||||
struct hsGSplat3;
|
||||
class hsStream;
|
||||
class plKey;
|
||||
class hsBounds3Ext;
|
||||
class hsResMgr;
|
||||
|
||||
class hsGRenderProcs : public plCreatable {
|
||||
public:
|
||||
enum {
|
||||
kMaxLabelLen = 128
|
||||
};
|
||||
enum ProcType {
|
||||
kTypeAngleFade,
|
||||
kTypeDistFade,
|
||||
kTypeMotionBlur1,
|
||||
kTypeMotionBlur2,
|
||||
kTypeIntenseAlpha,
|
||||
kTypeGlobalShade,
|
||||
kTypeObjDistFade,
|
||||
kTypeDistShade,
|
||||
kTypeObjDistShade
|
||||
};
|
||||
enum {
|
||||
kNone = 0x0,
|
||||
kInclusive = 0x1, // Affect children
|
||||
kNOP = 0x2, // Turned off (till EndObject)
|
||||
kOpaque = 0x4,
|
||||
kCulled = 0x8,
|
||||
kObjectRefs = 0x10,
|
||||
kObjectRefsInit = 0x20
|
||||
};
|
||||
private:
|
||||
// Base class private stuff for managing the Queue of Procs on the device.
|
||||
|
||||
UInt32 fLinkCount;
|
||||
hsGRenderProcs* fNext;
|
||||
hsGRenderProcs** fBack;
|
||||
|
||||
hsGRenderProcs** IOneBeforeMe(hsGRenderProcs** base);
|
||||
void IInsert(hsGRenderProcs** beforeMe);
|
||||
void IDetach();
|
||||
|
||||
protected:
|
||||
|
||||
UInt32 fFlags;
|
||||
|
||||
hsGColorizer fColorizer;
|
||||
|
||||
plPipeline* fPipeline;
|
||||
|
||||
hsDynamicArray<plKey*> fObjectRefs;
|
||||
public:
|
||||
hsGRenderProcs();
|
||||
virtual ~hsGRenderProcs();
|
||||
|
||||
// BeginTree returns false if entire subtree is don't bother to draw,
|
||||
// else true. Mostly a culling tool.
|
||||
virtual hsBool32 BeginTree(plPipeline* pipe, plDrawable* root);
|
||||
|
||||
// BeginObject returns true if the object should be drawn, false if
|
||||
// don't bother. Can also do any initialization it wants. Should this
|
||||
// get something more innocuous like a bound instead of the SceneObject?
|
||||
// Is there anything else it might need to know?
|
||||
virtual hsBool32 BeginObject(plPipeline* pipe, plDrawable* obj);
|
||||
|
||||
// ProcessVerts takes the list of TriVerts and does what it will.
|
||||
// I'll outline the hsGTriVertex below. The difference between
|
||||
// the BaseVertex list and the UsedVertex list is interpolation.
|
||||
// Shade values and generated Texture Coords are computed for
|
||||
// the Base Triangle only, and then interpolated for vertices
|
||||
// generated by clipping. So Shade Values and Texture Coordinates
|
||||
// should only be computed in ProcessBaseVerts(). On the other
|
||||
// hand, only the vertices from actual drawn triangles are
|
||||
// transformed, and hence have a screen position to mess with.
|
||||
// So any wiggling of the screen position should happen in
|
||||
// ProcessUsedVerts(). These functions might be better named
|
||||
// ProcessShadeVerts() and ProcessXformVerts(), except that
|
||||
// vertex illumination (shade) is interpolated, but then
|
||||
// the interpolated shade is fed into the material to calculate
|
||||
// color. So messing with final color would happen in ProcessUsedVerts(),
|
||||
// whereas messing with illumination's in ProcessBaseVerts(). Messing
|
||||
// with UV's is equally valid in either. In general though, the number
|
||||
// of BaseVerts is less than or equal to the number of UsedVerts. Most
|
||||
// shaders would have one or the other a no-op.
|
||||
|
||||
// Process list of unique vertices (with unique hsGXformVerts) which will be drawn to screen
|
||||
virtual void ProcessScreenVerts(hsExpander<hsGVertex3*>& vList) {}
|
||||
|
||||
// Take a list of verts and modulate shades for them. Care should be taken to only bother with verts that
|
||||
// are not (hsGVertex3::kCulled|hsGVertex3::kDisabled). Also, any verts that this RenderProc causes
|
||||
// to go completely transparent should be flagged hsGVertex3::kCulled (NOT DISABLED).
|
||||
// See hsSfxDistFade for example (not exemplary) code.
|
||||
|
||||
// Process list of unique vertices (unique hsGShadeVerts) before interpolation
|
||||
virtual void ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {}
|
||||
// Process list of unique vertices (unique hsGShadeVerts) after interpolation - these will be drawn to screen
|
||||
virtual void ProcessPostInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {}
|
||||
|
||||
// Process list of unique Pre or Post Interpolation TriVerts (with hsGShade and hsGXformVerts)
|
||||
// While the TriVerts are unique, there may be sharing among constituents, i.e. position and uv.
|
||||
// Care must be taken when accumulating effects.
|
||||
virtual void ProcessPreInterpVerts(hsExpander<hsGTriVertex*>& vList) {}
|
||||
virtual void ProcessPostInterpVerts(hsExpander<hsGTriVertex*>& vList) {}
|
||||
|
||||
// Process list of triangles which are headed for the screen. vList is the full list of unique TriVerts
|
||||
// used by these triangles. If triangles are added, any generated verts MUST be added to vList. If
|
||||
// Triangles are removed, verts may be removed from vList (keeping in mind that vList verts may be
|
||||
// shared between triangles).
|
||||
virtual void ProcessPreClipTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
|
||||
virtual void ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
|
||||
virtual void ProcessPostInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
|
||||
|
||||
// Any cleanup for this object
|
||||
virtual void EndObject();
|
||||
|
||||
// Any cleanup for this subtree
|
||||
virtual void EndTree();
|
||||
|
||||
// Shaders can set their priority to affect order in which they are called
|
||||
// When pushed onto device, device uses this priority to sort into queue
|
||||
virtual hsScalar GetPriority() { return 0; }
|
||||
|
||||
// When a shader is pushed onto the device (by an object), the object
|
||||
// will pop it back off either before or after drawing its children,
|
||||
// depending on Inclusive(). Not meaningful for mate
|
||||
virtual hsBool32 Inclusive() { return fFlags & kInclusive; }
|
||||
|
||||
virtual void Enqueue(hsGRenderProcs** list);
|
||||
virtual void Dequeue();
|
||||
hsGRenderProcs* GetNext() { return fNext; }
|
||||
|
||||
// External object references. Individual RenderProc type responsible for what they're used for.
|
||||
void SetNumObjectRefs(int n);
|
||||
UInt32 GetNumObjectRefs() { return fObjectRefs.GetCount(); }
|
||||
void AddObjectRef(plKey* key) { fObjectRefs.Append(key); fFlags |= kObjectRefs; }
|
||||
void SetObjectRef(plKey* key, int i=0);
|
||||
void InsertObjectRef(int i, plKey* key) { fObjectRefs.InsertAtIndex(i, key); fFlags |= kObjectRefs; }
|
||||
plDrawable* GetObjectRef(int i);
|
||||
plKey* GetObjectRefKey(int i) { return fObjectRefs[i]; }
|
||||
void ReadObjectRefs(hsStream* s, hsResMgr* mgr);
|
||||
void WriteObjectRefs(hsStream* s, hsResMgr* mgr);
|
||||
|
||||
|
||||
virtual void Read(hsStream* s, hsResMgr* mgr);
|
||||
virtual void Write(hsStream* s, hsResMgr* mgr);
|
||||
|
||||
virtual void Read(hsStream* s) = 0;
|
||||
virtual void Write(hsStream* s) = 0;
|
||||
|
||||
virtual const char* GetLabel() const = 0;
|
||||
virtual ProcType GetType() const = 0;
|
||||
|
||||
UInt32 GetFlags() { return fFlags; }
|
||||
void SetFlags(UInt32 f) { fFlags = f; }
|
||||
|
||||
CLASSNAME_REGISTER( hsGRenderProcs );
|
||||
GETINTERFACE_ANY( hsGRenderProcs, plCreatable );
|
||||
};
|
||||
|
||||
#endif // hsGRenderProcs_inc
|
||||
/*==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==*/
|
||||
|
||||
#ifndef hsGRenderProcs_inc
|
||||
#define hsGRenderProcs_inc
|
||||
|
||||
#include "hsRefCnt.h"
|
||||
#include "hsScalar.h"
|
||||
#include "hsMemory.h"
|
||||
#include "hsBiExpander.h"
|
||||
#include "../plPipeline/hsGColorizer.h"
|
||||
#include "../plResMgr/plCreatable.h"
|
||||
|
||||
class plPipeline;
|
||||
class plDrawable;
|
||||
class hsTriangle3;
|
||||
struct hsGTriVertex;
|
||||
struct hsGVertex3;
|
||||
struct hsGShadeVertex;
|
||||
struct hsGSplat3;
|
||||
class hsStream;
|
||||
class plKey;
|
||||
class hsBounds3Ext;
|
||||
class hsResMgr;
|
||||
|
||||
class hsGRenderProcs : public plCreatable {
|
||||
public:
|
||||
enum {
|
||||
kMaxLabelLen = 128
|
||||
};
|
||||
enum ProcType {
|
||||
kTypeAngleFade,
|
||||
kTypeDistFade,
|
||||
kTypeMotionBlur1,
|
||||
kTypeMotionBlur2,
|
||||
kTypeIntenseAlpha,
|
||||
kTypeGlobalShade,
|
||||
kTypeObjDistFade,
|
||||
kTypeDistShade,
|
||||
kTypeObjDistShade
|
||||
};
|
||||
enum {
|
||||
kNone = 0x0,
|
||||
kInclusive = 0x1, // Affect children
|
||||
kNOP = 0x2, // Turned off (till EndObject)
|
||||
kOpaque = 0x4,
|
||||
kCulled = 0x8,
|
||||
kObjectRefs = 0x10,
|
||||
kObjectRefsInit = 0x20
|
||||
};
|
||||
private:
|
||||
// Base class private stuff for managing the Queue of Procs on the device.
|
||||
|
||||
UInt32 fLinkCount;
|
||||
hsGRenderProcs* fNext;
|
||||
hsGRenderProcs** fBack;
|
||||
|
||||
hsGRenderProcs** IOneBeforeMe(hsGRenderProcs** base);
|
||||
void IInsert(hsGRenderProcs** beforeMe);
|
||||
void IDetach();
|
||||
|
||||
protected:
|
||||
|
||||
UInt32 fFlags;
|
||||
|
||||
hsGColorizer fColorizer;
|
||||
|
||||
plPipeline* fPipeline;
|
||||
|
||||
hsDynamicArray<plKey*> fObjectRefs;
|
||||
public:
|
||||
hsGRenderProcs();
|
||||
virtual ~hsGRenderProcs();
|
||||
|
||||
// BeginTree returns false if entire subtree is don't bother to draw,
|
||||
// else true. Mostly a culling tool.
|
||||
virtual hsBool32 BeginTree(plPipeline* pipe, plDrawable* root);
|
||||
|
||||
// BeginObject returns true if the object should be drawn, false if
|
||||
// don't bother. Can also do any initialization it wants. Should this
|
||||
// get something more innocuous like a bound instead of the SceneObject?
|
||||
// Is there anything else it might need to know?
|
||||
virtual hsBool32 BeginObject(plPipeline* pipe, plDrawable* obj);
|
||||
|
||||
// ProcessVerts takes the list of TriVerts and does what it will.
|
||||
// I'll outline the hsGTriVertex below. The difference between
|
||||
// the BaseVertex list and the UsedVertex list is interpolation.
|
||||
// Shade values and generated Texture Coords are computed for
|
||||
// the Base Triangle only, and then interpolated for vertices
|
||||
// generated by clipping. So Shade Values and Texture Coordinates
|
||||
// should only be computed in ProcessBaseVerts(). On the other
|
||||
// hand, only the vertices from actual drawn triangles are
|
||||
// transformed, and hence have a screen position to mess with.
|
||||
// So any wiggling of the screen position should happen in
|
||||
// ProcessUsedVerts(). These functions might be better named
|
||||
// ProcessShadeVerts() and ProcessXformVerts(), except that
|
||||
// vertex illumination (shade) is interpolated, but then
|
||||
// the interpolated shade is fed into the material to calculate
|
||||
// color. So messing with final color would happen in ProcessUsedVerts(),
|
||||
// whereas messing with illumination's in ProcessBaseVerts(). Messing
|
||||
// with UV's is equally valid in either. In general though, the number
|
||||
// of BaseVerts is less than or equal to the number of UsedVerts. Most
|
||||
// shaders would have one or the other a no-op.
|
||||
|
||||
// Process list of unique vertices (with unique hsGXformVerts) which will be drawn to screen
|
||||
virtual void ProcessScreenVerts(hsExpander<hsGVertex3*>& vList) {}
|
||||
|
||||
// Take a list of verts and modulate shades for them. Care should be taken to only bother with verts that
|
||||
// are not (hsGVertex3::kCulled|hsGVertex3::kDisabled). Also, any verts that this RenderProc causes
|
||||
// to go completely transparent should be flagged hsGVertex3::kCulled (NOT DISABLED).
|
||||
// See hsSfxDistFade for example (not exemplary) code.
|
||||
|
||||
// Process list of unique vertices (unique hsGShadeVerts) before interpolation
|
||||
virtual void ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {}
|
||||
// Process list of unique vertices (unique hsGShadeVerts) after interpolation - these will be drawn to screen
|
||||
virtual void ProcessPostInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {}
|
||||
|
||||
// Process list of unique Pre or Post Interpolation TriVerts (with hsGShade and hsGXformVerts)
|
||||
// While the TriVerts are unique, there may be sharing among constituents, i.e. position and uv.
|
||||
// Care must be taken when accumulating effects.
|
||||
virtual void ProcessPreInterpVerts(hsExpander<hsGTriVertex*>& vList) {}
|
||||
virtual void ProcessPostInterpVerts(hsExpander<hsGTriVertex*>& vList) {}
|
||||
|
||||
// Process list of triangles which are headed for the screen. vList is the full list of unique TriVerts
|
||||
// used by these triangles. If triangles are added, any generated verts MUST be added to vList. If
|
||||
// Triangles are removed, verts may be removed from vList (keeping in mind that vList verts may be
|
||||
// shared between triangles).
|
||||
virtual void ProcessPreClipTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
|
||||
virtual void ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
|
||||
virtual void ProcessPostInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {}
|
||||
|
||||
// Any cleanup for this object
|
||||
virtual void EndObject();
|
||||
|
||||
// Any cleanup for this subtree
|
||||
virtual void EndTree();
|
||||
|
||||
// Shaders can set their priority to affect order in which they are called
|
||||
// When pushed onto device, device uses this priority to sort into queue
|
||||
virtual hsScalar GetPriority() { return 0; }
|
||||
|
||||
// When a shader is pushed onto the device (by an object), the object
|
||||
// will pop it back off either before or after drawing its children,
|
||||
// depending on Inclusive(). Not meaningful for mate
|
||||
virtual hsBool32 Inclusive() { return fFlags & kInclusive; }
|
||||
|
||||
virtual void Enqueue(hsGRenderProcs** list);
|
||||
virtual void Dequeue();
|
||||
hsGRenderProcs* GetNext() { return fNext; }
|
||||
|
||||
// External object references. Individual RenderProc type responsible for what they're used for.
|
||||
void SetNumObjectRefs(int n);
|
||||
UInt32 GetNumObjectRefs() { return fObjectRefs.GetCount(); }
|
||||
void AddObjectRef(plKey* key) { fObjectRefs.Append(key); fFlags |= kObjectRefs; }
|
||||
void SetObjectRef(plKey* key, int i=0);
|
||||
void InsertObjectRef(int i, plKey* key) { fObjectRefs.InsertAtIndex(i, key); fFlags |= kObjectRefs; }
|
||||
plDrawable* GetObjectRef(int i);
|
||||
plKey* GetObjectRefKey(int i) { return fObjectRefs[i]; }
|
||||
void ReadObjectRefs(hsStream* s, hsResMgr* mgr);
|
||||
void WriteObjectRefs(hsStream* s, hsResMgr* mgr);
|
||||
|
||||
|
||||
virtual void Read(hsStream* s, hsResMgr* mgr);
|
||||
virtual void Write(hsStream* s, hsResMgr* mgr);
|
||||
|
||||
virtual void Read(hsStream* s) = 0;
|
||||
virtual void Write(hsStream* s) = 0;
|
||||
|
||||
virtual const char* GetLabel() const = 0;
|
||||
virtual ProcType GetType() const = 0;
|
||||
|
||||
UInt32 GetFlags() { return fFlags; }
|
||||
void SetFlags(UInt32 f) { fFlags = f; }
|
||||
|
||||
CLASSNAME_REGISTER( hsGRenderProcs );
|
||||
GETINTERFACE_ANY( hsGRenderProcs, plCreatable );
|
||||
};
|
||||
|
||||
#endif // hsGRenderProcs_inc
|
||||
|
Reference in New Issue
Block a user