/*==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 .
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 PL_RTLIGHT_BASE_H
#define PL_RTLIGHT_BASE_H
// Our generic headers
#include "HeadSpin.h"
#include "hsWindows.h"
// Max related headers
#include
#include
#include "MaxMain/MaxCompat.h"
extern TCHAR *GetString(int id);
extern HINSTANCE hInstance;
#define RTOMNI_LIGHT_CLASSID Class_ID(0x57cf7089, 0x282e5b71)
#define RTSPOT_LIGHT_CLASSID Class_ID(0x2b263fdd, 0x19c4351f)
#define RTTSPOT_LIGHT_CLASSID Class_ID(0x48cb06ab, 0x3c142832)
#define RTDIR_LIGHT_CLASSID Class_ID(0x5a6d278c, 0x780a78b1)
// Projected Directional Light
#define RTPDIR_LIGHT_CLASSID Class_ID(0x2f611934, 0x3681ff0)
#define FOREVER Interval(TIME_NegInfinity, TIME_PosInfinity)
#define DEF_TDIST 240.0f // 160.0f
#define NUM_HALF_ARC 5
#define NUM_ARC_PTS (2*NUM_HALF_ARC+1)
#define NUM_CIRC_PTS 28
#define SEG_INDEX 7
#define ATTEN_START 2 // far
#define ATTEN_END 3 // far
#define WM_SET_TYPE WM_USER + 0x04002
inline float MaxF(float a, float b) { return a>b?a:b; }
inline float MinF(float a, float b) { return aClassName(); }
void GetClassName(TSTR& s) { s = fClassDesc->ClassName(); }
virtual IParamBlock2 *GetParamBlock( int i );
virtual IParamBlock2* GetParamBlock2();
virtual IParamBlock2* GetParamBlockByID(short id);
plLayerTex* GetTex() { return fTex; }
// So our animatables will show up in the trackview
virtual int NumParamBlocks() { return 1; }
virtual int NumSubs();
virtual Animatable* SubAnim(int i);
virtual TSTR SubAnimName(int i);
// plug-in mouse creation callback
CreateMouseCallBack* GetCreateMouseCallBack();
RefTargetHandle Clone(RemapDir &remap = DEFAULTREMAP){ plRTLightBase* thisObj = new plRTLightBase(); BaseClone(this, thisObj, remap); return thisObj;}
virtual void BeginEditParams(IObjParam *ip, ULONG flags, Animatable *prev);
virtual void EndEditParams(IObjParam *ip, ULONG flags, Animatable *next);
// main function that will build our mesh
void FreeCaches();
// retreives bounding box in object space/world space
void GetLocalBoundBox(TimeValue t, INode *node, ViewExp *vpt, Box3 &box);
void GetWorldBoundBox(TimeValue t, INode *node, ViewExp *vpt, Box3 &box);
// main display function for this object
int Display(TimeValue t, INode *node, ViewExp *vpt, int flags);
virtual int DrawConeAndLine(TimeValue t, INode* inode, GraphicsWindow *gw, int drawing );
void GetConePoints(TimeValue t, float aspect, float angle, float dist, Point3 *q);
virtual void DrawCone(TimeValue t, GraphicsWindow *gw, float dist);
int GetSpotShape(void){ return 0; }
void SetExtendedDisplay(int flags){ extDispFlags = flags; }
void BoxCircle(TimeValue t, float r, float d, Box3& box, int extraPt, Matrix3 *tm);
void BoxDirPoints(TimeValue t, float angle, float dist, Box3 &box, Matrix3 *tm);
void BoxPoints(TimeValue t, float angle, float dist, Box3 &box, Matrix3 *tm);
void DrawArrow( TimeValue t, GraphicsWindow *gw, Point3 &direction, float dist );
void GetAttenPoints(TimeValue t, float rad, Point3 *q);
int GetRectXPoints(TimeValue t, float angle, float dist, Point3 *q);
int GetCirXPoints(TimeValue t, float angle, float dist, Point3 *q);
void DrawSphereArcs(TimeValue t, GraphicsWindow *gw, float r, Point3 *q);
//
void DrawX(TimeValue t, float asp, int npts, float dist, GraphicsWindow *gw, int indx);
void DrawCircleX(TimeValue t, GraphicsWindow *gw, float angle, float dist, Point3 *q);
void DrawWarpRect(TimeValue t, GraphicsWindow *gw, float angle, float dist, Point3 *q);
void DrawAttenCirOrRect(TimeValue t, GraphicsWindow *gw, float dist, BOOL froze, int uicol);
int DrawAtten(TimeValue t, INode *inode, GraphicsWindow *gw);
//void SetType(int tp);
// hit testing of this object
int HitTest(TimeValue t, INode *node, int type, int crossing, int flags, IPoint2 *p, ViewExp *vpt);
void Snap(TimeValue t, INode* inode, SnapInfo *snap, IPoint2 *p, ViewExp *vpt);
void GetDeformBBox(TimeValue t, Box3& box, Matrix3 *tm, BOOL useSel );
//Internal routines
void BoxLight(TimeValue t, INode *inode, Box3& box, Matrix3 *tm);
void GetMat(TimeValue t, INode* inode, ViewExp *vpt, Matrix3& tm);
virtual RefTargetHandle GetReference(int i);
virtual void SetReference(int ref, RefTargetHandle rtarg);
virtual int NumRefs() { return kNumRefs;}
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message);
// Called to retreive the state of this object at the specified time.
ObjectState Eval(TimeValue t) { return ObjectState(this); }
const char *GetCategory(){ return fClassDesc->Category(); }
//
// LightObject Specific Stuff below
//
//
virtual BOOL IsSpot( void ) { return FALSE; }
virtual BOOL IsDir( void ) { return FALSE; }
RefResult EvalLightState(TimeValue time, Interval& valid, LightState *ls);
ObjLightDesc *CreateLightDesc(INode *n, BOOL forceShadowBuffer=FALSE);
void SetUseLight(int onOff) { fLightPB->SetValue(kLightOn, 0, onOff); NotifyDependents(FOREVER, PART_OBJ, REFMSG_CHANGE); }
BOOL GetUseLight(void) { BOOL v; fLightPB->GetValue(kLightOn, 0, v, FOREVER); return v; }
void SetHotspot(TimeValue time, float f);
float GetHotspot(TimeValue t, Interval& valid = Interval(0,0));
void SetFallsize(TimeValue time, float f);
float GetFallsize(TimeValue t, Interval& valid = Interval(0,0));
void SetAtten(TimeValue time, int which, float f);
float GetAtten(TimeValue t, int which, Interval& valid = Interval(0,0));
// TDist funcs needs implementation as of 31/5/01
void SetTDist(TimeValue time, float f);
float GetTDist(TimeValue t, Interval& valid = Interval(0,0));
void SetConeDisplay(int s, int notify=TRUE);
BOOL GetConeDisplay(void);
void SetRGBColor(TimeValue t, Point3& rgb); //fLightPB->SetValue(kRGB, t, rgb); NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);}
Point3 GetRGBColor(TimeValue t, Interval &valid = Interval(0,0)); //return fLightPB->GetPoint3(kRGB, t); }
void SetIntensity(TimeValue t, float f) { fLightPB->SetValue(kIntensity, t, f); NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);}
float GetIntensity(TimeValue t, Interval& valid = Interval(0,0)) {return fLightPB->GetFloat(kIntensity, t); }
void SetAspect(TimeValue t, float f) {}
float GetAspect(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0; }
void SetUseAtten(int s){ fLightPB->SetValue(kUseAttenuationBool, 0, s); NotifyDependents(FOREVER, PART_OBJ, REFMSG_CHANGE); }
BOOL GetUseAtten(void) {return fLightPB->GetInt(kUseAttenuationBool, 0);}
void SetUseAttenNear(int s) { }
BOOL GetUseAttenNear(void) {return false;}
void SetAttenDisplay(int s){ }
BOOL GetAttenDisplay(void) {return fLightPB->GetInt(kUseAttenuationBool, 0);}
void SetAttenDisplayNear(int s){ }
BOOL GetAttenDisplayNear(void){return false;}
void Enable(int enab) { fLightPB->SetValue(kLightOn, 0, enab); }
void SetMapBias(TimeValue t, float f) {}
float GetMapBias(TimeValue t, Interval& valid = Interval(0,0)){return 0.0f;}
void SetMapRange(TimeValue t, float f) {}
float GetMapRange(TimeValue t, Interval& valid = Interval(0,0)) {return 0.0f;}
void SetMapSize(TimeValue t, int f) {}
int GetMapSize(TimeValue t, Interval& valid = Interval(0,0)){return 0;}
void SetRayBias(TimeValue t, float f) {}
float GetRayBias(TimeValue t, Interval& valid = Interval(0,0)) {return 0.0;} //{return 0.0f;}
int GetAbsMapBias() {return 0;}
void SetAbsMapBias(int a) {}
int GetOvershoot(){return 0;}
void SetOvershoot(int a){}
virtual int GetProjector() { return 0; }
void SetProjector(int a){fLightPB->SetValue(kUseProjectorBool, 0, a); }
ExclList* GetExclList(){return NULL;}
BOOL Include() {return false;}
virtual Texmap* GetProjMap(); //{ Interval valid = Interval(0,0); Texmap* MyMap; fLightPB->GetValue(kProjMapTexButton, 0, MyMap, valid); return MyMap; }
void SetProjMap(BitmapInfo* pmap);
void UpdateTargDistance(TimeValue t, INode* inode);
// GenLight Specific Stuff below
BOOL GetUseGlobal() { return false; } //Global Shadow param
void SetUseGlobal(int a) {}
BOOL GetShadow();
void SetShadow(int a);
BOOL GetShadowType() { return -1; } //No Shadows generated ....
void SetShadowType(int a) {} //Until implemented....
GenLight* NewLight(int type) { return NULL;}
int Type() {return -1;}
void SetSpotShape(int a) {}
void SetHSVColor(TimeValue t, class Point3 &b);
Point3 GetHSVColor(TimeValue t, Interval& b);
void SetContrast(int a, float other) {} // fLightPB->SetValue(kContrast, a, other); NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);}
float GetContrast(int a, Interval &valid) {return 0.0;} //float f; f = fLightPB->GetFloat(kContrast, a); return f;}
void SetAttenNearDisplay(int a) {}
BOOL GetAttenNearDisplay() {return false;}
ExclList& GetExclusionList() {return exclList;}
void SetExclusionList(ExclList & a) {}
BOOL SetHotSpotControl(Control* a) {SetParamBlock2Controller(fLightPB, ParamID(kHotSpot),0, a); return true;}
BOOL SetFalloffControl(Control* a) {SetParamBlock2Controller(fLightPB, ParamID(kFallOff),0, a); return true;}
Control* GetHotSpotControl() {return GetParamBlock2Controller(fLightPB, ParamID(kHotSpot));}
Control* GetFalloffControl() {return GetParamBlock2Controller(fLightPB, ParamID(kFallOff));}
BOOL SetColorControl(Control * a) {SetParamBlock2Controller(fLightPB, ParamID(kLightColor),0, a); return true;}
Control* GetColorControl() {return GetParamBlock2Controller(fLightPB, ParamID(kLightColor)); }
BOOL GetDecayType() { return fLightPB->GetInt(kAttenTypeRadio, 0) + 1;} //Offset for the radio.
void SetDecayType(BOOL onOff) {if (!onOff) return; else {fLightPB->SetValue(kAttenTypeRadio, 0, ((int) onOff - 1)); return;} }
void SetDecayRadius(TimeValue time, float f) { fLightPB->SetValue(kAttenMaxFalloffEdit, time, f); }
float GetDecayRadius(TimeValue t, Interval& valid = Interval(0,0)) {return fLightPB->GetFloat(kAttenMaxFalloffEdit, t); }
void SetDiffuseSoft(TimeValue time, float f) {}//fLightPB->SetValue(kDiffSoft, time, f);}
float GetDiffuseSoft(TimeValue t, Interval& valid = Interval(0,0)) {return 0.0;} //return fLightPB->GetFloat(kDiffSoft, t);}
void SetAffectDiffuse(BOOL onOff) {}//fLightPB->SetValue(kDiffOn, 0, onOff); }
BOOL GetAffectDiffuse() {return false; } //fLightPB->GetInt(kDiffOn, 0); }
LRESULT CALLBACK TrackViewWinProc( HWND hwnd, UINT message,
WPARAM wParam, LPARAM lParam ){return(0);}
};
#endif