/*==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 plLightInfo_inc #define plLightInfo_inc #include "pnSceneObject/plObjInterface.h" #include "hsMatrix44.h" #include "hsColorRGBA.h" #include "plIntersect/plVolumeIsect.h" #include "hsBitVector.h" class hsStream; class hsResMgr; class plSpaceTree; class hsGDeviceRef; class hsGMaterial; class plDrawableSpans; class plLayerInterface; class plPipeline; class plDrawable; class plSoftVolume; class hsBounds3Ext; class plVisRegion; class plRenderRequest; class plRenderTarget; class plLightProxy; class plLightInfo : public plObjInterface { public: enum { kDisable = 0x0, // prop 0 is always disable, declared in plObjInterface kLPObsolete, kLPCastShadows, kLPMovable, kLPHasIncludes, kLPIncludesChars, kLP_OBSOLECTE_0, // OLD kLPOverAll, kLPHasSpecular, // This is the same as a non-black specular color, but we use it here to make it faster to check kLPShadowOnly, kLPShadowLightGroup, kLPForceProj, kNumProps }; enum LIRefType { kProjection = 0, k_OBSOLECTE_REF_0, // OLD k_OBSOLECTE_REF_1, // OLD k_OBSOLECTE_REF_2, // OLD kSoftVolume, kVisRegion }; protected: // Volatile properties that shouldn't be network propagated. enum VolatileFlags { kVolNone = 0x0, kVolDirty = 0x1, kVolEmpty = 0x2, kVolZero = 0x4 }; uint8_t fVolFlags; hsBitVector fVisSet; hsBitVector fVisNot; hsTArray fVisRegions; plLightInfo** fPrevDevPtr; plLightInfo* fNextDevPtr; hsGDeviceRef* fDeviceRef; plLayerInterface* fProjection; hsMatrix44 fWorldToProj; hsColorRGBA fAmbient; hsColorRGBA fDiffuse; hsColorRGBA fSpecular; hsMatrix44 fLightToLocal; hsMatrix44 fLocalToLight; hsMatrix44 fLocalToWorld; hsMatrix44 fWorldToLocal; hsMatrix44 fLightToWorld; hsMatrix44 fWorldToLight; plKey fSceneNode; plLightProxy* fProxyGen; plSoftVolume* fSoftVolume; float fMaxStrength; bool fRegisteredForRenderMsg; // Small shadow section hsBitVector fSlaveBits; virtual void IMakeIsect() = 0; virtual plVolumeIsect* IGetIsect() = 0; virtual void IRefresh(); virtual const hsMatrix44& IGetWorldToProj() const { return fWorldToProj; } void IAddVisRegion(plVisRegion* reg); void IRemoveVisRegion(plVisRegion* reg); virtual void ISetSceneNode(plKey node); void ICheckMaxStrength(); public: plLightInfo(); virtual ~plLightInfo(); CLASSNAME_REGISTER( plLightInfo ); GETINTERFACE_ANY( plLightInfo, plObjInterface ); void SetDeviceRef(hsGDeviceRef* ref); hsGDeviceRef* GetDeviceRef() const { return fDeviceRef; } // Dirty state is local to this machine, so shouldn't be in the network synchronized properties. bool IsDirty() const { return 0 != (fVolFlags & kVolDirty); } void SetDirty(bool on=true) { if(on)fVolFlags |= kVolDirty; else fVolFlags &= ~kVolDirty; } bool IsEmpty() const { return 0 != (fVolFlags & kVolEmpty); } void SetEmpty(bool on=true) { if(on)fVolFlags |= kVolEmpty; else fVolFlags &= ~kVolEmpty; } bool IsZero() const { return 0 != (fVolFlags & kVolZero); } void SetZero(bool on) { if(on)fVolFlags |= kVolZero; else fVolFlags &= ~kVolZero; } inline bool IsIdle() const; bool OverAll() const { return GetProperty(kLPOverAll); } bool IsShadowCaster() const { return GetProperty(kLPCastShadows); } void SetShadowCaster(bool on) { SetProperty(kLPCastShadows, on); } void Refresh() { if( IsDirty() ) { IRefresh(); SetDirty(false); } } virtual void GetStrengthAndScale(const hsBounds3Ext& bnd, float& strength, float& scale) const; bool AffectsBound(const hsBounds3Ext& bnd) { return IGetIsect() ? IGetIsect()->Test(bnd) != kVolumeCulled : true; } void GetAffectedForced(const plSpaceTree* space, hsBitVector& list, bool charac); void GetAffected(const plSpaceTree* space, hsBitVector& list, bool charac); const hsTArray& GetAffected(plSpaceTree* space, const hsTArray& visList, hsTArray& litList, bool charac); bool InVisSet(const hsBitVector& visSet) const { return fVisSet.Overlap(visSet); } bool InVisNot(const hsBitVector& visNot) const { return fVisNot.Overlap(visNot); } void SetAmbient(const hsColorRGBA& c) { fAmbient = c; SetDirty(); } void SetDiffuse(const hsColorRGBA& c) { fDiffuse = c; SetDirty(); } void SetSpecular(const hsColorRGBA& c); const hsColorRGBA& GetAmbient() const { return fAmbient; } const hsColorRGBA& GetDiffuse() const { return fDiffuse; } const hsColorRGBA& GetSpecular() const { return fSpecular; } plLayerInterface* GetProjection() const { return fProjection; } virtual void SetProperty(int prop, bool on); virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l); virtual const hsMatrix44& GetLocalToWorld() const; virtual const hsMatrix44& GetWorldToLocal() const; virtual const hsMatrix44& GetLightToWorld() const; virtual const hsMatrix44& GetWorldToLight() const; virtual int32_t GetNumProperties() const { return kNumProps; } const plSoftVolume* GetSoftVolume() const { return fSoftVolume; } virtual hsVector3 GetNegativeWorldDirection(const hsPoint3& pos) const = 0; virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); virtual bool MsgReceive(plMessage* msg); virtual void Unlink( void ); virtual void Link( plLightInfo **back ); virtual plLightInfo *GetNext( void ) { return fNextDevPtr; } virtual bool IsLinked( void ) { return ( fNextDevPtr != nil || fPrevDevPtr != nil ) ? true : false; } // New shadow void ClearSlaveBits() { fSlaveBits.Clear(); } void SetSlaveBit(int which) { fSlaveBits.SetBit(which); } const hsBitVector& GetSlaveBits() const { return fSlaveBits; } // These two should only be called internally and on export/convert virtual plKey GetSceneNode() const; // Export only. At runtime, the LocalToLight should be considered const. void SetLocalToLight(const hsMatrix44& l2lt, const hsMatrix44& lt2l); // Visualization virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo) { return addTo; } }; class plDirectionalLightInfo : public plLightInfo { protected: virtual void IMakeIsect() {} virtual plVolumeIsect* IGetIsect() { return nil; } public: plDirectionalLightInfo(); virtual ~plDirectionalLightInfo(); CLASSNAME_REGISTER( plDirectionalLightInfo ); GETINTERFACE_ANY( plDirectionalLightInfo, plLightInfo ); virtual void GetStrengthAndScale(const hsBounds3Ext& bnd, float& strength, float& scale) const; hsVector3 GetWorldDirection() const; virtual hsVector3 GetNegativeWorldDirection(const hsPoint3& pos) const { return -GetWorldDirection(); } virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); }; class plLimitedDirLightInfo : public plDirectionalLightInfo { protected: float fWidth; float fHeight; float fDepth; plParallelIsect* fParPlanes; virtual void IMakeIsect(); virtual plVolumeIsect* IGetIsect() { return fParPlanes; } virtual void IRefresh(); public: plLimitedDirLightInfo(); virtual ~plLimitedDirLightInfo(); CLASSNAME_REGISTER( plLimitedDirLightInfo ); GETINTERFACE_ANY( plLimitedDirLightInfo, plDirectionalLightInfo ); virtual void GetStrengthAndScale(const hsBounds3Ext& bnd, float& strength, float& scale) const; float GetWidth() const { return fWidth; } float GetHeight() const { return fHeight; } float GetDepth() const { return fDepth; } void SetWidth(float w) { fWidth = w; } void SetHeight(float h) { fHeight = h; } void SetDepth(float d) { fDepth = d; } virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); // Visualization virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo); }; class plOmniLightInfo : public plLightInfo { protected: // Omni and spot float fAttenConst; float fAttenLinear; float fAttenQuadratic; float fAttenCutoff; // Only for attenuate-but-not-really mode, 0 otherwise plSphereIsect* fSphere; virtual void IMakeIsect(); virtual plVolumeIsect* IGetIsect() { return fSphere; } virtual void IRefresh(); public: plOmniLightInfo(); virtual ~plOmniLightInfo(); CLASSNAME_REGISTER( plOmniLightInfo ); GETINTERFACE_ANY( plOmniLightInfo, plLightInfo ); virtual void GetStrengthAndScale(const hsBounds3Ext& bnd, float& strength, float& scale) const; virtual hsVector3 GetNegativeWorldDirection(const hsPoint3& pos) const; bool IsAttenuated() const { return (fAttenLinear != 0)||(fAttenQuadratic != 0) || ( fAttenCutoff != 0 ); } float GetRadius() const; float GetConstantAttenuation() const { return fAttenConst; } float GetLinearAttenuation() const { return fAttenLinear; } float GetQuadraticAttenuation() const { return fAttenQuadratic; } float GetCutoffAttenuation() const { return fAttenCutoff; } hsPoint3 GetWorldPosition() const { return fLightToWorld.GetTranslate(); } void SetConstantAttenuation(float a) { fAttenConst = a; SetDirty(true); } void SetLinearAttenuation(float a) { fAttenLinear = a; SetDirty(true); } void SetQuadraticAttenuation(float a) { fAttenQuadratic = a; SetDirty(true); } void SetCutoffAttenuation( float a ) { fAttenCutoff = a; SetDirty( true ); } virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); // Visualization virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo); }; class plSpotLightInfo : public plOmniLightInfo { protected: // Valid only for spot float fFalloff; // Note - these are half angles, D3D wants whole angles, so fSpotInner*2 etc. float fSpotInner; float fSpotOuter; float fEffectiveFOV; plConeIsect* fCone; virtual void IMakeIsect(); virtual plVolumeIsect* IGetIsect() { return fCone; } virtual void IRefresh(); public: plSpotLightInfo(); virtual ~plSpotLightInfo(); CLASSNAME_REGISTER( plSpotLightInfo ); GETINTERFACE_ANY( plSpotLightInfo, plOmniLightInfo ); virtual void GetStrengthAndScale(const hsBounds3Ext& bnd, float& strength, float& scale) const; hsVector3 GetWorldDirection() const; virtual hsVector3 GetNegativeWorldDirection(const hsPoint3& pos) const { return -GetWorldDirection(); } void SetFalloff(float f) { fFalloff = f; SetDirty(true); } void SetSpotInner(float rads) { fSpotInner = rads; SetDirty(true); } void SetSpotOuter(float rads) { fSpotOuter = rads; SetDirty(true); } float GetFalloff() const { return fFalloff; } float GetSpotInner() const { return fSpotInner; } float GetSpotOuter() const { return fSpotOuter; } virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); // Visualization virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo); }; inline bool plLightInfo::IsIdle() const { if( GetProperty(kDisable) ) return true; if( IsZero() ) return true; if( IsEmpty() ) return true; return false; } #endif // plLightInfo_inc