/*==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
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GNU General Public License for more details.
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*==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