/*==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 . 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 plShadowMaster_inc #define plShadowMaster_inc #include "../pnSceneObject/plObjInterface.h" class plShadowCaster; class plShadowSlave; struct hsMatrix44; class hsBounds3Ext; class hsStream; class hsResMgr; class plMessage; class plLightInfo; class plShadowCastMsg; class plShadowMaster : public plObjInterface { public: // Props inc by 1 (bit shift in bitvector). enum plDrawProperties { kDisable = 0, kSelfShadow, kNumProps // last in the list }; protected: // Global clamp on shadow map size and stuff static UInt32 fGlobalMaxSize; static hsScalar fGlobalMaxDist; static hsScalar fGlobalVisParm; // Constant parameter(s) for this master. hsScalar fAttenDist; hsScalar fMaxDist; hsScalar fMinDist; UInt32 fMaxSize; UInt32 fMinSize; hsScalar fPower; // Temp data used for one frame and recycled. hsTArray fSlavePool; plLightInfo* fLightInfo; // These are specific to the projection type (perspective or orthogonal), so have to // be implemented by the derived class. virtual void IComputeWorldToLight(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0; virtual void IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const = 0; virtual void IComputeISect(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0; virtual void IComputeBounds(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0; // Base class implementations of the rest. These might need to be overridden later, especially // on computing the width and height. That's really specific to the projection type, but // to get started I'll probably just always return 256x256. virtual void IComputeCasterBounds(const plShadowCaster* caster, hsBounds3Ext& casterBnd); virtual void IComputeWidthAndHeight(plShadowCastMsg* castMsg, plShadowSlave* slave) const; virtual void IComputeLUT(plShadowCastMsg* castMsg, plShadowSlave* slave) const; virtual hsScalar IComputePower(const plShadowCaster* caster, const hsBounds3Ext& casterBnd) const; virtual plShadowSlave* ILastChanceToBail(plShadowCastMsg* castMsg, plShadowSlave* slave); virtual plShadowSlave* ICreateShadowSlave(plShadowCastMsg* castMsg, const hsBounds3Ext& casterBnd, hsScalar power); virtual plShadowSlave* INewSlave(const plShadowCaster* caster) = 0; virtual plShadowSlave* INextSlave(const plShadowCaster* caster); virtual plShadowSlave* IRecycleSlave(plShadowSlave* slave); plLightInfo* ISetLightInfo(); virtual void IBeginRender(); virtual hsBool IOnCastMsg(plShadowCastMsg* castMsg); public: plShadowMaster(); virtual ~plShadowMaster(); CLASSNAME_REGISTER( plShadowMaster ); GETINTERFACE_ANY( plShadowMaster, plObjInterface ); virtual hsBool MsgReceive(plMessage* msg); virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l) {} Int32 GetNumProperties() const { return kNumProps; } virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); // These are usually handled internally, activating on read and deactivating // on destruct. Made public in case they need to be manually handled, like // on dynamic construction and use. void Deactivate() const; void Activate() const; // These should only be useful on scene conversion. hsScalar GetAttenDist() const { return fAttenDist; } void SetAttenDist(hsScalar d) { fAttenDist = d; } hsScalar GetMaxDist() const { return fMaxDist; } hsScalar GetMinDist() const { return fMinDist; } void SetMaxDist(hsScalar m); UInt32 GetMaxSize() const { return fMaxSize; } UInt32 GetMinSize() const { return fMinSize; } void SetMaxSize(UInt32 s) { fMaxSize = s; } void SetMinSize(UInt32 s) { fMinSize = s; } hsScalar GetPower() const { return fPower; } void SetPower(hsScalar f) { fPower = f; } static void SetGlobalMaxSize(UInt32 s) ; static UInt32 GetGlobalMaxSize() { return fGlobalMaxSize; } static void SetGlobalMaxDist(hsScalar s) { fGlobalMaxDist = s; } static hsScalar GetGlobalMaxDist() { return fGlobalMaxDist; } static void SetGlobalShadowQuality(hsScalar s); static hsScalar GetGlobalShadowQuality() { return fGlobalVisParm; } }; #endif // plShadowMaster_inc