/*==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 plRenderRequest_inc #define plRenderRequest_inc #include "hsMatrix44.h" #include "hsColorRGBA.h" #include "plViewTransform.h" #include "hsRefCnt.h" #include "hsBitVector.h" #include "../pnKeyedObject/plKey.h" #include "../plMessage/plRenderRequestMsg.h" class plRenderTarget; class plPageTreeMgr; class hsStream; class hsResMgr; class plDrawable; class hsGMaterial; class plPipeline; class plRenderRequest : public plRenderRequestBase { public: protected: UInt32 fRenderState; // Or'ed from plPipeline::RenderStateSettings::kRender* plDrawable* fClearDrawable; plRenderTarget* fRenderTarget; plPageTreeMgr* fPageMgr; hsGMaterial* fOverrideMat; hsGMaterial* fEraseMat; plKey fAck; hsScalar fPriority; UInt32 fDrawableMask; UInt32 fSubDrawableMask; hsColorRGBA fClearColor; hsScalar fClearDepth; hsScalar fFogStart; hsMatrix44 fLocalToWorld; hsMatrix44 fWorldToLocal; plViewTransform fViewTransform; hsBitVector fVisForce; UInt32 fUserData; hsBool fIgnoreOccluders; public: plRenderRequest(); ~plRenderRequest(); hsBool GetRenderSelect() const { return !fVisForce.Empty(); } hsBool GetRenderCharacters() const; void SetRenderState(UInt32 st) { fRenderState = st; } UInt32 GetRenderState() const { return fRenderState; } void SetDrawableMask(UInt32 m) { fDrawableMask = m; } UInt32 GetDrawableMask() const { return fDrawableMask; } void SetSubDrawableMask(UInt32 m) { fSubDrawableMask = m; } UInt32 GetSubDrawableMask() const { return fSubDrawableMask; } void RequestAck(plKey key) { fAck = key; } plKey GetAck() const { return fAck; } plDrawable* GetClearDrawable() const { return fClearDrawable; } void SetClearDrawable(plDrawable* d) { fClearDrawable = d; } hsGMaterial* GetOverrideMat() const { return fOverrideMat; } void SetOverrideMat(hsGMaterial* m) { fOverrideMat = m; } hsGMaterial* GetEraseMat() const { return fEraseMat; } void SetEraseMat(hsGMaterial* m) { fEraseMat = m; } plRenderTarget* GetRenderTarget() const { return fRenderTarget; } void SetRenderTarget(plRenderTarget* t); plPageTreeMgr* GetPageTreeMgr() const { return fPageMgr; } void SetPageTreeMgr(plPageTreeMgr* mgr) { fPageMgr = mgr; } const hsBitVector& GetVisForce() const { return fVisForce; } void SetVisForce(const hsBitVector& b); const hsMatrix44& GetLocalToWorld() const { return fLocalToWorld; } const hsMatrix44& GetWorldToLocal() const { return fWorldToLocal; } const hsMatrix44& GetWorldToCamera() const { return fViewTransform.GetWorldToCamera(); } const hsMatrix44& GetCameraToWorld() const { return fViewTransform.GetCameraToWorld(); } const plViewTransform& GetViewTransform() const { return fViewTransform; } hsScalar GetHither() const { return fViewTransform.GetHither(); } hsScalar GetYon() const { return fViewTransform.GetYon(); } hsScalar GetFovX() const { return fViewTransform.GetFovXDeg(); } hsScalar GetFovY() const { return fViewTransform.GetFovYDeg(); } hsScalar GetSizeX() const { return fViewTransform.GetOrthoWidth(); } hsScalar GetSizeY() const { return fViewTransform.GetOrthoHeight(); } UInt16 GetScreenWidth() const { return fViewTransform.GetScreenWidth(); } UInt16 GetScreenHeight() const { return fViewTransform.GetScreenHeight(); } const hsColorRGBA& GetClearColor() const { return fClearColor; } hsScalar GetClearDepth() const { return fClearDepth; } // FogStart // negative => use current settings (default) // 0 => no fog == fog starts at yon // 1 => fog starts at camera. // Fog start greater than 1 is legal. Fog always linear. hsScalar GetFogStart() const { return fFogStart; } hsScalar GetPriority() const { return fPriority; } void SetLocalTransform(const hsMatrix44& l2w, const hsMatrix44& w2l); void SetViewTransform(const plViewTransform& v) { fViewTransform = v; } void SetCameraTransform(const hsMatrix44& w2c, const hsMatrix44& c2w) { fViewTransform.SetCameraTransform(w2c, c2w); } void SetPerspective(hsBool on=true) { fViewTransform.SetPerspective(on); } void SetOrthogonal(hsBool on=true) { fViewTransform.SetOrthogonal(on); } void SetHither(hsScalar f) { fViewTransform.SetHither(f); } void SetYon(hsScalar f) { fViewTransform.SetYon(f); } void SetFovX(hsScalar f) { fViewTransform.SetFovXDeg(f); } void SetFovY(hsScalar f) { fViewTransform.SetFovYDeg(f); } void SetSizeX(hsScalar f) { fViewTransform.SetWidth(f); } void SetSizeY(hsScalar f) { fViewTransform.SetHeight(f); } void SetClearColor(const hsColorRGBA& c) { fClearColor = c; } void SetClearDepth(hsScalar d) { fClearDepth = d; } // FogStart // negative => use current settings (default) // 0 => no fog == fog starts at yon // 1 => fog starts at camera. // Fog start greater than 1 is legal. Fog always linear. void SetFogStart(hsScalar d) { fFogStart = d; } void SetPriority(hsScalar p) { fPriority = p; } virtual void Read(hsStream* s, hsResMgr* mgr); virtual void Write(hsStream* s, hsResMgr* mgr); void SetUserData(UInt32 n) { fUserData = n; } UInt32 GetUserData() const { return fUserData; } void SetIgnoreOccluders(hsBool b) { fIgnoreOccluders = b; } hsBool GetIgnoreOccluders() { return fIgnoreOccluders; } // This function is called after the render request is processed by the client virtual void Render(plPipeline* pipe, plPageTreeMgr* pageMgr); }; #endif // plRenderRequest_inc