/*==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