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/*==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 <http://www.gnu.org/licenses/>.
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 plDynamicEnvMap_inc
#define plDynamicEnvMap_inc
#include "plCubicRenderTarget.h"
#include "../plScene/plRenderRequest.h"
#include "hsBitVector.h"
class plRenderRequestMsg;
class hsStream;
class plMessage;
class plVisRegion;
class plGenRefMsg;
class hsResMgr;
class plCameraModifier1;
class plSceneObject;
class plBitmap;
class plLayer;
class plDynamicEnvMap : public plCubicRenderTarget
{
public:
enum {
kRefVisSet,
kRefRootNode,
};
protected:
plRenderRequest fReqs[6];
plRenderRequestMsg* fReqMsgs[6];
plSceneObject* fRootNode;
hsPoint3 fPos;
hsScalar fHither;
hsScalar fYon;
hsScalar fFogStart;
hsColorRGBA fColor;
hsScalar fRefreshRate;
double fLastRefresh;
int fLastRender;
int fOutStanding;
hsBitVector fVisSet;
hsTArray<plVisRegion*> fVisRegions;
hsTArray<char *> fVisRegionNames;
hsBool fIncCharacters;
void IUpdatePosition();
hsBool INeedReRender();
void ISetupRenderRequests();
void ISubmitRenderRequests();
void ISubmitRenderRequest(int i);
void ICheckForRefresh(double t, plPipeline *pipe);
hsBool IOnRefMsg(plGenRefMsg* refMsg);
public:
plDynamicEnvMap();
plDynamicEnvMap(UInt16 width, UInt16 height, UInt8 bitDepth, UInt8 zDepth = -1, UInt8 sDepth = -1);
virtual ~plDynamicEnvMap();
CLASSNAME_REGISTER( plDynamicEnvMap );
GETINTERFACE_ANY( plDynamicEnvMap, plCubicRenderTarget );
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual hsBool MsgReceive(plMessage* msg);
void ReRender();
void Init();
void SetPosition(const hsPoint3& pos);
void SetHither(hsScalar f);
void SetYon(hsScalar f);
void SetFogStart(hsScalar f);
void SetColor(const hsColorRGBA& col);
void SetRefreshRate(hsScalar secs);
hsPoint3 GetPosition() const;
hsScalar GetHither() const { return fHither; }
hsScalar GetYon() const { return fYon; }
hsScalar GetFogStart() const { return fFogStart; }
hsColorRGBA GetColor() const { return fColor; }
hsScalar GetRefreshRate() const { return 6.f * fRefreshRate; }
void AddVisRegion(plVisRegion* reg); // Will just send a ref
void SetIncludeCharacters(hsBool b);
hsBool GetIncludeCharacters() const { return fIncCharacters; }
void SetVisRegionName(char *name){ fVisRegionNames.Push(name); }
};
////////////////////////////////////////////////////////////////////////////
// Yes, it's lame that a lot of this code is nearly the same as
// plDynamicEnvMap, but this derives from plRenderTarget, not plCubicRenderTarget
// and I don't want to touch multiple inheritance.
class plDynamicCamMap : public plRenderTarget
{
public:
enum
{
kRefVisSet,
kRefCamera,
kRefRootNode,
kRefTargetNode,
kRefDisableTexture,
kRefMatLayer,
};
hsScalar fHither;
hsScalar fYon;
hsScalar fFogStart;
hsColorRGBA fColor;
protected:
plRenderRequest fReq;
plRenderRequestMsg* fReqMsg;
hsScalar fRefreshRate;
double fLastRefresh;
int fOutStanding;
hsBitVector fVisSet;
hsTArray<plVisRegion*> fVisRegions;
hsTArray<char *> fVisRegionNames; // this allows us to specify vis-regions in other pages.
hsBool fIncCharacters;
plCameraModifier1* fCamera;
plSceneObject* fRootNode;
hsTArray<plSceneObject*> fTargetNodes;
// Extra info for swapping around textures when reflections are disabled.
plBitmap* fDisableTexture;
hsTArray<plLayer*> fMatLayers;
static UInt8 fFlags;
enum
{
kReflectionCapable = 0x01,
kReflectionEnabled = 0x02,
kReflectionMask = kReflectionCapable | kReflectionEnabled,
};
hsBool INeedReRender();
void ISetupRenderRequest(plPipeline *pipe);
void ISubmitRenderRequest(plPipeline *pipe);
void ICheckForRefresh(double t, plPipeline *pipe);
void IPrepTextureLayers();
hsBool IOnRefMsg(plRefMsg* refMsg);
public:
plDynamicCamMap();
plDynamicCamMap(UInt16 width, UInt16 height, UInt8 bitDepth, UInt8 zDepth = -1, UInt8 sDepth = -1);
virtual ~plDynamicCamMap();
CLASSNAME_REGISTER( plDynamicCamMap );
GETINTERFACE_ANY( plDynamicCamMap, plRenderTarget );
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual hsBool MsgReceive(plMessage* msg);
void ReRender();
void Init();
void SetIncludeCharacters(hsBool b);
void SetRefreshRate(hsScalar secs);
void AddVisRegion(plVisRegion* reg);
void SetVisRegionName(char *name){ fVisRegionNames.Push(name); }
static hsBool GetEnabled() { return (fFlags & kReflectionEnabled) != 0; }
static void SetEnabled(hsBool enable);
static hsBool GetCapable() { return (fFlags & kReflectionCapable) != 0; }
static void SetCapable(hsBool capable);
};
#endif // plDynamicEnvMap_inc