You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

190 lines
6.9 KiB

/*==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 plLightMapGen_inc
#define plLightMapGen_inc
#include "hsTemplates.h"
#include <vector>
class plMaxLightContext;
class plRenderGlobalContext;
class plLayerInterface;
class plMaxNode;
class hsGMaterial;
class plGeometrySpan;
class plMipmap;
class plBitmap;
struct hsColorRGBA;
struct hsPoint3;
struct hsVector3;
struct hsMatrix44;
class plErrorMsg;
class plConvertSettings;
class hsBounds3Ext;
class plLightMapComponent;
class plLightMapInfo
{
public:
ObjLightDesc* fObjLiDesc;
INode* fLiNode;
int fResetShadowType;
float fResetMapRange;
float fMapRange;
hsBool fNewRender;
};
class plLightMapGen
{
protected:
Interface* fInterface;
TimeValue fTime;
int fUVWSrc;
float fScale;
float fMapRange;
int fWidth;
int fHeight;
bool fRecalcLightMaps;
Renderer* fRenderer;
#ifdef MF_NEW_RGC
RenderGlobalContext* fRGC;
#else // MF_NEW_RGC
plRenderGlobalContext* fRGC;
#endif // MF_NEW_RGC
RendParams* fRP;
hsTArray<plLightMapInfo> fAllLights;
hsTArray<plLightMapInfo*> fActiveLights;
mutable hsTArray<plLayerInterface*> fCreatedLayers;
mutable hsTArray<plMipmap*> fPreppedMipmaps;
mutable hsTArray<plBitmap*> fNewMaps; // Mipmaps created this session (not loaded from disk)
std::vector<plLightMapComponent*> fSharedComponents; // HACK so we can get rid of key refs before deleting bitmaps
hsBounds3Ext IGetBoundsLightSpace(INode* node, INode* liNode);
hsBool IDirAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
hsBool ISpotAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
hsBool IOmniAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
hsBool ILightAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
hsBool IPrepLight(plLightMapInfo* liInfo, INode* node);
hsBool IGetLight(INode* node);
hsBool IFindLightsRecur(INode* node);
hsBool IFindActiveLights(plMaxNode* node);
hsBool IReleaseActiveLights();
hsBool IReleaseAllLights();
int IPowerOfTwo(int sz) const;
hsBool ISelectBitmapDimension(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);
hsBool ICompressLightMaps();
hsBool IsFresh(plBitmap* map) const;
hsBool IAddToLightMap(plLayerInterface* lay, plMipmap* src) const;
plMipmap* IMakeAccumBitmap(plLayerInterface* lay) const;
void IInitBitmapColor(plMipmap* bitmap, const hsColorRGBA& col) const;
plLayerInterface* IGetLightMapLayer(plMaxNode* node, plGeometrySpan& span);
plLayerInterface* IMakeLightMapLayer(plMaxNode* node, plGeometrySpan& span);
int IGetUVWSrc() const { return fUVWSrc; }
UInt32 IShadePoint(plMaxLightContext& ctx, const Color& amb, const hsPoint3& p, const hsVector3& n);
hsBool IShadeVerts(plMaxLightContext& ctx, const Color& amb, const hsPoint3 pt[3], const hsVector3 norm[3], const hsPoint3 uv[3], plMipmap* bitmap);
hsBool IShadeFace(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& span, int iFace, plMipmap* bitmap);
hsBool IShadeSpan(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& spans);
hsBool IShadeGeometrySpans(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);
hsBool IWantsMaps(plMaxNode* node);
hsBool IValidateUVWSrc(hsTArray<plGeometrySpan *> &spans) const;
public:
plLightMapGen();
virtual ~plLightMapGen();
#ifdef MF_NEW_RGC
void SetRGC(RenderGlobalContext* rgc); // Don't call this ever ever ever
#endif // MF_NEW_RGC
hsBool Open(Interface* ip, TimeValue t, bool forceRegen=true);
hsBool InitNode(INode* node, hsBool softShadow=true); // unnecessary when using MakeMaps()
hsBool Update(TimeValue t);
void SetUVWSrc(int i) { fUVWSrc = i; }
int GetUVWSrc() const { return fUVWSrc; }
void SetScale(float f) { fScale = f; }
float GetScale() const { return fScale; }
// Calls to either the global or single must be wrapped in
// a call to Open and a call to close. That is, you must first
// call Open(), then you can make maps all day, but at the end
// of the day, you need to call Close(). Also, if the scene
// lighting changes, you need to call Close() and then Open() again.
// With the possibility of lights getting deleted from the scene,
// you're best off calling Open(), making as many maps as you want
// for now, call Close(), and if you decide later you want more,
// re-open. There's no protection in here from a user deleting
// a light (or any other node) while the shader is Open. For your
// own safety and the safety of your fellow passengers, don't
// return control to the user until the system is Closed.
hsBool MakeMaps(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *>& spans, plErrorMsg *pErrMsg, plConvertSettings *settings);
Color ShadowPoint(plMaxLightContext& ctx);
Color ShadePoint(plMaxLightContext& ctx); // ctx already contains pos & norm
Color ShadePoint(plMaxLightContext& ctx, const Point3& p, const Point3& n);
Color ShadePoint(plMaxLightContext& ctx, const hsPoint3& p, const hsVector3& n);
hsBool DeInitNode();
hsBool Close();
static plLightMapGen& Instance();
};
#endif // plLightMapGen_inc