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190 lines
7.5 KiB
190 lines
7.5 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef plLightMapGen_inc |
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#define plLightMapGen_inc |
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#include "hsTemplates.h" |
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#include <vector> |
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class plMaxLightContext; |
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class plRenderGlobalContext; |
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class plLayerInterface; |
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class plMaxNode; |
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class hsGMaterial; |
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class plGeometrySpan; |
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class plMipmap; |
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class plBitmap; |
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struct hsColorRGBA; |
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struct hsPoint3; |
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struct hsVector3; |
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struct hsMatrix44; |
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class plErrorMsg; |
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class plConvertSettings; |
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class hsBounds3Ext; |
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class plLightMapComponent; |
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class plLightMapInfo |
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{ |
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public: |
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ObjLightDesc* fObjLiDesc; |
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INode* fLiNode; |
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int fResetShadowType; |
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float fResetMapRange; |
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float fMapRange; |
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bool fNewRender; |
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}; |
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class plLightMapGen |
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{ |
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protected: |
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Interface* fInterface; |
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TimeValue fTime; |
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int fUVWSrc; |
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float fScale; |
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float fMapRange; |
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int fWidth; |
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int fHeight; |
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bool fRecalcLightMaps; |
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Renderer* fRenderer; |
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#ifdef MF_NEW_RGC |
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RenderGlobalContext* fRGC; |
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#else // MF_NEW_RGC |
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plRenderGlobalContext* fRGC; |
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#endif // MF_NEW_RGC |
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RendParams* fRP; |
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hsTArray<plLightMapInfo> fAllLights; |
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hsTArray<plLightMapInfo*> fActiveLights; |
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mutable hsTArray<plLayerInterface*> fCreatedLayers; |
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mutable hsTArray<plMipmap*> fPreppedMipmaps; |
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mutable hsTArray<plBitmap*> fNewMaps; // Mipmaps created this session (not loaded from disk) |
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std::vector<plLightMapComponent*> fSharedComponents; // HACK so we can get rid of key refs before deleting bitmaps |
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hsBounds3Ext IGetBoundsLightSpace(INode* node, INode* liNode); |
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bool IDirAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node); |
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bool ISpotAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node); |
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bool IOmniAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node); |
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bool ILightAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node); |
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bool IPrepLight(plLightMapInfo* liInfo, INode* node); |
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bool IGetLight(INode* node); |
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bool IFindLightsRecur(INode* node); |
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bool IFindActiveLights(plMaxNode* node); |
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bool IReleaseActiveLights(); |
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bool IReleaseAllLights(); |
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int IPowerOfTwo(int sz) const; |
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bool ISelectBitmapDimension(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans); |
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bool ICompressLightMaps(); |
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bool IsFresh(plBitmap* map) const; |
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bool IAddToLightMap(plLayerInterface* lay, plMipmap* src) const; |
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plMipmap* IMakeAccumBitmap(plLayerInterface* lay) const; |
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void IInitBitmapColor(plMipmap* bitmap, const hsColorRGBA& col) const; |
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plLayerInterface* IGetLightMapLayer(plMaxNode* node, plGeometrySpan& span); |
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plLayerInterface* IMakeLightMapLayer(plMaxNode* node, plGeometrySpan& span); |
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int IGetUVWSrc() const { return fUVWSrc; } |
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uint32_t IShadePoint(plMaxLightContext& ctx, const Color& amb, const hsPoint3& p, const hsVector3& n); |
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bool IShadeVerts(plMaxLightContext& ctx, const Color& amb, const hsPoint3 pt[3], const hsVector3 norm[3], const hsPoint3 uv[3], plMipmap* bitmap); |
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bool IShadeFace(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& span, int iFace, plMipmap* bitmap); |
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bool IShadeSpan(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& spans); |
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bool IShadeGeometrySpans(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans); |
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bool IWantsMaps(plMaxNode* node); |
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bool IValidateUVWSrc(hsTArray<plGeometrySpan *> &spans) const; |
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public: |
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plLightMapGen(); |
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virtual ~plLightMapGen(); |
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#ifdef MF_NEW_RGC |
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void SetRGC(RenderGlobalContext* rgc); // Don't call this ever ever ever |
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#endif // MF_NEW_RGC |
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bool Open(Interface* ip, TimeValue t, bool forceRegen=true); |
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bool InitNode(INode* node, bool softShadow=true); // unnecessary when using MakeMaps() |
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bool Update(TimeValue t); |
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void SetUVWSrc(int i) { fUVWSrc = i; } |
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int GetUVWSrc() const { return fUVWSrc; } |
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void SetScale(float f) { fScale = f; } |
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float GetScale() const { return fScale; } |
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// Calls to either the global or single must be wrapped in |
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// a call to Open and a call to close. That is, you must first |
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// call Open(), then you can make maps all day, but at the end |
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// of the day, you need to call Close(). Also, if the scene |
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// lighting changes, you need to call Close() and then Open() again. |
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// With the possibility of lights getting deleted from the scene, |
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// you're best off calling Open(), making as many maps as you want |
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// for now, call Close(), and if you decide later you want more, |
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// re-open. There's no protection in here from a user deleting |
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// a light (or any other node) while the shader is Open. For your |
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// own safety and the safety of your fellow passengers, don't |
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// return control to the user until the system is Closed. |
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bool MakeMaps(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *>& spans, plErrorMsg *pErrMsg, plConvertSettings *settings); |
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Color ShadowPoint(plMaxLightContext& ctx); |
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Color ShadePoint(plMaxLightContext& ctx); // ctx already contains pos & norm |
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Color ShadePoint(plMaxLightContext& ctx, const Point3& p, const Point3& n); |
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Color ShadePoint(plMaxLightContext& ctx, const hsPoint3& p, const hsVector3& n); |
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bool DeInitNode(); |
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bool Close(); |
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static plLightMapGen& Instance(); |
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}; |
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#endif // plLightMapGen_inc
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