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202 lines
7.8 KiB
202 lines
7.8 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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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 hsGRenderProcs_inc |
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#define hsGRenderProcs_inc |
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#include "hsRefCnt.h" |
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#include "hsScalar.h" |
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#include "hsMemory.h" |
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#include "hsBiExpander.h" |
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#include "../plPipeline/hsGColorizer.h" |
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#include "../plResMgr/plCreatable.h" |
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class plPipeline; |
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class plDrawable; |
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class hsTriangle3; |
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struct hsGTriVertex; |
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struct hsGVertex3; |
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struct hsGShadeVertex; |
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struct hsGSplat3; |
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class hsStream; |
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class plKey; |
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class hsBounds3Ext; |
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class hsResMgr; |
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class hsGRenderProcs : public plCreatable { |
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public: |
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enum { |
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kMaxLabelLen = 128 |
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}; |
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enum ProcType { |
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kTypeAngleFade, |
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kTypeDistFade, |
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kTypeMotionBlur1, |
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kTypeMotionBlur2, |
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kTypeIntenseAlpha, |
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kTypeGlobalShade, |
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kTypeObjDistFade, |
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kTypeDistShade, |
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kTypeObjDistShade |
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}; |
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enum { |
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kNone = 0x0, |
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kInclusive = 0x1, // Affect children |
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kNOP = 0x2, // Turned off (till EndObject) |
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kOpaque = 0x4, |
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kCulled = 0x8, |
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kObjectRefs = 0x10, |
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kObjectRefsInit = 0x20 |
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}; |
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private: |
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// Base class private stuff for managing the Queue of Procs on the device. |
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UInt32 fLinkCount; |
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hsGRenderProcs* fNext; |
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hsGRenderProcs** fBack; |
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hsGRenderProcs** IOneBeforeMe(hsGRenderProcs** base); |
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void IInsert(hsGRenderProcs** beforeMe); |
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void IDetach(); |
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protected: |
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UInt32 fFlags; |
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hsGColorizer fColorizer; |
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plPipeline* fPipeline; |
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hsDynamicArray<plKey*> fObjectRefs; |
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public: |
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hsGRenderProcs(); |
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virtual ~hsGRenderProcs(); |
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// BeginTree returns false if entire subtree is don't bother to draw, |
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// else true. Mostly a culling tool. |
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virtual hsBool32 BeginTree(plPipeline* pipe, plDrawable* root); |
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// BeginObject returns true if the object should be drawn, false if |
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// don't bother. Can also do any initialization it wants. Should this |
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// get something more innocuous like a bound instead of the SceneObject? |
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// Is there anything else it might need to know? |
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virtual hsBool32 BeginObject(plPipeline* pipe, plDrawable* obj); |
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// ProcessVerts takes the list of TriVerts and does what it will. |
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// I'll outline the hsGTriVertex below. The difference between |
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// the BaseVertex list and the UsedVertex list is interpolation. |
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// Shade values and generated Texture Coords are computed for |
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// the Base Triangle only, and then interpolated for vertices |
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// generated by clipping. So Shade Values and Texture Coordinates |
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// should only be computed in ProcessBaseVerts(). On the other |
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// hand, only the vertices from actual drawn triangles are |
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// transformed, and hence have a screen position to mess with. |
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// So any wiggling of the screen position should happen in |
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// ProcessUsedVerts(). These functions might be better named |
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// ProcessShadeVerts() and ProcessXformVerts(), except that |
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// vertex illumination (shade) is interpolated, but then |
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// the interpolated shade is fed into the material to calculate |
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// color. So messing with final color would happen in ProcessUsedVerts(), |
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// whereas messing with illumination's in ProcessBaseVerts(). Messing |
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// with UV's is equally valid in either. In general though, the number |
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// of BaseVerts is less than or equal to the number of UsedVerts. Most |
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// shaders would have one or the other a no-op. |
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// Process list of unique vertices (with unique hsGXformVerts) which will be drawn to screen |
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virtual void ProcessScreenVerts(hsExpander<hsGVertex3*>& vList) {} |
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// Take a list of verts and modulate shades for them. Care should be taken to only bother with verts that |
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// are not (hsGVertex3::kCulled|hsGVertex3::kDisabled). Also, any verts that this RenderProc causes |
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// to go completely transparent should be flagged hsGVertex3::kCulled (NOT DISABLED). |
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// See hsSfxDistFade for example (not exemplary) code. |
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// Process list of unique vertices (unique hsGShadeVerts) before interpolation |
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virtual void ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {} |
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// Process list of unique vertices (unique hsGShadeVerts) after interpolation - these will be drawn to screen |
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virtual void ProcessPostInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {} |
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// Process list of unique Pre or Post Interpolation TriVerts (with hsGShade and hsGXformVerts) |
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// While the TriVerts are unique, there may be sharing among constituents, i.e. position and uv. |
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// Care must be taken when accumulating effects. |
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virtual void ProcessPreInterpVerts(hsExpander<hsGTriVertex*>& vList) {} |
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virtual void ProcessPostInterpVerts(hsExpander<hsGTriVertex*>& vList) {} |
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// Process list of triangles which are headed for the screen. vList is the full list of unique TriVerts |
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// used by these triangles. If triangles are added, any generated verts MUST be added to vList. If |
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// Triangles are removed, verts may be removed from vList (keeping in mind that vList verts may be |
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// shared between triangles). |
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virtual void ProcessPreClipTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {} |
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virtual void ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {} |
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virtual void ProcessPostInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {} |
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// Any cleanup for this object |
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virtual void EndObject(); |
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// Any cleanup for this subtree |
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virtual void EndTree(); |
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// Shaders can set their priority to affect order in which they are called |
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// When pushed onto device, device uses this priority to sort into queue |
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virtual hsScalar GetPriority() { return 0; } |
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// When a shader is pushed onto the device (by an object), the object |
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// will pop it back off either before or after drawing its children, |
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// depending on Inclusive(). Not meaningful for mate |
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virtual hsBool32 Inclusive() { return fFlags & kInclusive; } |
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virtual void Enqueue(hsGRenderProcs** list); |
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virtual void Dequeue(); |
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hsGRenderProcs* GetNext() { return fNext; } |
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// External object references. Individual RenderProc type responsible for what they're used for. |
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void SetNumObjectRefs(int n); |
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UInt32 GetNumObjectRefs() { return fObjectRefs.GetCount(); } |
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void AddObjectRef(plKey* key) { fObjectRefs.Append(key); fFlags |= kObjectRefs; } |
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void SetObjectRef(plKey* key, int i=0); |
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void InsertObjectRef(int i, plKey* key) { fObjectRefs.InsertAtIndex(i, key); fFlags |= kObjectRefs; } |
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plDrawable* GetObjectRef(int i); |
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plKey* GetObjectRefKey(int i) { return fObjectRefs[i]; } |
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void ReadObjectRefs(hsStream* s, hsResMgr* mgr); |
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void WriteObjectRefs(hsStream* s, hsResMgr* mgr); |
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virtual void Read(hsStream* s, hsResMgr* mgr); |
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virtual void Write(hsStream* s, hsResMgr* mgr); |
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virtual void Read(hsStream* s) = 0; |
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virtual void Write(hsStream* s) = 0; |
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virtual const char* GetLabel() const = 0; |
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virtual ProcType GetType() const = 0; |
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UInt32 GetFlags() { return fFlags; } |
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void SetFlags(UInt32 f) { fFlags = f; } |
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CLASSNAME_REGISTER( hsGRenderProcs ); |
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GETINTERFACE_ANY( hsGRenderProcs, plCreatable ); |
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}; |
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#endif // hsGRenderProcs_inc
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