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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/>.
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