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101 lines
3.2 KiB
101 lines
3.2 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 __HSVERTEXSHADER_H |
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#define __HSVERTEXSHADER_H |
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class hsConverterUtils; |
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class hsBitVector; |
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class plMaxLightContext; |
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class plGeometrySpan; |
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struct hsColorRGBA; |
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class plLightMapGen; |
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class hsVertexShader |
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{ |
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private: |
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hsVertexShader(); |
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public: |
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virtual ~hsVertexShader(); |
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static hsVertexShader& Instance(); |
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void ShadeNode(INode* node, hsMatrix44& l2w, hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans); |
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void Open(); |
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void Close(); |
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private: |
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/// Temporary vertex class |
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class plTmpVertex3 |
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{ |
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public: |
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hsPoint3 fLocalPos; |
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hsVector3 fNormal; |
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}; |
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hsBool ILightIncludesNode(LightObject* light, INode* node); |
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void INativeShadeVtx(hsColorRGBA& shade, plMaxLightContext& ctx, const plTmpVertex3& vtx, hsBool translucent); |
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void INativeShadowVtx(hsColorRGBA& shade, plMaxLightContext& ctx, const plTmpVertex3& vtx, hsBool translucent); |
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hsBool IsTranslucent( hsGMaterial *material ); |
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void IShadeSpan( plGeometrySpan *span, INode* node ); |
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void IShadeVertices( plGeometrySpan *span, hsBitVector *dirtyVector, INode* node, hsBool translucent ); |
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private: |
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Interface *fInterface; |
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hsConverterUtils &fConverterUtils; |
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plLightMapGen* fLightMapGen; |
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hsMatrix44 fLocalToWorld, fNormalToWorld; // fN2W is inv-transpose of fL2W |
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int fShaded; // just record-keeping |
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hsColorRGBA *fShadeColorTable; |
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hsColorRGBA *fIllumColorTable; |
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}; |
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#endif |