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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/>.
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 plDynamicEnvMap_inc
#define plDynamicEnvMap_inc
#include "plCubicRenderTarget.h"
#include "plScene/plRenderRequest.h"
#include "hsBitVector.h"
class plRenderRequestMsg;
class hsStream;
class plMessage;
class plVisRegion;
class plGenRefMsg;
class hsResMgr;
class plCameraModifier1;
class plSceneObject;
class plBitmap;
class plLayer;
class plDynamicEnvMap : public plCubicRenderTarget
{
public:
enum {
kRefVisSet,
kRefRootNode,
};
protected:
plRenderRequest fReqs[6];
plRenderRequestMsg* fReqMsgs[6];
plSceneObject* fRootNode;
hsPoint3 fPos;
float fHither;
float fYon;
float fFogStart;
hsColorRGBA fColor;
float fRefreshRate;
double fLastRefresh;
int fLastRender;
int fOutStanding;
hsBitVector fVisSet;
hsTArray<plVisRegion*> fVisRegions;
hsTArray<char *> fVisRegionNames;
bool fIncCharacters;
void IUpdatePosition();
bool INeedReRender();
void ISetupRenderRequests();
void ISubmitRenderRequests();
void ISubmitRenderRequest(int i);
void ICheckForRefresh(double t, plPipeline *pipe);
bool IOnRefMsg(plGenRefMsg* refMsg);
public:
plDynamicEnvMap();
plDynamicEnvMap(uint16_t width, uint16_t height, uint8_t bitDepth, uint8_t zDepth = -1, uint8_t sDepth = -1);
virtual ~plDynamicEnvMap();
CLASSNAME_REGISTER( plDynamicEnvMap );
GETINTERFACE_ANY( plDynamicEnvMap, plCubicRenderTarget );
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual bool MsgReceive(plMessage* msg);
void ReRender();
void Init();
void SetPosition(const hsPoint3& pos);
void SetHither(float f);
void SetYon(float f);
void SetFogStart(float f);
void SetColor(const hsColorRGBA& col);
void SetRefreshRate(float secs);
hsPoint3 GetPosition() const;
float GetHither() const { return fHither; }
float GetYon() const { return fYon; }
float GetFogStart() const { return fFogStart; }
hsColorRGBA GetColor() const { return fColor; }
float GetRefreshRate() const { return 6.f * fRefreshRate; }
void AddVisRegion(plVisRegion* reg); // Will just send a ref
void SetIncludeCharacters(bool b);
bool GetIncludeCharacters() const { return fIncCharacters; }
void SetVisRegionName(char *name){ fVisRegionNames.Push(name); }
};
////////////////////////////////////////////////////////////////////////////
// Yes, it's lame that a lot of this code is nearly the same as
// plDynamicEnvMap, but this derives from plRenderTarget, not plCubicRenderTarget
// and I don't want to touch multiple inheritance.
class plDynamicCamMap : public plRenderTarget
{
public:
enum
{
kRefVisSet,
kRefCamera,
kRefRootNode,
kRefTargetNode,
kRefDisableTexture,
kRefMatLayer,
};
float fHither;
float fYon;
float fFogStart;
hsColorRGBA fColor;
protected:
plRenderRequest fReq;
plRenderRequestMsg* fReqMsg;
float fRefreshRate;
double fLastRefresh;
int fOutStanding;
hsBitVector fVisSet;
hsTArray<plVisRegion*> fVisRegions;
hsTArray<char *> fVisRegionNames; // this allows us to specify vis-regions in other pages.
bool fIncCharacters;
plCameraModifier1* fCamera;
plSceneObject* fRootNode;
hsTArray<plSceneObject*> fTargetNodes;
// Extra info for swapping around textures when reflections are disabled.
plBitmap* fDisableTexture;
hsTArray<plLayer*> fMatLayers;
static uint8_t fFlags;
enum
{
kReflectionCapable = 0x01,
kReflectionEnabled = 0x02,
kReflectionMask = kReflectionCapable | kReflectionEnabled,
};
bool INeedReRender();
void ISetupRenderRequest(plPipeline *pipe);
void ISubmitRenderRequest(plPipeline *pipe);
void ICheckForRefresh(double t, plPipeline *pipe);
void IPrepTextureLayers();
bool IOnRefMsg(plRefMsg* refMsg);
public:
plDynamicCamMap();
plDynamicCamMap(uint16_t width, uint16_t height, uint8_t bitDepth, uint8_t zDepth = -1, uint8_t sDepth = -1);
virtual ~plDynamicCamMap();
CLASSNAME_REGISTER( plDynamicCamMap );
GETINTERFACE_ANY( plDynamicCamMap, plRenderTarget );
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual bool MsgReceive(plMessage* msg);
void ReRender();
void Init();
void ResizeViewport(const plViewTransform& vt);
void SetIncludeCharacters(bool b);
void SetRefreshRate(float secs);
void AddVisRegion(plVisRegion* reg);
void SetVisRegionName(char *name){ fVisRegionNames.Push(name); }
static bool GetEnabled() { return (fFlags & kReflectionEnabled) != 0; }
static void SetEnabled(bool enable);
static bool GetCapable() { return (fFlags & kReflectionCapable) != 0; }
static void SetCapable(bool capable);
};
#endif // plDynamicEnvMap_inc