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170 lines
6.2 KiB
170 lines
6.2 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 plShadowMaster_inc |
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#define plShadowMaster_inc |
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#include "pnSceneObject/plObjInterface.h" |
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class plShadowCaster; |
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class plShadowSlave; |
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struct hsMatrix44; |
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class hsBounds3Ext; |
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class hsStream; |
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class hsResMgr; |
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class plMessage; |
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class plLightInfo; |
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class plShadowCastMsg; |
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class plShadowMaster : public plObjInterface |
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{ |
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public: |
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// Props inc by 1 (bit shift in bitvector). |
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enum plDrawProperties { |
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kDisable = 0, |
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kSelfShadow, |
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kNumProps // last in the list |
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}; |
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protected: |
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// Global clamp on shadow map size and stuff |
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static uint32_t fGlobalMaxSize; |
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static float fGlobalMaxDist; |
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static float fGlobalVisParm; |
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// Constant parameter(s) for this master. |
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float fAttenDist; |
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float fMaxDist; |
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float fMinDist; |
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uint32_t fMaxSize; |
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uint32_t fMinSize; |
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float fPower; |
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// Temp data used for one frame and recycled. |
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hsTArray<plShadowSlave*> fSlavePool; |
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plLightInfo* fLightInfo; |
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// These are specific to the projection type (perspective or orthogonal), so have to |
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// be implemented by the derived class. |
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virtual void IComputeWorldToLight(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0; |
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virtual void IComputeProjections(plShadowCastMsg* castMsg, plShadowSlave* slave) const = 0; |
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virtual void IComputeISect(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0; |
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virtual void IComputeBounds(const hsBounds3Ext& bnd, plShadowSlave* slave) const = 0; |
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// Base class implementations of the rest. These might need to be overridden later, especially |
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// on computing the width and height. That's really specific to the projection type, but |
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// to get started I'll probably just always return 256x256. |
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virtual void IComputeCasterBounds(const plShadowCaster* caster, hsBounds3Ext& casterBnd); |
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virtual void IComputeWidthAndHeight(plShadowCastMsg* castMsg, plShadowSlave* slave) const; |
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virtual void IComputeLUT(plShadowCastMsg* castMsg, plShadowSlave* slave) const; |
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virtual float IComputePower(const plShadowCaster* caster, const hsBounds3Ext& casterBnd) const; |
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virtual plShadowSlave* ILastChanceToBail(plShadowCastMsg* castMsg, plShadowSlave* slave); |
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virtual plShadowSlave* ICreateShadowSlave(plShadowCastMsg* castMsg, const hsBounds3Ext& casterBnd, float power); |
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virtual plShadowSlave* INewSlave(const plShadowCaster* caster) = 0; |
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virtual plShadowSlave* INextSlave(const plShadowCaster* caster); |
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virtual plShadowSlave* IRecycleSlave(plShadowSlave* slave); |
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plLightInfo* ISetLightInfo(); |
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virtual void IBeginRender(); |
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virtual hsBool IOnCastMsg(plShadowCastMsg* castMsg); |
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public: |
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plShadowMaster(); |
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virtual ~plShadowMaster(); |
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CLASSNAME_REGISTER( plShadowMaster ); |
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GETINTERFACE_ANY( plShadowMaster, plObjInterface ); |
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virtual hsBool MsgReceive(plMessage* msg); |
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virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l) {} |
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int32_t GetNumProperties() const { return kNumProps; } |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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// These are usually handled internally, activating on read and deactivating |
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// on destruct. Made public in case they need to be manually handled, like |
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// on dynamic construction and use. |
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void Deactivate() const; |
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void Activate() const; |
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// These should only be useful on scene conversion. |
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float GetAttenDist() const { return fAttenDist; } |
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void SetAttenDist(float d) { fAttenDist = d; } |
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float GetMaxDist() const { return fMaxDist; } |
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float GetMinDist() const { return fMinDist; } |
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void SetMaxDist(float m); |
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uint32_t GetMaxSize() const { return fMaxSize; } |
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uint32_t GetMinSize() const { return fMinSize; } |
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void SetMaxSize(uint32_t s) { fMaxSize = s; } |
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void SetMinSize(uint32_t s) { fMinSize = s; } |
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float GetPower() const { return fPower; } |
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void SetPower(float f) { fPower = f; } |
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static void SetGlobalMaxSize(uint32_t s) ; |
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static uint32_t GetGlobalMaxSize() { return fGlobalMaxSize; } |
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static void SetGlobalMaxDist(float s) { fGlobalMaxDist = s; } |
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static float GetGlobalMaxDist() { return fGlobalMaxDist; } |
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static void SetGlobalShadowQuality(float s); |
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static float GetGlobalShadowQuality() { return fGlobalVisParm; } |
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}; |
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#endif // plShadowMaster_inc
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