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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 plDrawable_inc
#define plDrawable_inc
#include "../pnKeyedObject/hsKeyedObject.h"
#include "plLoadMask.h"
#include "hsTemplates.h"
#include "plRenderLevel.h"
class plSpaceTree;
class hsStream;
class hsResMgr;
struct hsMatrix44;
class hsBounds3Ext;
class plPipeline;
class plGeometrySpan;
class hsGMaterial;
class plParticleEmitter;
class plAccessSpan;
class plDrawableCriteria
{
public:
plDrawableCriteria(UInt32 crit, const plRenderLevel& lev, const plLoadMask& m, UInt32 ty=1 /* Normal */ ) : fCriteria(crit), fLevel(lev), fType(ty), fLoadMask(m) {}
UInt32 fCriteria;
plRenderLevel fLevel;
UInt32 fType;
plLoadMask fLoadMask;
};
class plDrawable : public hsKeyedObject
{
public:
enum {
// Renumber these the next time we bump major version #s (no reason to do it now)
kPropNoDraw = 0x01,
kPropUNUSED = 0x02,
kPropSortSpans = 0x04,
kPropSortFaces = 0x08,
kPropVolatile = 0x10, // Means that spans DEFAULT to kPropVolatile, but if this
// is not set, spans can still be volatile
kPropNoReSort = 0x20, // Don't do sorting of spans for optimization.
kPropPartialSort = 0x40, // Sort spans on an individual basis.
kPropCharacter = 0x80, // Lights want to know if this is in the general class of "characters"
kPropSortAsOne = 0x100,
kPropHasVisLOS = 0x200
};
// Criteria for drawables. Used when searching through a sceneNode for a particular drawable
enum
{
kCritStatic = 0x01,
kCritSortSpans = 0x02,
kCritSortFaces = 0x08,
kCritCharacter = 0x10
};
// Types of drawables for rendering filtering.
enum plDrawableType {
kNormal = 0x00000001,
kNonDrawable = 0x00000002, //e.g. a light, affects drawing, but isn't drawn.
kEnviron = 0x00000004,
// Proxies in the upper 16 bits.
kLightProxy = 0x00010000,
kOccluderProxy = 0x00020000,
kAudibleProxy = 0x00040000,
kPhysicalProxy = 0x00080000,
kCoordinateProxy = 0x00100000,
kOccSnapProxy = 0x00200000,
kGenericProxy = 0x00400000,
kCameraProxy = 0x00800000,
kAllProxies = 0x00ff0000,
kAllTypes = 0xffffffff
};
enum plSubDrawableType {
kSubNormal = 0x00000001,
kSubNonDrawable = 0x00000002,
kSubEnviron = 0x00000004,
kSubAllTypes = 0xffffffff
};
enum plAccessFlags {
kReadSrc = 0x1,
kWriteDst = 0x2,
kWriteSrc = 0x4
};
enum MsgTypes
{
kMsgMaterial,
kMsgDISpans, // UNUSED
kMsgFogEnviron,
kMsgPermaLight,
kMsgPermaProj,
kMsgPermaLightDI,
kMsgPermaProjDI
};
CLASSNAME_REGISTER( plDrawable );
GETINTERFACE_ANY( plDrawable, hsKeyedObject );
virtual plDrawable& SetProperty( int prop, hsBool on ) = 0;
virtual hsBool GetProperty( int prop ) const = 0;
virtual plDrawable& SetProperty( UInt32 index, int prop, hsBool on ) = 0;
virtual hsBool GetProperty( UInt32 index, int prop ) const = 0;
virtual plDrawable& SetNativeProperty( int prop, hsBool on ) = 0;
virtual hsBool GetNativeProperty( int prop ) const = 0;
virtual plDrawable& SetNativeProperty( UInt32 index, int prop, hsBool on ) = 0;
virtual hsBool GetNativeProperty( UInt32 index, int prop ) const = 0;
virtual plDrawable& SetSubType( UInt32 index, plSubDrawableType t, hsBool on ) = 0;
virtual UInt32 GetSubType( UInt32 index ) const = 0; // returns or of all spans with this index (index==-1 is all spans).
virtual UInt32 GetType( void ) const = 0;
virtual void SetType( UInt32 type ) = 0;
virtual void SetRenderLevel(const plRenderLevel& l) = 0;
virtual const plRenderLevel& GetRenderLevel() const = 0;
virtual plDrawable& SetTransform( UInt32 index, const hsMatrix44& l2w, const hsMatrix44& w2l ) = 0;
virtual const hsMatrix44& GetLocalToWorld( UInt32 span = (UInt32)-1 ) const = 0;
virtual const hsMatrix44& GetWorldToLocal( UInt32 span = (UInt32)-1 ) const = 0;
virtual const hsBounds3Ext& GetLocalBounds( UInt32 index = (UInt32)-1 ) const = 0;
virtual const hsBounds3Ext& GetWorldBounds( UInt32 index = (UInt32)-1 ) const = 0;
virtual const hsBounds3Ext& GetMaxWorldBounds( UInt32 index = (UInt32)-1 ) const = 0;
virtual plSpaceTree* GetSpaceTree() const = 0;
virtual void SetDISpanVisSet(UInt32 diIndex, hsKeyedObject* reg, hsBool on) = 0;
// Taking span index. DI Index doesn't make sense here, because one object's DI can dereference into many materials etc.
virtual hsGMaterial* GetSubMaterial(int index) const = 0;
virtual hsBool GetSubVisDists(int index, hsScalar& minDist, hsScalar& maxDist) const = 0; // return true if span invisible before minDist and/or after maxDist
// Should implement hsKeyedObject Read/Write/Save/Load as well
// These two should only be called by the SceneNode
virtual void SetSceneNode(plKey node) = 0;
virtual plKey GetSceneNode() const = 0;
/// Funky particle system functions
virtual UInt32 CreateParticleSystem( UInt32 maxNumEmitters, UInt32 maxNumParticles, hsGMaterial *material ) = 0;
virtual void ResetParticleSystem( UInt32 index ) = 0;
virtual void AssignEmitterToParticleSystem( UInt32 index, plParticleEmitter *emitter ) = 0;
/// EXPORT-ONLY
// Called by the sceneNode to determine if we match the criteria
virtual hsBool DoIMatch( const plDrawableCriteria& crit ) = 0;
// Take the list of triMeshes and convert them to buffers, building a list of spans for each
virtual void Optimize( void ) = 0;
};
#endif // plDrawable_inc