You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
218 lines
8.6 KiB
218 lines
8.6 KiB
/*==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 hsGRenderProcs_inc |
|
#define hsGRenderProcs_inc |
|
|
|
#include "hsRefCnt.h" |
|
#include "hsScalar.h" |
|
#include "hsMemory.h" |
|
#include "hsBiExpander.h" |
|
#include "../plPipeline/hsGColorizer.h" |
|
#include "../plResMgr/plCreatable.h" |
|
|
|
class plPipeline; |
|
class plDrawable; |
|
class hsTriangle3; |
|
struct hsGTriVertex; |
|
struct hsGVertex3; |
|
struct hsGShadeVertex; |
|
struct hsGSplat3; |
|
class hsStream; |
|
class plKey; |
|
class hsBounds3Ext; |
|
class hsResMgr; |
|
|
|
class hsGRenderProcs : public plCreatable { |
|
public: |
|
enum { |
|
kMaxLabelLen = 128 |
|
}; |
|
enum ProcType { |
|
kTypeAngleFade, |
|
kTypeDistFade, |
|
kTypeMotionBlur1, |
|
kTypeMotionBlur2, |
|
kTypeIntenseAlpha, |
|
kTypeGlobalShade, |
|
kTypeObjDistFade, |
|
kTypeDistShade, |
|
kTypeObjDistShade |
|
}; |
|
enum { |
|
kNone = 0x0, |
|
kInclusive = 0x1, // Affect children |
|
kNOP = 0x2, // Turned off (till EndObject) |
|
kOpaque = 0x4, |
|
kCulled = 0x8, |
|
kObjectRefs = 0x10, |
|
kObjectRefsInit = 0x20 |
|
}; |
|
private: |
|
// Base class private stuff for managing the Queue of Procs on the device. |
|
|
|
UInt32 fLinkCount; |
|
hsGRenderProcs* fNext; |
|
hsGRenderProcs** fBack; |
|
|
|
hsGRenderProcs** IOneBeforeMe(hsGRenderProcs** base); |
|
void IInsert(hsGRenderProcs** beforeMe); |
|
void IDetach(); |
|
|
|
protected: |
|
|
|
UInt32 fFlags; |
|
|
|
hsGColorizer fColorizer; |
|
|
|
plPipeline* fPipeline; |
|
|
|
hsDynamicArray<plKey*> fObjectRefs; |
|
public: |
|
hsGRenderProcs(); |
|
virtual ~hsGRenderProcs(); |
|
|
|
// BeginTree returns false if entire subtree is don't bother to draw, |
|
// else true. Mostly a culling tool. |
|
virtual hsBool32 BeginTree(plPipeline* pipe, plDrawable* root); |
|
|
|
// BeginObject returns true if the object should be drawn, false if |
|
// don't bother. Can also do any initialization it wants. Should this |
|
// get something more innocuous like a bound instead of the SceneObject? |
|
// Is there anything else it might need to know? |
|
virtual hsBool32 BeginObject(plPipeline* pipe, plDrawable* obj); |
|
|
|
// ProcessVerts takes the list of TriVerts and does what it will. |
|
// I'll outline the hsGTriVertex below. The difference between |
|
// the BaseVertex list and the UsedVertex list is interpolation. |
|
// Shade values and generated Texture Coords are computed for |
|
// the Base Triangle only, and then interpolated for vertices |
|
// generated by clipping. So Shade Values and Texture Coordinates |
|
// should only be computed in ProcessBaseVerts(). On the other |
|
// hand, only the vertices from actual drawn triangles are |
|
// transformed, and hence have a screen position to mess with. |
|
// So any wiggling of the screen position should happen in |
|
// ProcessUsedVerts(). These functions might be better named |
|
// ProcessShadeVerts() and ProcessXformVerts(), except that |
|
// vertex illumination (shade) is interpolated, but then |
|
// the interpolated shade is fed into the material to calculate |
|
// color. So messing with final color would happen in ProcessUsedVerts(), |
|
// whereas messing with illumination's in ProcessBaseVerts(). Messing |
|
// with UV's is equally valid in either. In general though, the number |
|
// of BaseVerts is less than or equal to the number of UsedVerts. Most |
|
// shaders would have one or the other a no-op. |
|
|
|
// Process list of unique vertices (with unique hsGXformVerts) which will be drawn to screen |
|
virtual void ProcessScreenVerts(hsExpander<hsGVertex3*>& vList) {} |
|
|
|
// Take a list of verts and modulate shades for them. Care should be taken to only bother with verts that |
|
// are not (hsGVertex3::kCulled|hsGVertex3::kDisabled). Also, any verts that this RenderProc causes |
|
// to go completely transparent should be flagged hsGVertex3::kCulled (NOT DISABLED). |
|
// See hsSfxDistFade for example (not exemplary) code. |
|
|
|
// Process list of unique vertices (unique hsGShadeVerts) before interpolation |
|
virtual void ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {} |
|
// Process list of unique vertices (unique hsGShadeVerts) after interpolation - these will be drawn to screen |
|
virtual void ProcessPostInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList) {} |
|
|
|
// Process list of unique Pre or Post Interpolation TriVerts (with hsGShade and hsGXformVerts) |
|
// While the TriVerts are unique, there may be sharing among constituents, i.e. position and uv. |
|
// Care must be taken when accumulating effects. |
|
virtual void ProcessPreInterpVerts(hsExpander<hsGTriVertex*>& vList) {} |
|
virtual void ProcessPostInterpVerts(hsExpander<hsGTriVertex*>& vList) {} |
|
|
|
// Process list of triangles which are headed for the screen. vList is the full list of unique TriVerts |
|
// used by these triangles. If triangles are added, any generated verts MUST be added to vList. If |
|
// Triangles are removed, verts may be removed from vList (keeping in mind that vList verts may be |
|
// shared between triangles). |
|
virtual void ProcessPreClipTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {} |
|
virtual void ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {} |
|
virtual void ProcessPostInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList) {} |
|
|
|
// Any cleanup for this object |
|
virtual void EndObject(); |
|
|
|
// Any cleanup for this subtree |
|
virtual void EndTree(); |
|
|
|
// Shaders can set their priority to affect order in which they are called |
|
// When pushed onto device, device uses this priority to sort into queue |
|
virtual hsScalar GetPriority() { return 0; } |
|
|
|
// When a shader is pushed onto the device (by an object), the object |
|
// will pop it back off either before or after drawing its children, |
|
// depending on Inclusive(). Not meaningful for mate |
|
virtual hsBool32 Inclusive() { return fFlags & kInclusive; } |
|
|
|
virtual void Enqueue(hsGRenderProcs** list); |
|
virtual void Dequeue(); |
|
hsGRenderProcs* GetNext() { return fNext; } |
|
|
|
// External object references. Individual RenderProc type responsible for what they're used for. |
|
void SetNumObjectRefs(int n); |
|
UInt32 GetNumObjectRefs() { return fObjectRefs.GetCount(); } |
|
void AddObjectRef(plKey* key) { fObjectRefs.Append(key); fFlags |= kObjectRefs; } |
|
void SetObjectRef(plKey* key, int i=0); |
|
void InsertObjectRef(int i, plKey* key) { fObjectRefs.InsertAtIndex(i, key); fFlags |= kObjectRefs; } |
|
plDrawable* GetObjectRef(int i); |
|
plKey* GetObjectRefKey(int i) { return fObjectRefs[i]; } |
|
void ReadObjectRefs(hsStream* s, hsResMgr* mgr); |
|
void WriteObjectRefs(hsStream* s, hsResMgr* mgr); |
|
|
|
|
|
virtual void Read(hsStream* s, hsResMgr* mgr); |
|
virtual void Write(hsStream* s, hsResMgr* mgr); |
|
|
|
virtual void Read(hsStream* s) = 0; |
|
virtual void Write(hsStream* s) = 0; |
|
|
|
virtual const char* GetLabel() const = 0; |
|
virtual ProcType GetType() const = 0; |
|
|
|
UInt32 GetFlags() { return fFlags; } |
|
void SetFlags(UInt32 f) { fFlags = f; } |
|
|
|
CLASSNAME_REGISTER( hsGRenderProcs ); |
|
GETINTERFACE_ANY( hsGRenderProcs, plCreatable ); |
|
}; |
|
|
|
#endif // hsGRenderProcs_inc
|
|
|