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204 lines
8.2 KiB
204 lines
8.2 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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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 plLayerInterface_inc |
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#define plLayerInterface_inc |
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#include "pnNetCommon/plSynchedValue.h" |
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#include "pnNetCommon/plSynchedObject.h" |
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#include "hsGMatState.h" |
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struct hsMatrix44; |
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struct hsColorRGBA; |
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class plBitmap; |
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class plMessage; |
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class hsGMatState; |
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class plShader; |
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class plLayerInterface : public plSynchedObject |
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{ |
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friend class plLayerSDLModifier; |
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public: |
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enum plLayerDirtyBits { |
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kTransform = 0x1, |
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kPreshadeColor = 0x2, |
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kAmbientColor = 0x4, |
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kOpacity = 0x8, |
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kTexture = 0x10, |
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kState = 0x20, |
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kUVWSrc = 0x40, |
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kLODBias = 0x80, |
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kSpecularColor = 0x100, |
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kSpecularPower = 0x200, |
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kRuntimeColor = 0x400, |
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kVertexShader = 0x800, |
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kPixelShader = 0x1000, |
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kBumpEnvXfm = 0x2000, |
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kAllDirty = 0xffffffff |
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}; |
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enum plUVWSrcModifiers { |
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kUVWPassThru = 0x00000000, |
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kUVWIdxMask = 0x0000ffff, |
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kUVWNormal = 0x00010000, |
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kUVWPosition = 0x00020000, |
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kUVWReflect = 0x00030000 |
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}; |
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protected: |
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plLayerInterface* fUnderLay; |
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plLayerInterface* fOverLay; |
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// NEVER MODIFY A FIELD THAT ISN'T |
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// YOUR OWN PERSONAL COPY. |
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// These are accessible so that if you're interface doesn't touch a field, |
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// it can set it's pointer to the previous interfaces pointer to that field |
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// and never even do a copy. For any fields this interface will alter, you |
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// need to alloc your own copy, and in your eval get the previous interface's |
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// value, modify it, and write it to your copy. |
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// So, if you don't touch a field, copy the pointer from prev into your channel pointer, |
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// else alloc your own and set the value to whatever you like. |
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// Then you only need to update your value when the source value changes (you'll know |
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// from dirty bits), or when you want to (you'll know from secs/frame). |
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// fOwnedChannels specifies which channels you have allocated and own (and will delete) |
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UInt32 fOwnedChannels; |
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// fPassThruChannels are channels which we need to pass through our underlay's values, |
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// even if we have a differing opinion on what the value should be. This let's us arbitrate |
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// between different layers that control the same channels. A layer can claim control of |
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// a channel by telling all other layers to pass through that channel via the |
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// ClaimChannels(UInt32 chans) member function. See .cpp for arbitration rules. |
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UInt32 fPassThruChannels; |
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hsMatrix44* fTransform; |
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hsColorRGBA* fPreshadeColor; |
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hsColorRGBA* fRuntimeColor; // Diffuse color to be used with runtime lights vs. static preshading |
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hsColorRGBA* fAmbientColor; |
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hsColorRGBA* fSpecularColor; |
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hsScalar* fOpacity; |
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// Would like to abstract out the mipmap, but we'll bring it |
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// along for now. |
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plBitmap** fTexture; |
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// (Currently) unanimatables. |
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hsGMatState* fState; |
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UInt32* fUVWSrc; |
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hsScalar* fLODBias; |
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hsScalar* fSpecularPower; |
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plShader** fVertexShader; |
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plShader** fPixelShader; |
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hsMatrix44* fBumpEnvXfm; |
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void IUnthread(); |
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void ISetPassThru(UInt32 chans); |
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public: |
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plLayerInterface(); |
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virtual ~plLayerInterface(); |
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CLASSNAME_REGISTER( plLayerInterface ); |
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GETINTERFACE_ANY( plLayerInterface, plSynchedObject ); |
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plLayerInterface* BottomOfStack() { return fUnderLay ? fUnderLay->BottomOfStack() : this; } |
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plLayerInterface* TopOfStack() { return fOverLay ? fOverLay->TopOfStack() : this; } |
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// Used by debug code. |
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plLayerInterface* GetUnderLay() { return fUnderLay; } |
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plLayerInterface* GetOverLay() { return fOverLay; } |
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const hsMatrix44& GetTransform() const { return *fTransform; } |
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const hsColorRGBA& GetPreshadeColor() const { return *fPreshadeColor; } |
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const hsColorRGBA& GetRuntimeColor() const { return *fRuntimeColor; } |
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const hsColorRGBA& GetAmbientColor() const { return *fAmbientColor; } |
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const hsColorRGBA& GetSpecularColor() const { return *fSpecularColor; } |
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hsScalar GetOpacity() const { return *fOpacity; } |
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plBitmap* GetTexture() const { return *fTexture; } |
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// (Currently) unanimatables |
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UInt32 GetUVWSrc() const { return *fUVWSrc; } |
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hsScalar GetLODBias() const { return *fLODBias; } |
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hsScalar GetSpecularPower() const { return *fSpecularPower; } |
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const hsGMatState& GetState() const { return *fState; } |
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UInt32 GetBlendFlags() const { return fState->fBlendFlags; } |
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UInt32 GetClampFlags() const { return fState->fClampFlags; } |
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UInt32 GetShadeFlags() const { return fState->fShadeFlags; } |
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UInt32 GetZFlags() const { return fState->fZFlags; } |
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UInt32 GetMiscFlags() const { return fState->fMiscFlags; } |
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plShader* GetVertexShader() const { return *fVertexShader; } |
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plShader* GetPixelShader() const { return *fPixelShader; } |
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const hsMatrix44& GetBumpEnvMatrix() const { return *fBumpEnvXfm; } |
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// ClaimChannels will tell every other layer on this stack (besides this) to |
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// pass through the value, giving this layer the final say on it's value |
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void ClaimChannels(UInt32 chans); |
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// Eval may be called multiple times per frame, or even multiple times per render (for multiple |
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// renders per frame). The burden of deciding whether any update is necessary falls to the |
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// derived interface, but here's some info to go on. |
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// secs - world time. Time dependent effects (like time of day) look mostly at this. |
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// frame - incremented each time the camera moves. View dependent effects look at this. |
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// ignore - fields marked ignore will be overwritten (not modified) by an downstream layer, so don't bother computing. |
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// return value of fUnderLay->Eval() - bits are true for fields that an interface earlier in the chain dirtied. A field |
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// flagged dirty that you modify (as opposed to overwrite) should be updated regardless of secs and frame. |
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// |
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virtual UInt32 Eval(double secs, UInt32 frame, UInt32 ignore); |
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// Attach gives you a chance to decide whether you want to pass through fields from prev (by copying |
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// the pointers which you then sooner put long pins through your own eyes than modify). Alloc |
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// your own fields before Attach, and you can play with them at will. Base class will pass through |
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// (via pointer copy) all nil fields. Detach nils out any fields that are just pass through, and |
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// unthreads the requested layer from the stack, returning new top-of-stack. |
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// |
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// Given two stacks A->B and C->D, A->Attach(C) makes A->B->C->D |
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virtual plLayerInterface* Attach(plLayerInterface* prev); |
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// Given stack A->B->C->D, A->Detach(C) gives two stacks, A->B and C->D (returned value is A) |
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// If A == C (A->B->C && A->Remove(A)), it returns nil, since the it's removed A from the stack, |
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// so the two stacks are now nil and A->B->C |
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virtual plLayerInterface* Detach(plLayerInterface* nuke); |
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// Given stack A->B->C->D, A->Remove(C) gives two stacks, A->B->D and C. It returns the stack with C removed. |
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// If A==C (A->B->C && A->Remove(A)), it returns B->C. |
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virtual plLayerInterface* Remove(plLayerInterface* nuke); |
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plLayerInterface* GetAttached(); |
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void AttachViaNotify(plLayerInterface *prev); // Export only |
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hsBool OwnChannel(UInt32 which) const { return 0 != (fOwnedChannels & which); } |
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virtual void Read(hsStream* s, hsResMgr* mgr); |
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virtual void Write(hsStream* s, hsResMgr* mgr); |
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virtual hsBool MsgReceive(plMessage* msg); |
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}; |
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#endif // plLayerInterface_inc
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