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.
 
 
 
 
 

202 lines
8.3 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/>.
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