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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _SCENELIGHTING_H_
- #define _SCENELIGHTING_H_
- #ifndef _SCENEOBJECT_H_
- #include "scene/sceneObject.h"
- #endif
- #ifndef _SGSCENEPERSIST_H_
- #include "lighting/common/scenePersist.h"
- #endif
- #ifndef _LIGHTINFO_H_
- #include "lighting/lightInfo.h"
- #endif
- class ShadowVolumeBSP;
- class LightInfo;
- class AvailableSLInterfaces;
- class SceneLighting : public SimObject
- {
- typedef SimObject Parent;
- protected:
- AvailableSLInterfaces* mLightingInterfaces;
- virtual void getMLName(const char* misName, const U32 missionCRC, const U32 buffSize, char* filenameBuffer);
- public:
- S32 sgTimeTemp;
- S32 sgTimeTemp2;
- virtual void sgNewEvent(U32 light, S32 object, U32 event);
- virtual void sgLightingStartEvent();
- virtual void sgLightingCompleteEvent();
- virtual void sgTGEPassSetupEvent();
- virtual void sgTGELightStartEvent(U32 light);
- virtual void sgTGELightProcessEvent(U32 light, S32 object);
- virtual void sgTGELightCompleteEvent(U32 light);
- virtual void sgTGESetProgress(U32 light, S32 object);
- virtual void sgSGPassSetupEvent();
- virtual void sgSGObjectStartEvent(S32 object);
- virtual void sgSGObjectProcessEvent(U32 light, S32 object);
- virtual void sgSGObjectCompleteEvent(S32 object);
- virtual void sgSGSetProgress(U32 light, S32 object);
- // 'sg' prefix omitted to conform with existing 'addInterior' method...
- void addStatic(ShadowVolumeBSP *shadowVolume, SceneObject *sceneobject, LightInfo *light, S32 level);
- // persist objects moved to 'sgScenePersist.h' for clarity...
- // everything below this line should be original code...
- U32 calcMissionCRC();
- bool verifyMissionInfo(PersistInfo::PersistChunk *);
- bool getMissionInfo(PersistInfo::PersistChunk *);
- bool loadPersistInfo(const char *);
- bool savePersistInfo(const char *);
- class ObjectProxy;
- enum {
- SHADOW_DETAIL = -1
- };
- //------------------------------------------------------------------------------
- /// Create a proxy for each object to store data.
- class ObjectProxy
- {
- public:
- SimObjectPtr<SceneObject> mObj;
- U32 mChunkCRC;
- ObjectProxy(SceneObject * obj) : mObj(obj){mChunkCRC = 0;}
- virtual ~ObjectProxy(){}
- SceneObject * operator->() {return(mObj);}
- SceneObject * getObject() {return(mObj);}
- /// @name Lighting Interface
- /// @{
- virtual bool loadResources() {return(true);}
- virtual void init() {}
- virtual bool tgePreLight(LightInfo* light) { return preLight(light); }
- virtual bool preLight(LightInfo *) {return(false);}
- virtual void light(LightInfo *) {}
- virtual void postLight(bool lastLight) {}
- /// @}
- /// @name Lighting events
- /// @{
- // Called when the lighting process begins
- virtual void processLightingStart() {}
- // Called when a TGELight event is started, return true if status has been reported to console
- virtual void processTGELightProcessEvent(U32 curr, U32 max, LightInfo*) { Con::printf(" Lighting object %d of %d...", (curr+1), max); }
- // Called for lighting kit lights
- virtual bool processStartObjectLightingEvent(U32 current, U32 max) { Con::printf(" Lighting object %d of %d... %s: %s", (current+1), max, mObj->getClassName(), mObj->getName()); return true; }
- // Called once per object and SG light - used for calling light on an object
- virtual void processSGObjectProcessEvent(LightInfo* currLight) { light(currLight); };
- /// @}
- /// @name Persistence
- ///
- /// We cache lighting information to cut down on load times.
- ///
- /// There are flags such as ForceAlways and LoadOnly which allow you
- /// to control this behaviour.
- /// @{
- bool calcValidation();
- bool isValidChunk(PersistInfo::PersistChunk *);
- virtual U32 getResourceCRC() = 0;
- virtual bool setPersistInfo(PersistInfo::PersistChunk *);
- virtual bool getPersistInfo(PersistInfo::PersistChunk *);
- /// @}
- // Called to figure out if this object should be added to the shadow volume
- virtual bool supportsShadowVolume() { return false; }
- // Called to retrieve the clip planes of the object. Currently used for terrain lighting, but could be used to speed up other
- // lighting calculations.
- virtual void getClipPlanes(Vector<PlaneF>& planes) { }
- // Called to add the object to the shadow volume
- virtual void addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level) { } ;
- };
- typedef Vector<ObjectProxy*> ObjectProxyList;
- ObjectProxyList mSceneObjects;
- ObjectProxyList mLitObjects;
- LightInfoList mLights;
- SceneLighting(AvailableSLInterfaces* lightingInterfaces);
- ~SceneLighting();
- enum Flags {
- ForceAlways = BIT(0), ///< Regenerate the scene lighting no matter what.
- ForceWritable = BIT(1), ///< Regenerate the scene lighting only if we can write to the lighting cache files.
- LoadOnly = BIT(2), ///< Just load cached lighting data.
- };
- bool lightScene(const char *, BitSet32 flags = 0);
- bool isLighting();
- S32 mStartTime;
- char mFileName[1024];
- SceneManager * mSceneManager;
- bool light(BitSet32);
- void completed(bool success);
- void processEvent(U32 light, S32 object);
- void processCache();
- };
- class sgSceneLightingProcessEvent : public SimEvent
- {
- private:
- U32 sgLightIndex;
- S32 sgObjectIndex;
- U32 sgEvent;
- public:
- enum sgEventTypes
- {
- sgLightingStartEventType,
- sgLightingCompleteEventType,
- sgSGPassSetupEventType,
- sgSGObjectStartEventType,
- sgSGObjectCompleteEventType,
- sgSGObjectProcessEventType,
- sgTGEPassSetupEventType,
- sgTGELightStartEventType,
- sgTGELightCompleteEventType,
- sgTGELightProcessEventType
- };
- sgSceneLightingProcessEvent(U32 lightIndex, S32 objectIndex, U32 event)
- {
- sgLightIndex = lightIndex;
- sgObjectIndex = objectIndex;
- sgEvent = event;
- }
- void process(SimObject * object)
- {
- AssertFatal(object, "SceneLightingProcessEvent:: null event object!");
- if(!object)
- return;
- SceneLighting *sl = static_cast<SceneLighting*>(object);
- switch(sgEvent)
- {
- case sgLightingStartEventType:
- sl->sgLightingStartEvent();
- break;
- case sgLightingCompleteEventType:
- sl->sgLightingCompleteEvent();
- break;
- case sgTGEPassSetupEventType:
- sl->sgTGEPassSetupEvent();
- break;
- case sgTGELightStartEventType:
- sl->sgTGELightStartEvent(sgLightIndex);
- break;
- case sgTGELightProcessEventType:
- sl->sgTGELightProcessEvent(sgLightIndex, sgObjectIndex);
- break;
- case sgTGELightCompleteEventType:
- sl->sgTGELightCompleteEvent(sgLightIndex);
- break;
- case sgSGPassSetupEventType:
- sl->sgSGPassSetupEvent();
- break;
- case sgSGObjectStartEventType:
- sl->sgSGObjectStartEvent(sgObjectIndex);
- break;
- case sgSGObjectProcessEventType:
- sl->sgSGObjectProcessEvent(sgLightIndex, sgObjectIndex);
- break;
- case sgSGObjectCompleteEventType:
- sl->sgSGObjectCompleteEvent(sgObjectIndex);
- break;
- default:
- return;
- };
- };
- };
- extern SceneLighting *gLighting;
- #endif//_SGSCENELIGHTING_H_
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