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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 _SG_SYSTEM_INTERFACE_H
# define _SG_SYSTEM_INTERFACE_H
# ifndef _SGSCENEPERSIST_H_
# include "lighting/common/scenePersist.h"
# endif
# ifndef _SCENELIGHTING_H_
# include "lighting/common/sceneLighting.h"
# endif
class ObjectProxy ;
class ObjectProxyList ;
class SceneLightingInterface ;
template < class T > class Vector ;
typedef Vector < SceneLightingInterface * > SceneLightingInterfaces ;
// List of available "systems" that the lighting kit can use
class AvailableSLInterfaces
{
protected :
bool mDirty ;
public :
AvailableSLInterfaces ( )
: mAvailableObjectTypes ( 0 ) ,
mClippingMask ( 0 ) ,
mZoneLightSkipMask ( 0 ) ,
mDirty ( true )
{
VECTOR_SET_ASSOCIATION ( mAvailableSystemInterfaces ) ;
}
// Register a system
void registerSystem ( SceneLightingInterface * si ) ;
// Init the interfaces
void initInterfaces ( ) ;
// The actual list of SceneLightingInterfaces
SceneLightingInterfaces mAvailableSystemInterfaces ;
// Object types that are registered with the system
U32 mAvailableObjectTypes ;
// Clipping typemask
U32 mClippingMask ;
// Object types that we should skip zone lighting for
U32 mZoneLightSkipMask ;
} ;
// This object is responsible for returning PersistChunk and ObjectProxy classes for the lighting system to use
// We may want to eventually split this into scene lighting vs. dynamic lighting. getColorFromRayInfo is a dynamic
// lighting thing.
class SceneLightingInterface
{
public :
SceneLightingInterface ( )
{
}
virtual ~ SceneLightingInterface ( ) { }
virtual void init ( ) { }
//
// Scene lighting methods
//
// Creates an object proxy for obj
virtual SceneLighting : : ObjectProxy * createObjectProxy ( SceneObject * obj , SceneLighting : : ObjectProxyList * sceneObjects ) = 0 ;
// Creates a PersistChunk based on the chunkType flag
virtual PersistInfo : : PersistChunk * createPersistChunk ( const U32 chunkType ) = 0 ;
// Creates a PersistChunk if needed for a proxy, returns true if it's "handled" by the system and ret contains the PersistChunk if needed.
virtual bool createPersistChunkFromProxy ( SceneLighting : : ObjectProxy * proxy , PersistInfo : : PersistChunk * * ret ) = 0 ;
// Returns which object type flag this system supports (used to query scene graph for objects to light)
virtual U32 addObjectType ( ) = 0 ;
// Add an object type flag to the "allow clipping mask" (used for blob shadows)
virtual U32 addToClippingMask ( ) { return 0 ; }
// Add an object type flag to skip zone lighting
virtual U32 addToZoneLightSkipMask ( ) { return 0 ; }
// Allows for processing/validating of the scene list after loading cached persistant info, return false if a relight is required or true if the data looks good.
virtual bool postProcessLoad ( PersistInfo * pi , SceneLighting : : ObjectProxyList * sceneObjects ) { return true ; }
virtual void processLightingBegin ( ) { }
virtual void processLightingCompleted ( bool success ) { }
//
// Runtime / dynamic methods
//
// Given a ray, this will return the color from the lightmap of this object, return true if handled
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virtual bool getColorFromRayInfo ( const RayInfo & collision , LinearColorF & result ) const { return false ; }
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} ;
# endif