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Engine directory for ticket #1
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Engine/source/lighting/lightingInterfaces.h
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Engine/source/lighting/lightingInterfaces.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SG_SYSTEM_INTERFACE_H
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#define _SG_SYSTEM_INTERFACE_H
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#ifndef _SGSCENEPERSIST_H_
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#include "lighting/common/scenePersist.h"
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#endif
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#ifndef _SCENELIGHTING_H_
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#include "lighting/common/sceneLighting.h"
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#endif
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class ObjectProxy;
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class ObjectProxyList;
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class SceneLightingInterface;
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template <class T> class Vector;
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typedef Vector<SceneLightingInterface*> SceneLightingInterfaces;
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// List of available "systems" that the lighting kit can use
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class AvailableSLInterfaces
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{
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protected:
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bool mDirty;
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public:
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AvailableSLInterfaces()
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: mAvailableObjectTypes( 0 ),
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mClippingMask( 0 ),
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mZoneLightSkipMask( 0 ),
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mDirty( true )
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{
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VECTOR_SET_ASSOCIATION( mAvailableSystemInterfaces );
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}
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// Register a system
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void registerSystem(SceneLightingInterface* si);
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// Init the interfaces
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void initInterfaces();
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// The actual list of SceneLightingInterfaces
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SceneLightingInterfaces mAvailableSystemInterfaces;
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// Object types that are registered with the system
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U32 mAvailableObjectTypes;
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// Clipping typemask
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U32 mClippingMask;
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// Object types that we should skip zone lighting for
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U32 mZoneLightSkipMask;
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};
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// This object is responsible for returning PersistChunk and ObjectProxy classes for the lighting system to use
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// We may want to eventually split this into scene lighting vs. dynamic lighting. getColorFromRayInfo is a dynamic
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// lighting thing.
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class SceneLightingInterface
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{
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public:
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SceneLightingInterface()
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{
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}
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virtual ~SceneLightingInterface() { }
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virtual void init() { }
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//
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// Scene lighting methods
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//
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// Creates an object proxy for obj
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virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects) = 0;
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// Creates a PersistChunk based on the chunkType flag
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virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType) = 0;
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// Creates a PersistChunk if needed for a proxy, returns true if it's "handled" by the system and ret contains the PersistChunk if needed.
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virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* proxy, PersistInfo::PersistChunk** ret) = 0;
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// Returns which object type flag this system supports (used to query scene graph for objects to light)
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virtual U32 addObjectType() = 0;
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// Add an object type flag to the "allow clipping mask" (used for blob shadows)
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virtual U32 addToClippingMask() { return 0; }
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// Add an object type flag to skip zone lighting
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virtual U32 addToZoneLightSkipMask() { return 0; }
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// 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.
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virtual bool postProcessLoad(PersistInfo* pi, SceneLighting::ObjectProxyList* sceneObjects) { return true; }
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virtual void processLightingBegin() { }
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virtual void processLightingCompleted(bool success) { }
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//
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// Runtime / dynamic methods
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//
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// 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, ColorF& result) const { return false; }
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};
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#endif
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