285 lines
9.2 KiB
C++
285 lines
9.2 KiB
C++
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Crytek Engine Source File.
|
|
// Copyright (C), Crytek Studios, 2002.
|
|
// -------------------------------------------------------------------------
|
|
// File name: statobj.h
|
|
// Version: v1.00
|
|
// Created: 28/5/2001 by Vladimir Kajalin
|
|
// Compilers: Visual Studio.NET
|
|
// Description:
|
|
// -------------------------------------------------------------------------
|
|
// History:
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifndef STAT_OBJ_H
|
|
#define STAT_OBJ_H
|
|
|
|
const int FAR_TEX_COUNT = 24; // number of sprites per object
|
|
const int FAR_TEX_ANGLE = (360/FAR_TEX_COUNT);
|
|
const int FAR_TEX_SIZE = 64;
|
|
|
|
class CIndexedMesh;
|
|
class CCObject;
|
|
|
|
#include "../Cry3DEngine/Cry3DEngineBase.h"
|
|
#include "list2.h"
|
|
|
|
struct CStatObjSV;
|
|
struct ItShadowVolume;
|
|
|
|
#include "istatobj.h"
|
|
#include "istreamengine.h"
|
|
|
|
#define STATOBJ_EFT_PLANT (EFT_USER_FIRST+1)
|
|
#define STATOBJ_EFT_PLANT_IN_SHADOW (EFT_USER_FIRST+2)
|
|
|
|
#define CGF_STREAMING_MAX_TIME_PER_FRAME 0.01f
|
|
|
|
struct CStatObj : public Cry3DEngineBase, public IStreamCallback, public IStatObj
|
|
{
|
|
CStatObj();
|
|
~CStatObj();
|
|
|
|
CIndexedMesh * m_pTriData;
|
|
CIndexedMesh * GetTriData() { return m_pTriData; }
|
|
|
|
int m_nLoadedTrisCount;
|
|
const Vec3d GetCenter() { return m_vBoxCenter; }
|
|
inline float GetRadius() { return m_fObjectRadius; }
|
|
|
|
char m_szFolderName[256];
|
|
char m_szFileName [256];
|
|
char m_szGeomName [256];
|
|
|
|
bool m_bDefaultObject;
|
|
bool m_bOpenEdgesTested;
|
|
|
|
TArray<int> m_lstShaderTemplates;
|
|
TArray <SShaderParam> m_ShaderParams;
|
|
|
|
uint m_arrSpriteTexID[FAR_TEX_COUNT];
|
|
|
|
float m_fObjectRadius;
|
|
|
|
void CalcRadiuses();
|
|
|
|
public:
|
|
|
|
// Loader
|
|
bool Load(const char * szFileName, const char * szGeomName, enum EVertsSharing eVertsSharing,
|
|
bool bLoadAdditinalInfo, bool bKeepInLocalSpace, bool bUseStreaming = false,
|
|
bool bMakePhysics = true);
|
|
|
|
//! Returns script material name
|
|
virtual const char * GetScriptMaterialName(int Id=-1);
|
|
|
|
virtual void Render(const SRendParams & rParams, const Vec3& t, int nLodLevel=0);
|
|
|
|
//virtual void RenderModel(const RenderParams *pParams);
|
|
|
|
// renders the shadow volumes of this whole object (together with attachments if any)
|
|
// the implementation may or may not implement the limit lod functionality: if it does,
|
|
// it will render the specified or lower LOD
|
|
virtual void RenderShadowVolumes(const SRendParams *pParams,int nLimitLod = -1);
|
|
|
|
//! Refresh object ( reload shaders or/and object geometry )
|
|
virtual void Refresh(int nFlags);
|
|
|
|
virtual bool SetShaderTemplate(int nTemplate, const char *TemplName, const char *ShaderName, bool bOnlyRegister=false, int * pnNewTemplateId = NULL);
|
|
virtual void SetShaderFloat(const char *Name, float Val);
|
|
//virtual void SetRefractFactor(float fRefr) { m_fRefractFactor = fRefr; }
|
|
//! Sets color parameter
|
|
virtual void SetColor(const char *Name, float fR, float fG, float fB, float fA);
|
|
|
|
//! set shadow volume
|
|
ItShadowVolume *GetShadowVolume() { return (m_pSvObj);}
|
|
|
|
//! get shadow volume
|
|
void SetShadowVolume(ItShadowVolume *pSvObj) { m_pSvObj=pSvObj;}
|
|
|
|
protected:
|
|
void Physicalize();
|
|
|
|
void CreateModelFarImages(int nTexRes);
|
|
|
|
CLeafBuffer * m_pLeafBuffer;
|
|
ItShadowVolume *m_pSvObj;
|
|
int m_dwFlags,m_dwFlags2;
|
|
|
|
public:
|
|
|
|
CLeafBuffer * GetLeafBuffer() { return m_pLeafBuffer; };
|
|
void SetLeafBuffer( CLeafBuffer *buf ) { m_pLeafBuffer = buf; };
|
|
|
|
Vec3d m_vBoxMin, m_vBoxMax, m_vBoxCenter;
|
|
bool m_bPhysicsExistInCompiledFile;
|
|
|
|
Vec3d m_vPhysBoxMin[4], m_vPhysBoxMax[4];
|
|
list2<Vec3d> m_lstProxyVerts[4];
|
|
list2<int> m_lstProxyInds[4];
|
|
list2<unsigned char> m_lstProxyFaceMaterials[4];
|
|
|
|
#define MAX_PHYS_GEOMS_IN_CGF 4
|
|
phys_geometry * m_arrPhysGeomInfo[MAX_PHYS_GEOMS_IN_CGF];
|
|
phys_geometry * GetPhysGeom(int n = 0) { return m_arrPhysGeomInfo[n]; }
|
|
|
|
const char *GetFolderName() { return (m_szFolderName); }
|
|
const char *GetFileName() { return (m_szFileName); }
|
|
const char *GetGeoName() { return (m_szGeomName); }
|
|
bool IsSameObject(const char * szFileName, const char * szGeomName);
|
|
|
|
//set object's min/max bbox
|
|
void SetBBoxMin(const Vec3d &vBBoxMin) { m_vBoxMin=vBBoxMin; }
|
|
void SetBBoxMax(const Vec3d &vBBoxMax) { m_vBoxMax=vBBoxMax; }
|
|
Vec3d GetBoxMin() { return m_vBoxMin; }
|
|
Vec3d GetBoxMax() { return m_vBoxMax; }
|
|
void GetBBox(Vec3d& Mins, Vec3d& Maxs)
|
|
{
|
|
Mins = m_vBoxMin;
|
|
Maxs = m_vBoxMax;
|
|
}
|
|
|
|
int m_nUsers; // reference counter
|
|
|
|
ShadowMapLightSource * m_pSMLSource;
|
|
|
|
void MakeShadowMaps(const Vec3d vSunPos);
|
|
|
|
protected:
|
|
void MakeLeafBuffer(bool bSortAndShareVerts);
|
|
|
|
void PrepareShadowMaps(const Vec3d & obj_pos, ShadowMapLightSource * pLSource);
|
|
|
|
public:
|
|
int GetAllocatedBytes();
|
|
|
|
void SetCurDynMask(int nCurDynMask);
|
|
|
|
int FindInPosBuffer(const Vec3d & opt, Vec3d * _vbuff, int _vcount, list2<int> * pHash);
|
|
void CompactPosBuffer(Vec3d * _vbuff, int * _vcount, list2<int> * pindices);
|
|
|
|
virtual Vec3d GetHelperPos(const char * szHelperName);
|
|
virtual const char *GetHelperById(int nId, Vec3d & vPos, Matrix44 * pMat, int * pnType);
|
|
virtual const Matrix44 * GetHelperMatrixByName(const char * szHelperName);
|
|
|
|
virtual void UpdateCustomLightingSpritesAndShadowMaps(Vec3d vStatObjAmbientColor, int nTexRes, float fBackSideLevel, bool bCalcLighting);
|
|
|
|
float m_fRadiusHors;
|
|
float m_fRadiusVert;
|
|
|
|
float & GetRadiusVert() { return m_fRadiusVert; }
|
|
float & GetRadiusHors() { return m_fRadiusHors; }
|
|
|
|
virtual void RegisterUser();
|
|
virtual void UnregisterUser();
|
|
|
|
virtual bool IsDefaultObject() { return (m_bDefaultObject); }
|
|
virtual bool MakeObjectPicture(unsigned char * pRGBAData, int nWidth);
|
|
|
|
#define MAX_STATOBJ_LODS_NUM 3
|
|
CStatObj * m_arrpLowLODs[MAX_STATOBJ_LODS_NUM];
|
|
void LoadLowLODs(EVertsSharing eVertsSharing, bool bLoadAdditinalInfo, bool bKeepInLocalSpace, bool bLoadLater);
|
|
int m_nLoadedLodsNum;
|
|
|
|
bool IsSpritesCreated() { return m_arrSpriteTexID[0]>0; }
|
|
float GetDistFromPoint(const Vec3d & vPoint);
|
|
int GetLoadedTrisCount() { return m_nLoadedTrisCount; }
|
|
int GetRenderTrisCount();
|
|
|
|
list2<Vec3d> m_lstOcclVolVerts;
|
|
list2<int> m_lstOcclVolInds;
|
|
|
|
virtual bool GetOcclusionVolume(list2<Vec3d> * & plstOcclVolVerts, list2<int> * & plstOcclVolInds)
|
|
{
|
|
plstOcclVolVerts = &m_lstOcclVolVerts;
|
|
plstOcclVolInds = &m_lstOcclVolInds;
|
|
|
|
return m_lstOcclVolInds.Count() >= 3;
|
|
}
|
|
list2<struct StatHelperInfo> m_lstHelpers;
|
|
list2<CDLight> m_lstLSources;
|
|
bool Serialize(int & nPos, uchar * pSerBuf, bool bSave, char * szFolderName);
|
|
|
|
virtual void FreeTriData();
|
|
virtual const CDLight * GetLightSources(int nId);
|
|
void RenderDebugInfo(const SRendParams & rParams, const class CCObject * pObj);
|
|
void DrawMatrix(const Matrix44 & pMat);
|
|
|
|
//! Release method.
|
|
void Release() { delete this; }
|
|
void GetMemoryUsage(class ICrySizer* pSizer);
|
|
int GetMemoryUsage();
|
|
void SpawnParticles( ParticleParams & SpawnParticleParams, const Matrix44 & matWorldSpace, bool bOnlyUpLookingFaces );
|
|
|
|
// connectivity object that gets pre-computed for each model once and then
|
|
// used to extract edge topology by the stencil shadowing module
|
|
class IStencilShadowConnectivity* m_pStencilShadowConnectivity;
|
|
// returns the cached connectivity object for stencil shadows
|
|
class IStencilShadowConnectivity* getStencilShadowConnectivity( );
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// builds the connectivity object for stencil shadows
|
|
// PARAMETERS:
|
|
// iEdgeBuilder - the builder to use to create the connectivity info
|
|
// pbCastShadow - the array of flags, 1 flag per 1 material, if the flag is true, then this material casts shadow, otherwise not
|
|
// numMaterials - number of items in the pbCastShadow array
|
|
void ShutDown();
|
|
void Init();
|
|
void PhysicalizeCompiled();
|
|
bool CompileInNeeded();
|
|
|
|
// loading state
|
|
EVertsSharing m_eVertsSharing;
|
|
bool m_bLoadAdditinalInfo;
|
|
bool m_bKeepInLocalSpace;
|
|
int m_nLastRendFrameId;
|
|
int m_nMarkedForStreamingFrameId;
|
|
bool m_bUseStreaming;
|
|
bool m_bMakePhysics;
|
|
static float m_fStreamingTimePerFrame;
|
|
int m_nSpriteTexRes;
|
|
float m_fBackSideLevel;
|
|
bool m_bCalcLighting;
|
|
static ItShadowVolume * MakeConnectivityInfo(CIndexedMesh * pMesh, const Vec3d & vOrigin, CStatObj * pStatObj);
|
|
ItShadowVolume * MakeConnectivityInfoFromCompiledData(void * pStream, int & nPos, CStatObj * pStatObj);
|
|
|
|
bool CheckValidVegetation();
|
|
bool EnableLightamapSupport();
|
|
void CheckLoaded();
|
|
IStatObj * GetLodObject(int nLodLevel);
|
|
void StreamOnProgress (IReadStream* pStream);
|
|
void StreamOnComplete (IReadStream* pStream, unsigned nError);
|
|
|
|
void StreamCCGF(bool bFinishNow);
|
|
enum ECCGFStreamingStatus
|
|
{
|
|
ecss_NotLoaded,
|
|
ecss_LoadingInProgress,
|
|
ecss_Ready,
|
|
ecss_LoadingError,
|
|
ecss_GeomNotFound,
|
|
} m_eCCGFStreamingStatus;
|
|
|
|
IReadStreamPtr m_pReadStream;
|
|
|
|
bool LoadUncompiled(const char * szFileName,
|
|
const char * szGeomName,
|
|
EVertsSharing eVertsSharing,
|
|
bool bLoadAdditinalInfo,
|
|
bool bKeepInLocalSpace,
|
|
bool bLoadLater,
|
|
bool bMakePhysics);
|
|
void MakeCompiledFileName(char * szCompiledFileName, int nMaxLen);
|
|
int m_bCompilingNotAllowed;
|
|
void ProcessStreamOnCompleteError();
|
|
|
|
bool IsPhysicsExist();
|
|
void PreloadResources(float fDist, float fTime, int dwFlags);
|
|
void InitCompiledLightSource(CDLight * pDLight);
|
|
void SetupBending(CCObject * pObj, float fBending);
|
|
bool IsSphereOverlap(const Sphere& sSphere);
|
|
};
|
|
|
|
#endif // STAT_OBJ_H
|