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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;
const int SHADOW_TEX_SIZE = 256;
class CIndexedMesh;
class CCObject;
#include "../Cry3DEngine/Cry3DEngineBase.h"
#include "list2.h"
struct CStatObjSV;
struct ItShadowVolume;
#include "istatobj.h"
#define STATOBJ_EFT_PLANT (EFT_USER_FIRST+1)
#define STATOBJ_EFT_PLANT_IN_SHADOW (EFT_USER_FIRST+2)
struct CStatObj : public Cry3DEngineBase, IStatObj
{
CStatObj(ISystem * pSystem);
~CStatObj();
CIndexedMesh * m_pTriData;
CIndexedMesh * GetTriData() { return m_pTriData; }
int m_nLoadedTrisCount;
float GetCenterZ() { return m_vBoxMax.z*0.5f; }
const Vec3d GetCenter() { return (m_vBoxMax+m_vBoxMin)*0.5f; }
inline float GetRadius() { return m_fObjectRadius; }
char m_szFolderName[256];
char m_szFileName [256];
char m_szGeomName [256];
bool m_bDefaultObject;
TArray<int> m_lstShaderTemplates;
TArray <SShaderParam> m_ShaderParams;
uint m_arrSpriteTexID[FAR_TEX_COUNT];
float m_fObjectRadius;
void InitParams(float sizeZ);
public:
// Loader
bool LoadObject(const char * szFileName, const char * szGeomName, int Stripify, bool bLoadAdditinalInfo, bool bKeepInLocalSpace, bool bLoadLater = false);
//! Returns script material name
virtual const char * GetScriptMaterialName(int Id=-1);
virtual void Render(const SRendParams & rParams, int nLodLevel=0);
//virtual void RenderModel(const RenderParams *pParams);
virtual void RenderShadowVolumes(const SRendParams *pParams);
//! 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);
virtual void SetShaderFloat(const char *Name, float Val);
//virtual void SetRefractFactor(float fRefr) { m_fRefractFactor = fRefr; }
//! set shadow volume
ItShadowVolume *GetShadowVolume() { return (m_pSvObj);}
//! get shadow volume
void SetShadowVolume(ItShadowVolume *pSvObj) { m_pSvObj=pSvObj;}
//Marco's NOTE: NEVER OVERRIDE THESE FLAGS!
//! get flags
int GetFlags() { return (m_dwFlags); }
//! set flags
void SetFlags(int dwFlags) { m_dwFlags=dwFlags; }
//Marco's NOTE: NEVER OVERRIDE THESE FLAGS!
//! get flags
int GetFlags2() { return (m_dwFlags); }
//! set flags
void SetFlags2(int dwFlags) { m_dwFlags2=dwFlags; }
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;//, m_vGeometryAngles;
phys_geometry * m_arrPhysGeomInfo[2];
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; }
int m_nUsers; // reference counter
ShadowMapLightSource * m_pSMLSource;
void MakeShadowMaps(const Vec3d vSunPos);
protected:
void MakeBuffers(bool make_tree, int Stripify, char * szCompiledFileName);
void MakeLeafBuffer( CIndexedMesh *mesh,bool bStripify=false );
void PrepareShadowMaps(const Vec3d & obj_pos, ShadowMapLightSource * pLSource);
public:
// void DrawShadowMapOnTerrain(const Vec3d & pos, const float fScale, float fAlpha, struct IndexedVertexBuffer ** ppShadowGridBuffer, CTerrain * pTerrain, bool bLMapsGeneration);
int GetAllocatedBytes();
// IndexedVertexBuffer * MakeShadowGridBuffer(const Vec3d & pos, const float fScale, ShadowMapFrustum*lf, bool translate_projection, CTerrain * pTerrain);
void AddShadowPoint(int x, int y, list2<struct_VERTEX_FORMAT_P3F> * pList, CTerrain * pTerrain);
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, Matrix * pMat, int * pnType);
virtual const Matrix * GetHelperMatrixByName(const char * szHelperName);
virtual void UpdateCustomLightingSpritesAndShadowMaps(float fStatObjAmbientLevel, int nTexRes);
//float m_fRefractFactor;
float m_fRadiusHors;
float m_fRadiusVert;
// float m_fBending;
// int m_nHideability;
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(UCHAR * pRGBAData, int nWidth);
#define MAX_STATOBJ_LODS_NUM 3
CStatObj * m_arrpLowLODs[MAX_STATOBJ_LODS_NUM];
void LoadLowLODs(int nStripify,bool bLoadAdditinalInfo,bool bKeepInLocalSpace);
int m_nLoadedLodsNum;
// virtual int GetHideability() { return m_nHideability; }
// virtual void SetHideability(int hideability);
bool IsSpritesCreated() { return m_arrSpriteTexID[0]>0; }
float GetDistFromPoint(const Vec3d & vPoint);
int GetLoadedTrisCount() { return m_nLoadedTrisCount; }
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 HelperInfo> m_lstHelpers;
list2<CDLight> m_lstLSources;
bool Serialize(int & nPos, uchar * pSerBuf, bool bSave, char * szFolderName);
virtual void FreeTriData();
// virtual void SetBending(float fBending);
virtual const CDLight * GetLightSources(int nId);
void RenderDebugInfo(const SRendParams & rParams, const class CCObject * pObj);
void DrawMatrix(const Matrix & pMat);
//! Release method.
void Release() { delete this; }
void GetMemoryUsage(class ICrySizer* pSizer);
int GetMemoryUsage();
void SpawnParticles( ParticleParams & SpawnParticleParams, const Matrix & 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 buildStencilShadowConnectivity (class IEdgeConnectivityBuilder *inpEdgeCon, const bool* pbCastShadow, unsigned numMaterials);
void RenderShadowVolumes (const SRendParams *rParams, int nLimitLOD);
void ShutDown();
void Init();
// loading state
int m_nStripify;
bool m_bLoadAdditinalInfo;
bool m_bKeepInLocalSpace;
int m_nLastRendFrameId;
bool m_bStreamable;
static float m_fStreamingTimePerFrame;
int m_nSpriteTexRes;
};
#endif // STAT_OBJ_H