khanat-opennel-code/code/nel/include/nel/3d/ps_fan_light.h
2010-05-06 02:08:41 +02:00

179 lines
5.6 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_PS_FAN_LIGHT_H
#define NL_PS_FAN_LIGHT_H
#include "nel/3d/ps_particle_basic.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
#include <vector>
namespace NL3D
{
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* A fan light particle
*/
class CPSFanLight : public CPSParticle, public CPSColoredParticle
, public CPSSizedParticle, public CPSRotated2DParticle
, public CPSMaterial, public CPSTexturedParticleNoAnim
{
public:
NLMISC_DECLARE_CLASS(CPSFanLight);
virtual bool completeBBox(NLMISC::CAABBox &box) const;
///\name Object
//@{
/// Ctor, with the numbers of fans to draw (minimum is 3, maximum is 128)
CPSFanLight(uint32 nbFans = 7);
/// Dtor
~CPSFanLight();
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
//@}
// Set the number of fans used for drawing (minimum is 3, maximum is 128)
void setNbFans(uint32 nbFans);
/** Set the smoothness of phases. The default is 0 which means no smoothness.
* n mean that the phase will be linearly interpolated between each n + 1 fans
* It ranges from 0 to 31
*/
void setPhaseSmoothness(uint32 smoothNess)
{
nlassert(smoothNess < 32);
_PhaseSmoothness = smoothNess;
}
/// retrieve the phase smoothness
uint32 getPhaseSmoothness(void) const { return _PhaseSmoothness;}
/// set the intensity of fan movement. Default is 1.5
void setMoveIntensity(float intensity) { _MoveIntensity = intensity; }
/// get the intensity of fans movement
float getMoveIntensity(void) const { return _MoveIntensity; }
// Get the number of fans used for drawing
uint32 getNbFans(void) const
{
return _NbFans;
}
/** Set the speed for phase
* If the located holding this particle as a limited lifetime, it gives how many 0-2Pi cycle it'll do during its life
* Otherwise it gives how many cycle there are in a second
*/
void setPhaseSpeed(float multiplier);
/// get the speed for phase
float getPhaseSpeed(void) const { return _PhaseSpeed / 256.0f; }
// update the material and the vb so that they match the color scheme. Inherited from CPSColoredParticle
virtual void updateMatAndVbForColor(void);
/// must call this at least if you intend to use fanlight
static void initFanLightPrecalc(void);
/// return true if there are transparent faces in the object
virtual bool hasTransparentFaces(void);
/// return true if there are Opaque faces in the object
virtual bool hasOpaqueFaces(void);
/// return the max number of faces needed for display. This is needed for LOD balancing
virtual uint32 getNumWantedTris() const;
/// Set a texture. NULL remove it
void setTexture(CSmartPtr<ITexture> tex)
{
_Tex = tex;
}
/// get the texture used
ITexture *getTexture(void)
{
return _Tex;
}
const ITexture *getTexture(void) const
{
return _Tex;
}
/// from CPSParticle : return true if there are lightable faces in the object
virtual bool hasLightableFaces() { return false; }
// from CPSParticle
virtual bool supportGlobalColorLighting() const { return true; }
virtual void enumTexs(std::vector<NLMISC::CSmartPtr<ITexture> > &dest, IDriver &drv);
// from CPSParticle
virtual void setZBias(float value) { CPSMaterial::setZBias(value); }
virtual float getZBias() const { return CPSMaterial::getZBias(); }
protected:
void newElement(const CPSEmitterInfo &info);
void deleteElement(uint32);
virtual void resize(uint32 size);
virtual CPSLocated *getColorOwner(void) { return _Owner; }
virtual CPSLocated *getSizeOwner(void) { return _Owner; }
virtual CPSLocated *getAngle2DOwner(void) { return _Owner; }
private:
friend class CPSFanLightHelper;
typedef CHashMap<uint, CVertexBuffer> TVBMap;
typedef CHashMap<uint, CIndexBuffer > TIBMap;
private:
uint32 _NbFans;
uint32 _PhaseSmoothness;
float _MoveIntensity;
NLMISC::CSmartPtr<ITexture> _Tex;
float _PhaseSpeed;
//
static uint8 _RandomPhaseTab[32][128];
static TVBMap _VBMap; // fanlight, no texture
static TVBMap _TexVBMap; // fanlight, textured
static TVBMap _ColoredVBMap; // fanlight, no texture, varying color
static TVBMap _ColoredTexVBMap; // fanlight, textured, varying color
static TIBMap _IBMap;
static bool _RandomPhaseTabInitialized;
private:
/// initialisations
virtual void init(void);
virtual void draw(bool opaque);
// setup and get the needed vb for display
void getVBnIB(CVertexBuffer *&vb, CIndexBuffer *&ib);
uint getNumFanlightsInVB() const;
void setupMaterial();
};
} // NL3D
#endif // NL_PS_FAN_LIGHT_H
/* End of ps_fan_light.h */