87 lines
2.7 KiB
C++
87 lines
2.7 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_NOISE_3D_H
|
|
#define NL_NOISE_3D_H
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
#include "nel/3d/material.h"
|
|
#include "nel/3d/texture.h"
|
|
#include "nel/3d/texture_mem.h"
|
|
#include "nel/3d/vertex_buffer.h"
|
|
#include "nel/misc/smart_ptr.h"
|
|
#include "nel/misc/geom_ext.h"
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
class CNoise3d
|
|
{
|
|
public:
|
|
|
|
CNoise3d (NL3D::IDriver *pDriver);
|
|
~CNoise3d ();
|
|
|
|
void init (uint32 w=64, uint32 h=64, uint32 d=32);
|
|
|
|
// Render to the screen by adding the noise*alpha at the given position (qc)
|
|
// qc.uv - positions in the noise (x,y)
|
|
// qc.V - positions in destination texture (x,y)
|
|
// wpos - z position in the noise
|
|
// alpha - intensity of noise
|
|
void render (NLMISC::CQuadUV &qc, float wpos, float intensity);
|
|
void render2passes (NLMISC::CQuadUV &qc, float wpos, float intensity);
|
|
|
|
void renderGrid (uint32 nbw, uint32 nbh, uint32 w, uint32 h,
|
|
float UStart, float VStart, float WStart, float dU, float dV, float dW, float intensity);
|
|
void renderGrid2passes (uint32 nbw, uint32 nbh, uint32 w, uint32 h,
|
|
float UStart, float VStart, float WStart, float dU, float dV, float dW, float intensity);
|
|
|
|
void flush ();
|
|
void flush2passes ();
|
|
|
|
// Accessors
|
|
uint32 getWidth ();
|
|
uint32 getHeight ();
|
|
uint32 getDepth ();
|
|
|
|
private:
|
|
|
|
uint32 _Width, _Height, _Depth;
|
|
uint32 _NbSliceW, _NbSliceH;
|
|
|
|
uint8 *_Mem;
|
|
NLMISC::CSmartPtr<NL3D::CTextureMem> _Tex;
|
|
|
|
float _Intensity;
|
|
NLMISC::CUV *_OffS; // Decalage offset for all layer (depth)
|
|
float _ScaleW, _ScaleH;
|
|
|
|
uint32 _NbVertices;
|
|
NL3D::CVertexBuffer _VertexBuffer;
|
|
NL3D::CMaterial *_Mat;
|
|
|
|
NL3D::IDriver *_Driver;
|
|
bool _IsDriverSupportCloudSinglePass;
|
|
};
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
} // namespace NL3D
|
|
|
|
#endif // NL_NOISE_3D_H
|
|
|