khanat-opennel-code/code/nel/include/nel/3d/mesh_vertex_program.h
2015-09-19 16:46:59 +02:00

127 lines
4.3 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_MESH_VERTEX_PROGRAM_H
#define NL_MESH_VERTEX_PROGRAM_H
#include "nel/misc/types_nl.h"
#include "nel/misc/stream.h"
#include "nel/misc/smart_ptr.h"
#include "nel/3d/material.h"
namespace NLMISC
{
class CMatrix;
}
namespace NL3D
{
class IDriver;
class CScene;
class CMeshBaseInstance;
class CLight;
class CVertexBuffer;
/**
* Interface to a CMeshGeom/CMeshMRMGeom Special VertexProgram Effect.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class IMeshVertexProgram : public NLMISC::IStreamable, public NLMISC::CRefCount
{
public:
/// Constructor
IMeshVertexProgram() {}
virtual ~IMeshVertexProgram() {}
/** Called at creation of an instance, to setup some information directly in the CMeshBaseInstance
*/
virtual void initInstance(CMeshBaseInstance *mbi) =0;
/** Called to setup constant / activate VertexProgram. (called before activate of the VB).
* The result tells whether the vertex program will be used in the given context.
* If this is the case, a call to setupMaterial must be done for each material being rendered with this V.P.
* After all primitive have been rendered, end() must be called.
* \param drv driver where to setup VP.
* \param scene retrieve some useful scene info (windPower, time ...)
* \param mbi the mesh instance to retrieve some instance setup.
* \param mat the matrix to use (may not be the one of mbi)
* \param viewerPos position of the viewer in world space.
*/
virtual bool begin(IDriver *drv,
CScene *scene,
CMeshBaseInstance *mbi,
const NLMISC::CMatrix &invertedModelMat,
const NLMISC::CVector &viewerPos
) =0;
/** Typically disable the VertexProgram, or do some uninit.
*/
virtual void end(IDriver *drv) =0;
/** Setup this shader for the given material. This may disable the shader if necessary.
* This is why the vertex buffer is needed : when disabling the v.p we may need to reactivate it
*/
virtual void setupForMaterial(const CMaterial &mat,
IDriver *drv,
CScene *scene,
CVertexBuffer *vb) = 0;
// Test whether this vertex program need tangent space information (stored in the last texture coordinate of the mesh)
virtual bool needTangentSpace() const { return false; }
/** \name MBR support.
* Actually, it's targeted to work optimally with WindTree.
* Requirement are:
* - No special Validity test per instance (hence isMBRVpOk() takes only the driver).
* - begin(), end(), setupForMaterial() is replaced with the following interface.
* - there is no setupMBRMaterial(), because the caller has just to call per material (and must do it):
* renderTrav->changeVPLightSetupMaterial(mat, false);
* - beginMBRMesh MUST activate the VertexProgram, because called before VB activation
* - beginMBRInstance still can change of VertexProgram, but cannot disable VP!!
*/
// @{
virtual bool supportMeshBlockRendering() const { return false; }
virtual bool isMBRVpOk(IDriver * /* drv */) const {return false;}
virtual void beginMBRMesh(IDriver * /* drv */, CScene * /* scene */) {}
virtual void beginMBRInstance(IDriver * /* drv */, CScene * /* scene */, CMeshBaseInstance * /* mbi */, const NLMISC::CMatrix &/* invertedModelMat */) {}
virtual void endMBRMesh(IDriver * /* drv */) {}
// @}
/** This return the (over-evaluated) max delta the VertexProgram apply to vertex (in world basis)
* NB: This method call is relevant only after begin() or beginMBRInstance()
*/
virtual float getMaxVertexMove() {return 0;}
};
} // NL3D
#endif // NL_MESH_VERTEX_PROGRAM_H
/* End of mesh_vertex_program.h */