323 lines
10 KiB
C++
323 lines
10 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_SCENE_USER_H
|
|
#define NL_SCENE_USER_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/3d/u_scene.h"
|
|
#include "nel/3d/driver_user.h"
|
|
#include "nel/3d/landscape_user.h"
|
|
#include "nel/3d/cloud_scape_user.h"
|
|
#include "nel/3d/instance_group_user.h"
|
|
#include "nel/3d/visual_collision_manager_user.h"
|
|
#include "nel/3d/play_list_manager_user.h"
|
|
|
|
|
|
namespace NL3D {
|
|
|
|
|
|
class UWaterEnvMap;
|
|
|
|
/**
|
|
* TODO Class description
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CSceneUser : public UScene
|
|
{
|
|
private:
|
|
/// update async loading during a call to render
|
|
virtual void updateWaitingInstances();
|
|
protected:
|
|
/// The driver which owns this scene.
|
|
CDriverUser *_DriverUser;
|
|
/// The Scene.
|
|
CScene _Scene;
|
|
|
|
|
|
// Components List.
|
|
typedef CPtrSet<CLandscapeUser> TLandscapeSet;
|
|
typedef CPtrSet<CCloudScapeUser> TCloudScapeSet;
|
|
typedef CPtrSet<CInstanceGroupUser> TInstanceGroupSet;
|
|
typedef CPtrSet<CVisualCollisionManagerUser> TVisualCollisionManagerSet;
|
|
typedef CPtrSet<CPlayListManagerUser> TPlayListManagerSet;
|
|
TLandscapeSet _Landscapes;
|
|
TCloudScapeSet _CloudScapes;
|
|
TInstanceGroupSet _InstanceGroups;
|
|
TVisualCollisionManagerSet _VisualCollisionManagers;
|
|
TPlayListManagerSet _PlayListManagers;
|
|
|
|
std::map<UInstance*,CTransformShape*> _WaitingInstances;
|
|
|
|
// IG that wait to be created and added to that scene
|
|
struct CWaitingIG
|
|
{
|
|
UInstanceGroup *IGToLoad;
|
|
UInstanceGroup **CallerPtr;
|
|
NLMISC::CVector Pos;
|
|
NLMISC::CQuat Rot;
|
|
uint SelectedTexture;
|
|
IAsyncLoadCallback *Callback;
|
|
CWaitingIG(UInstanceGroup **callerPtr, const NLMISC::CVector &pos, const NLMISC::CQuat &rot, uint selectedTexture, IAsyncLoadCallback *pCB) : IGToLoad(NULL), CallerPtr(callerPtr), Pos(pos), Rot(rot), SelectedTexture(selectedTexture), Callback(pCB)
|
|
{}
|
|
};
|
|
//
|
|
typedef std::list<CWaitingIG> TWaitingIGList;
|
|
TWaitingIGList _WaitingIGs;
|
|
UWaterEnvMap *_WaterEnvMap;
|
|
|
|
public:
|
|
|
|
/// \name Object
|
|
// @{
|
|
CSceneUser(CDriverUser *drv, bool bSmallScene);
|
|
virtual ~CSceneUser();
|
|
// @}
|
|
|
|
public:
|
|
|
|
/// \name Render
|
|
//@{
|
|
// render methods
|
|
virtual void render(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
|
|
virtual void beginPartRender();
|
|
virtual void renderPart(TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false);
|
|
virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = true);
|
|
|
|
// update async loading whithout a call to render
|
|
virtual void updateWaitingInstances(double ellapsedTime);
|
|
virtual void animate(TGlobalAnimationTime time);
|
|
//@}
|
|
|
|
|
|
/// \name Camera/Viewport.
|
|
//@{
|
|
virtual void setCam(UCamera cam);
|
|
virtual UCamera getCam();
|
|
virtual void setViewport(const class CViewport& viewport);
|
|
virtual CViewport getViewport();
|
|
virtual UInstanceGroup *findCameraClusterSystemFromRay(UInstanceGroup *startClusterSystem,
|
|
const NLMISC::CVector &startPos, NLMISC::CVector &endPos);
|
|
//@}
|
|
|
|
|
|
/// \name Component Mgt.
|
|
//@{
|
|
|
|
virtual UCamera createCamera();
|
|
virtual void deleteCamera(UCamera &cam);
|
|
|
|
virtual UInstance createInstance(const std::string &shapeName);
|
|
virtual void createInstanceAsync(const std::string &shapeName, UInstance *ppInstance, const NLMISC::CVector &position, uint selectedTexture);
|
|
virtual void deleteInstance(UInstance &inst);
|
|
|
|
virtual void createInstanceGroupAndAddToSceneAsync (const std::string &instanceGroup, UInstanceGroup **pIG, const NLMISC::CVector &pos,
|
|
const NLMISC::CQuat &rot, uint selectedTexture, IAsyncLoadCallback *pCB = NULL);
|
|
|
|
virtual void stopCreatingAndAddingIG(UInstanceGroup **pIG);
|
|
virtual void deleteInstanceGroup(UInstanceGroup *pIG);
|
|
|
|
/// should be called at each render
|
|
void updateWaitingIG();
|
|
|
|
|
|
virtual UTransform createTransform();
|
|
virtual void deleteTransform(UTransform &tr);
|
|
|
|
virtual USkeleton createSkeleton(const std::string &shapeName);
|
|
virtual void deleteSkeleton(USkeleton &skel);
|
|
|
|
virtual ULandscape *createLandscape();
|
|
virtual void deleteLandscape(ULandscape *land);
|
|
|
|
virtual UCloudScape *createCloudScape();
|
|
virtual void deleteCloudScape(UCloudScape *cs);
|
|
/*
|
|
|
|
virtual UInstanceGroup *createInstanceGroup (const std::string &instanceGroup);
|
|
virtual void deleteInstanceGroup (UInstanceGroup *group);
|
|
*/
|
|
|
|
virtual void setToGlobalInstanceGroup(UInstanceGroup *pIG);
|
|
|
|
virtual UPointLight createPointLight();
|
|
virtual void deletePointLight(UPointLight &light);
|
|
|
|
//@}
|
|
|
|
/// \name Animation gestion.
|
|
// @{
|
|
/** Set the automatic animation set used by the scene.
|
|
*/
|
|
virtual void setAutomaticAnimationSet(UAnimationSet *as);
|
|
/// Create a new PlayListManager.
|
|
virtual UPlayListManager *createPlayListManager() ;
|
|
/// Delete a PlayListManager.
|
|
virtual void deletePlayListManager(UPlayListManager *playListManager) ;
|
|
// @}
|
|
|
|
/// \name Visual Collision manager.
|
|
//@{
|
|
virtual UVisualCollisionManager *createVisualCollisionManager();
|
|
virtual void deleteVisualCollisionManager(UVisualCollisionManager *mgr);
|
|
//@}
|
|
|
|
|
|
/// \name LoadBalancing mgt.
|
|
//@{
|
|
virtual void setPolygonBalancingMode(TPolygonBalancingMode polBalMode);
|
|
virtual TPolygonBalancingMode getPolygonBalancingMode() const;
|
|
|
|
virtual float getNbFaceAsked () const;
|
|
|
|
virtual void setGroupLoadMaxPolygon(const std::string &group, uint nFaces);
|
|
virtual uint getGroupLoadMaxPolygon(const std::string &group);
|
|
virtual float getGroupNbFaceAsked (const std::string &group) const;
|
|
|
|
virtual void setMaxSkeletonsInNotCLodForm(uint m);
|
|
virtual uint getMaxSkeletonsInNotCLodForm() const;
|
|
|
|
//@}
|
|
|
|
/// \name Coarse meshes mgt.
|
|
//@{
|
|
virtual void setCoarseMeshManagerTexture (const char *sPath);
|
|
virtual void setCoarseMeshLightingUpdate(uint8 period);
|
|
virtual uint8 getCoarseMeshLightingUpdate() const;
|
|
//@}
|
|
|
|
/// \name transparent Layers mgt
|
|
//@{
|
|
virtual void setLayersRenderingOrder(bool directOrder = true) { _Scene.setLayersRenderingOrder(directOrder); }
|
|
virtual bool getLayersRenderingOrder() const { return _Scene.getLayersRenderingOrder(); }
|
|
//@}
|
|
|
|
/// \name Global light setup.
|
|
//@{
|
|
|
|
virtual void enableLightingSystem(bool enable);
|
|
|
|
virtual void setAmbientGlobal(NLMISC::CRGBA ambient);
|
|
virtual void setSunAmbient(NLMISC::CRGBA ambient);
|
|
virtual void setSunDiffuse(NLMISC::CRGBA diffuse);
|
|
virtual void setSunSpecular(NLMISC::CRGBA specular);
|
|
virtual void setSunDirection(const NLMISC::CVector &direction);
|
|
virtual void setLightGroupColor(uint lightmapGroup, NLMISC::CRGBA color);
|
|
|
|
virtual NLMISC::CRGBA getAmbientGlobal() const;
|
|
virtual NLMISC::CRGBA getSunAmbient() const;
|
|
virtual NLMISC::CRGBA getSunDiffuse() const;
|
|
virtual NLMISC::CRGBA getSunSpecular() const;
|
|
virtual NLMISC::CVector getSunDirection() const;
|
|
|
|
virtual void setMaxLightContribution(uint nlights);
|
|
virtual uint getMaxLightContribution() const;
|
|
|
|
virtual void setLightTransitionThreshold(float lightTransitionThreshold);
|
|
virtual float getLightTransitionThreshold() const;
|
|
|
|
//@}
|
|
|
|
|
|
/// \name Weather mgt
|
|
//@{
|
|
|
|
virtual void setGlobalWindPower(float gwp);
|
|
virtual float getGlobalWindPower() const;
|
|
virtual void setGlobalWindDirection(const NLMISC::CVector &gwd);
|
|
virtual const NLMISC::CVector &getGlobalWindDirection() const;
|
|
|
|
//@}
|
|
|
|
|
|
/// \name CLod / Character Lod mgt
|
|
//@{
|
|
virtual void resetCLodManager();
|
|
virtual uint32 loadCLodShapeBank(const std::string &fileName);
|
|
virtual void deleteCLodShapeBank(uint32 bankId);
|
|
virtual sint32 getCLodShapeIdByName(const std::string &name) const;
|
|
virtual sint32 getCLodAnimIdByName(uint32 shapeId, const std::string &name) const;
|
|
//@}
|
|
|
|
/// \name Profiling and Render Filtering
|
|
// @{
|
|
virtual void enableElementRender(TRenderFilter elt, bool state);
|
|
virtual void profileNextRender();
|
|
virtual void getProfileResults(CBenchResults &results);
|
|
virtual void profileQuadGridClipManager();
|
|
// @}
|
|
|
|
/// \name Flare contexts
|
|
// @{
|
|
virtual uint getNumFlareContexts() const;
|
|
virtual void setFlareContext(uint context);
|
|
virtual uint getFlareContext() const;
|
|
// @}
|
|
|
|
/// \name ShadowMapping Options
|
|
// @{
|
|
virtual uint getShadowMapTextureSize() const;
|
|
virtual void setShadowMapTextureSize(uint size);
|
|
virtual uint getShadowMapBlurSize() const;
|
|
virtual void setShadowMapBlurSize(uint bs);
|
|
virtual void enableShadowPolySmooth(bool enable);
|
|
virtual bool getEnableShadowPolySmooth() const;
|
|
virtual void setShadowMapDistFadeStart(float dist);
|
|
virtual float getShadowMapDistFadeStart() const;
|
|
virtual void setShadowMapDistFadeEnd(float dist);
|
|
virtual float getShadowMapDistFadeEnd() const;
|
|
virtual void setShadowMapMaxCasterInScreen(uint num);
|
|
virtual uint getShadowMapMaxCasterInScreen() const;
|
|
virtual void setShadowMapMaxCasterAround(uint num);
|
|
virtual uint getShadowMapMaxCasterAround() const;
|
|
virtual void setVisualCollisionManagerForShadow(UVisualCollisionManager *vcm);
|
|
// @}
|
|
|
|
void setWaterCallback(IWaterSurfaceAddedCallback *wcb);
|
|
IWaterSurfaceAddedCallback *getWaterCallback() const;
|
|
|
|
void setLandscapePolyDrawingCallback(ILandscapePolyDrawingCallback *lpd);
|
|
ILandscapePolyDrawingCallback *getLandscapePolyDrawingCallback() const;
|
|
//
|
|
virtual void setupTransparencySorting(uint8 maxPriority = 0, uint NbDistanceEntries = 1024);
|
|
|
|
/// \name Water envmaps
|
|
// @{
|
|
virtual void setWaterEnvMap(UWaterEnvMap *waterEnvMap);
|
|
virtual UWaterEnvMap *getWaterEnvMap() const { return _WaterEnvMap; }
|
|
virtual void updateWaterEnvMaps(TGlobalAnimationTime time);
|
|
// @}
|
|
|
|
public:
|
|
/// \name Accessor for CSceneUser.
|
|
// @{
|
|
CScene &getScene()
|
|
{
|
|
return _Scene;
|
|
}
|
|
// @}
|
|
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_SCENE_USER_H
|
|
|
|
/* End of scene_user.h */
|