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

195 lines
5.5 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_WATER_MODEL_H
#define NL_WATER_MODEL_H
#include "nel/misc/types_nl.h"
#include "nel/misc/polygon.h"
#include "nel/3d/u_water.h"
//
#include "nel/3d/transform_shape.h"
#include "nel/3d/material.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/texture_emboss.h"
#include "nel/3d/driver.h"
namespace MISC
{
class CVector;
}
namespace NL3D {
class CWaterPoolManager;
class CWaterShape;
class IDriver;
class CVertexBufferReadWrite;
/**
* A water surface
*
* In order to get precise reflections, we tesselate the shape by projecting it on screen, and by subdividing it by a fixed size grid.
* For each grid cell :
* - if it is entirely inside the projected shape, it is displayed as it
* - if is outside, no-op
* - when it intersect the projected shape border, we generate some triangles by clipping the grid cell against the projected shape
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
class CWaterModel : public CTransformShape
{
public:
/// ctor
CWaterModel();
// dtor
~CWaterModel();
// to call the first time after the shape & the matrix has been set
void init()
{
updateDiffuseMapMatrix(true);
}
// register this model
static void registerBasic();
static CTransform *creator() { return new CWaterModel; }
// get default tracks
virtual ITrack* getDefaultTrack (uint valueId);
/// inherited from UWaterInstance
virtual uint32 getWaterHeightMapID() const;
/// inherited from UWaterInstance
virtual float getHeightFactor() const;
/// inherited from UWaterInstance
virtual float getHeight(const NLMISC::CVector2f &pos);
/// inherited from UWaterInstance
virtual float getAttenuatedHeight(const NLMISC::CVector2f &pos, const NLMISC::CVector &viewer);
/// \name CTransform traverse specialisation
// @{
virtual void traverseRender();
virtual bool clip();
// @}
// get num wanted vertices for current frame (& precache clipped triangles)
uint getNumWantedVertices();
// fill vertex buffer with this shape datas, and returns pointer to next free location
uint fillVB(void *dataStart, uint startTri, IDriver &drv);
// setup vertex buffer before render
static void setupVertexBuffer(CVertexBuffer &vb, uint numWantedVertices, IDriver *drv);
// For Debug purpose
void debugDumpMem(void* &clippedPolyBegin, void* &clippedPolyEnd);
void debugClearClippedPoly();
protected:
friend class CWaterShape;
void setupMaterialNVertexShader(IDriver *drv, CWaterShape *shape, const NLMISC::CVector &obsPos, bool above, float zHeight);
//
void setupSimpleRender(CWaterShape *shape, const NLMISC::CVector &obsPos, bool above);
// compute the clipped poly for cards that have vertex shaders
void computeClippedPoly();
// simple rendering version
//void doSimpleRender(IDriver *drv);
private:
static NLMISC::CRefPtr<IDriver> _CurrDrv;
CSmartPtr<CTextureEmboss> _EmbossTexture;
// Matrix to compute uv of diffuse map
NLMISC::CVector2f _ColorMapMatColumn0, _ColorMapMatColumn1, _ColorMapMatPos;
uint64 _MatrixUpdateDate;
// vertex buffer for simple rendering
static CMaterial _WaterMat;
static CMaterial _SimpleWaterMat;
// grid cells that are exactly inside the poly
NLMISC::CPolygon2D::TRasterVect _Inside;
sint _MinYInside;
// water surface clipped by frustum
NLMISC::CPolygon _ClippedPoly;
// link into list of water model to display
public:
CWaterModel **_Prev;
CWaterModel *_Next;
private:
// clipped tris of the shape after it has been projected on grid, all packed in a single vector
std::vector<NLMISC::CVector2f> _ClippedTris;
// for each clipped tri, gives it number of vertices
std::vector<uint> _ClippedTriNumVerts;
// vertex range into global vb for current render
uint32 _StartTri;
uint32 _NumTris;
public:
// for use by CScene
void unlink();
void link();
private:
void updateDiffuseMapMatrix(bool force = false);
uint fillVBHard(void *dataStart, uint startIndex);
uint fillVBSoft(void *dataStart, uint startIndex);
};
//=====================================================================================================================
/// This model can create wave where it is located. It has no display...
class CWaveMakerModel : public CTransformShape
{
public:
CWaveMakerModel();
// register this model
static void registerBasic();
static CTransform *creator() { return new CWaveMakerModel; }
// get default tracks
virtual ITrack* getDefaultTrack (uint valueId);
/// \name CTransform traverse specialisation
// @{
/** this do :
* - call CTransformShape::traverseAnimDetail()
* - perform perturbation
*/
virtual void traverseAnimDetail();
// @}
protected:
friend class CWaveMakerShape;
TAnimationTime _Time;
};
// tmp for debug
extern uint8 *waterVBEnd;
} // NL3D
#endif // NL_WATER_MODEL_H
/* End of water_model.h */