khanat-code-old/code/nel/include/nel/3d/ps_attrib_maker.h

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// 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_ATTRIB_MAKER_H
#define NL_PS_ATTRIB_MAKER_H
#include "nel/misc/types_nl.h"
#include "nel/misc/object_arena_allocator.h"
#include "nel/3d/ps_located.h"
#include "nel/3d/ps_attrib.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/ps_spawn_info.h"
#include "nel/misc/stream.h"
namespace NL3D {
/** this struct only contains an enum that tell what the input of an attribute maker is
* \see class CPSAttributeMaker
*/
struct CPSInputType
{
/// ctor
CPSInputType() : InputType(attrDate)
{
}
/// input types
enum TInputType
{
attrDate = 0,
attrPosition = 1,
attrInverseMass = 2,
attrSpeed = 3,
attrUniformRandom = 4,
attrUserParam = 5, // a parameter user that was set in the system
attrLOD = 6,
attrSquareLOD = 7,
attrClampedLOD = 8,
attrClampedSquareLOD = 9,
} InputType;
union
{
/// The user param being used. Valid only when InputType has been set to attrUserParam.
uint32 UserParamNum;
};
void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
f.serialEnum(InputType);
switch(InputType)
{
case attrUserParam:
f.serial(UserParamNum);
break;
default: break;
}
}
};
/**
* Here we define attribute maker, that is object that can produce an attribute following some rule.
* This allow, for example, creation of a color gradient, or color flicker, size strectching and so on...
* See also particle_system.h and ps_located.h.
*/
// The max value for inputs of an attribute maker.
const float MaxInputValue = 1.0f;
/**
* this is the base for attribute makers. It allows to duplicate an attribute maker, and to querry its type
*/
class CPSAttribMakerBase : public NLMISC::IStreamable
{
public:
// get the type of this attribute maker
virtual const char *getType() = 0;
// duplicate this attribute maker
virtual CPSAttribMakerBase *clone() const = 0;
// fast alloc for attrib makers
PS_FAST_OBJ_ALLOC
};
/**
* This is a base class for any attrib maker. It produce an attribute used in a particle system.
* It can be used to fill a vertex buffer, or a table.
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
template <typename T> class CPSAttribMaker : public CPSAttribMakerBase
{
public:
/// \name Object
//@{
/** construct the attrib maker specifying the number of cycles to do.
* \see setNbCycles()
*/
CPSAttribMaker(float nbCycles = 1.f) : _NbCycles(nbCycles), _HasMemory(false)
{
}
/// serialisation of the object. Derivers MUST call this, (if they use the attribute of this class at least)
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
f.serialVersion(1);
f.serial(_NbCycles);
}
/// inherited from CPSAttribMakerBase. Template specialization will do the job
virtual const char *getType() { return "UNKNOWN"; }
/// dtor
virtual ~CPSAttribMaker() {}
//@}
/// \name Production of attribute
//@{
/// compute one value of the attribute from the given located at the given index
virtual T get(CPSLocated *loc, uint32 index) = 0;
virtual T get(const CPSEmitterInfo &info) = 0;
/** Direct lookup of the result value from a float input (if it makes sense). This bypass what was set with setInput
* The input must be in [0, 1[
*/
virtual T get(float /* input */) { nlassert(0); return T(); /* not supported by default */ }
/** Fill tab with an attribute by using the given stride. It fills numAttrib attributes.
* \param loc the 'located' that hold the 'located bindable' that need an attribute to be filled
* \param startIndex usually 0, it gives the index of the first element in the located (is it multiplied by the step)
* \param tab where the data will be written
* \param stride the stride, in byte, between each value to write
* \param numAttrib the number of attributes to compute
* \param allowNoCopy data may be already present in memory, and may not need computation. When set to true, this allow no computation to be made
* the return parameter is then le location of the datas. this may be tab (if recomputation where needed), or another value
* for this to work, the stride must most of the time be sizeof(T). This is intended to be used with derivers of CPSAttribMaker
* that store values that do not depend on the input. The make method then just copy the data, we is sometime useless
* \param srcStep A fixed-point 16:16 value that gives the step for the source iterator
* \return where the data have been copied, this is always tab, unless allowNoCopy is set to true, in which case this may be different
*
*/
virtual void *make(CPSLocated *loc,
uint32 startIndex,
void *tab,
uint32 stride,
uint32 numAttrib,
bool allowNoCopy = false,
uint32 srcStep = (1 << 16),
bool forceClampEntry = false
) const = 0;
/** The same as make, but it replicate each attribute 4 times, thus filling 4*numAttrib. Useful for facelookat and the like
* \see make()
*/
virtual void make4(CPSLocated *loc,
uint32 startIndex,
void *tab,
uint32 stride,
uint32 numAttrib,
uint32 srcStep = (1 << 16)
) const = 0;
/** The same as make4, but with n replication instead of 4
* \see make4
*/
virtual void makeN(CPSLocated *loc,
uint32 startIndex,
void *tab,
uint32 stride,
uint32 numAttrib,
uint32 nbReplicate,
uint32 srcStep = (1 << 16)
) const = 0;
//@}
/// get the max value, or an evalution that is guaranteed to be > to it (meaningful for ordered set only)
virtual T getMinValue(void) const { return T(); /* no mean by default */ }
/// get the min value, or an evalution that is guaranteed to be < to it (meaningful for ordered set only)
virtual T getMaxValue(void) const { return T(); /* no mean by default */ }
/// \name Input properties of the attribute maker
//@{
/** Set the number of cycles that must be done during the life of a particle,
* or the number of cycle per second for a particle that has no life limit. It is used to multiply
* the input used by this attribute maker
* It must be >= 0
*/
void setNbCycles(float nbCycles)
{
nlassert(nbCycles >= 0);
_NbCycles = nbCycles;
}
/** Retrieve the number of cycles
* \see setNbCycles()
*/
float getNbCycles(void) const { return _NbCycles; }
/// tells whether one may choose one attribute from a CPSLocated to use as an input. If false, the input(s) is fixed
virtual bool hasCustomInput(void) { return false; }
/** set a new input type (if supported). The default does nothing
* \see hasCustomInput()
*/
virtual void setInput(const CPSInputType &/* input */) {}
/** get the type of input (if supported). The default return attrDate
* \see hasCustomInput()
*/
virtual CPSInputType getInput(void) const { return CPSInputType(); }
/** tells whether clamping is supported for the input (value can't go above MaxInputValue)
* The default is false
*/
virtual bool isClampingSupported(void) const { return false; }
/** Enable, disable the clamping of input values.
* The default does nothing (clamping unsupported)
* \see isClampingSupported()
*/
virtual void setClamping(bool /* enable */ = true) {}
/** Test if the clamping is enabled.
* The default is false (clamping unsupported)
* \see isClampingSupported()
*/
virtual bool getClamping(void) const { return false; }
//@}
/// \name Memory managment
//@{
/** Some attribute makers may hold memory. this return true when this is the case. This also
* mean that you must call newElement, deleteElement, and resize, when it is called for the owning object
* (which is likely to be a CPSLocatedBindable)
*/
bool hasMemory(void) const { return _HasMemory; }
/// delete an element, given its index. this must be called only if memory management is used.
virtual void deleteElement(uint32 /* index */) { nlassert(false); }
/** create a new element, and provides the emitter,
* this must be called only if this attribute maker has its own memory
*/
virtual void newElement(const CPSEmitterInfo &/* info */) { nlassert(false); }
/** set a new capacity for the memorized attribute, and a number of used element. This usually is 0
* , but during edition, this may not be ... so new element are created.
* this must be called only if this attribute maker has its own memory
*/
virtual void resize(uint32 /* capacity */, uint32 /* nbPresentElements */) { nlassert(false); }
//@}
// misc
// used by colors only : set the internal color format. useful to write in vertex buffer (format differs between D3D & OpenGL)
virtual void setColorType(CVertexBuffer::TVertexColorType /* type */) {}
protected:
float _NbCycles;
// set to true if the attribute maker owns its own memory for each particle attribute
bool _HasMemory;
};
} // NL3D
#endif // NL_PS_ATTRIB_MAKER_H
/* End of ps_attrib_maker.h */