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177 lines
5.5 KiB
C++
177 lines
5.5 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_PS_QUAD_H
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#define NL_PS_QUAD_H
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#include "nel/3d/ps_particle_basic.h"
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#include "nel/3d/vertex_buffer.h"
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namespace NL3D
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{
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class IDriver;
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/** This abstract class holds what is needed with quad particles (CPSFaceLookAt, CPSFace) e.g
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* Index and vertex buffer and method to setup them
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* Material, and method to setup them
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*/
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class CPSQuad : public CPSParticle
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, public CPSColoredParticle
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, public CPSTexturedParticle
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, public CPSMultiTexturedParticle
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, public CPSSizedParticle
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, public CPSMaterial
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{
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public:
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/** create the quad by giving a texture. This can't be a CTextureGrouped (for animation)
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* animation must be set later by using setTextureScheme
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*/
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CPSQuad(CSmartPtr<ITexture> tex = NULL);
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/// return true if there are transparent faces in the object
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virtual bool hasTransparentFaces(void);
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/// return true if there are Opaque faces in the object
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virtual bool hasOpaqueFaces(void);
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/// return the max number of faces needed for display. This is needed for LOD balancing
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virtual uint32 getNumWantedTris() const;
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/// init the vertex buffers
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static void initVertexBuffers();
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// from CPSParticle
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virtual bool supportGlobalColorLighting() const { return true; }
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// from CPSParticle
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virtual void setZBias(float value);
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virtual float getZBias() const { return CPSMaterial::getZBias(); }
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// from CPSLocatedBindable
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virtual void enumTexs(std::vector<NLMISC::CSmartPtr<ITexture> > &dest, IDriver &drv);
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protected:
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// dtor
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virtual ~CPSQuad();
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/// initialisations
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virtual void init(void);
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/// update the material and the vb so that they match the color scheme. Inherited from CPSColoredParticle
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virtual void updateMatAndVbForColor(void);
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/// update the material and the vb so that they match the texture scheme.
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virtual void updateMatAndVbForTexture(void);
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/** update material before rendering
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* This may also change the vb uv routing (if embm is used)
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*/
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void updateMatBeforeRendering(IDriver *drv, CVertexBuffer &vb);
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/// this is inlined to save cost of call by derived class
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void newElement(const CPSEmitterInfo &info)
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{
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newColorElement(info);
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newSizeElement(info);
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newTextureIndexElement(info);
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}
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/// this is inlined to save cost of call by derived class
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void deleteElement(uint32 index)
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{
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deleteColorElement(index);
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deleteSizeElement(index);
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deleteTextureIndexElement(index);
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}
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void resize(uint32 capacity);
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/// complete the bbox depending on the size of particles
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virtual bool completeBBox(NLMISC::CAABBox &box) const;
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/** calculate current color and texture coordinate before any rendering
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* size can't be higher that quadBufSize ...
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*/
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void updateVbColNUVForRender(CVertexBuffer &vb, uint32 startIndex, uint32 numQuad, uint32 srcStep, IDriver &drv);
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/// DERIVERS MUST CALL this
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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virtual CPSLocated *getColorOwner(void) { return _Owner; }
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virtual CPSLocated *getSizeOwner(void) { return _Owner; }
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virtual CPSLocated *getTextureIndexOwner(void) { return _Owner; }
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enum VBType
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{
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VBCol = 0x0001, // the vb has colors
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VBTex = 0x0002, // the vb has textures coordinates
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VBTexAnimated = 0x0004, // the texture coordinate can be animated (not precomputed)
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VBTex2 = 0x0008, // the vb has second texture coordinates
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VBTex2Animated = 0x0010, // the second texture coordinates can be animated (not precomputed)
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VBFullMask = 0x001f
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};
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/// the various kind of vertex buffers we need
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static CVertexBuffer _VBPos;
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static CVertexBuffer _VBPosCol;
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static CVertexBuffer _VBPosTex1;
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static CVertexBuffer _VBPosTex1Col;
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static CVertexBuffer _VBPosTex1Anim;
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static CVertexBuffer _VBPosTex1AnimCol;
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//==========
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static CVertexBuffer _VBPosTex1Tex2;
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static CVertexBuffer _VBPosTex1ColTex2;
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static CVertexBuffer _VBPosTex1AnimTex2;
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static CVertexBuffer _VBPosTex1AnimColTex2;
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//==========
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static CVertexBuffer _VBPosTex1Tex2Anim;
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static CVertexBuffer _VBPosTex1ColTex2Anim;
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static CVertexBuffer _VBPosTex1AnimTex2Anim;
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static CVertexBuffer _VBPosTex1AnimColTex2Anim;
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/// get the vertex buffer that is needed for drawing
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CVertexBuffer &getNeededVB(IDriver &drv);
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/// used to get a pointer on the right vb dependant on its type (cf. values of VBType)
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static CVertexBuffer * const _VbTab[];
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// from CPSTexturedParticle / CPSMultiTexturedParticle : gives us the opportunity to update wrap mode for quad particles
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virtual void setTexture(CSmartPtr<ITexture> tex);
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virtual void setTextureGroup(NLMISC::CSmartPtr<CTextureGrouped> texGroup);
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virtual void setTexture2(ITexture *tex);
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virtual void setTexture2Alternate(ITexture *tex);
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virtual void updateTexWrapMode(IDriver &drv);
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public:
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/// The number of quad to batche for each driver call.
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enum { quadBufSize = 800 };
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};
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} // NL3D
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#endif // NL_PS_QUAD_H
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/* End of ps_quad.h */
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