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63 lines
2.1 KiB
C++
63 lines
2.1 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_WATER_ENVMAP_USER
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#define NL_WATER_ENVMAP_USER
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#include "nel/3d/u_water_env_map.h"
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#include "nel/3d/water_env_map.h"
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#include "nel/3d/driver_user.h"
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namespace NL3D
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{
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struct IWaterEnvMapRender;
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class CWaterEnvMapUser : public UWaterEnvMap
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{
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public:
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class CWaterEnvMapInternal : public CWaterEnvMap
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{
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public:
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CDriverUser *Driver;
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IWaterEnvMapRender *Rdr;
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// From CWaterEnvMap
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virtual void render(CTextureCube::TFace face, TGlobalAnimationTime time)
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{
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nlassert(Driver);
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if (!Rdr) return;
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Rdr->render((IWaterEnvMapRender::TFace) face, time, *Driver);
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}
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};
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CWaterEnvMapInternal EnvMap;
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public:
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virtual ~CWaterEnvMapUser() { }
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virtual void init(uint cubeMapSize, uint projection2DSize, TGlobalAnimationTime updateTime);
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// Set an external renderer that will update the envmap used for water rendering. The renderer will be called during the update as needed
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virtual void setWaterEnvMapRenderCallback(IWaterEnvMapRender *rdr) { EnvMap.Rdr = rdr; }
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virtual IWaterEnvMapRender *getWaterEnvMapRenderCallback() const { return EnvMap.Rdr; }
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virtual void invalidate();
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virtual void setAlpha(uint8 alpha) { EnvMap.setAlpha(alpha); }
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virtual uint8 getAlpha() const { return EnvMap.getAlpha(); }
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virtual CWaterEnvMap *getWaterEnvMap() { return &EnvMap; }
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};
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} // NL3D
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#endif
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