khanat-code-old/code/nel/include/nel/3d/noise_3d.h
2015-12-13 20:23:08 +01:00

87 lines
2.7 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_NOISE_3D_H
#define NL_NOISE_3D_H
// ------------------------------------------------------------------------------------------------
#include "nel/3d/material.h"
#include "nel/3d/texture.h"
#include "nel/3d/texture_mem.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/geom_ext.h"
namespace NL3D
{
// ------------------------------------------------------------------------------------------------
class CNoise3d
{
public:
CNoise3d (NL3D::IDriver *pDriver);
~CNoise3d ();
void init (uint32 w=64, uint32 h=64, uint32 d=32);
// Render to the screen by adding the noise*alpha at the given position (qc)
// qc.uv - positions in the noise (x,y)
// qc.V - positions in destination texture (x,y)
// wpos - z position in the noise
// alpha - intensity of noise
void render (NLMISC::CQuadUV &qc, float wpos, float intensity);
void render2passes (NLMISC::CQuadUV &qc, float wpos, float intensity);
void renderGrid (uint32 nbw, uint32 nbh, uint32 w, uint32 h,
float UStart, float VStart, float WStart, float dU, float dV, float dW, float intensity);
void renderGrid2passes (uint32 nbw, uint32 nbh, uint32 w, uint32 h,
float UStart, float VStart, float WStart, float dU, float dV, float dW, float intensity);
void flush ();
void flush2passes ();
// Accessors
uint32 getWidth ();
uint32 getHeight ();
uint32 getDepth ();
private:
uint32 _Width, _Height, _Depth;
uint32 _NbSliceW, _NbSliceH;
uint8 *_Mem;
NLMISC::CSmartPtr<NL3D::CTextureMem> _Tex;
float _Intensity;
NLMISC::CUV *_OffS; // Decalage offset for all layer (depth)
float _ScaleW, _ScaleH;
uint32 _NbVertices;
NL3D::CVertexBuffer _VertexBuffer;
NL3D::CMaterial *_Mat;
NL3D::IDriver *_Driver;
bool _IsDriverSupportCloudSinglePass;
};
// ------------------------------------------------------------------------------------------------
} // namespace NL3D
#endif // NL_NOISE_3D_H