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