khanat-code-old/code/nel/include/nel/3d/nelu.h
2014-06-12 19:27:09 +02:00

147 lines
4.3 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_NELU_H
#define NL_NELU_H
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
#include "nel/3d/scene.h"
#include "nel/3d/shape_bank.h"
#include "nel/3d/dru.h"
#include "nel/misc/event_server.h"
#include "nel/misc/event_listener.h"
#include "nel/misc/rgba.h"
namespace NL3D
{
using NLMISC::CSmartPtr;
/**
* 3d Engine Utilities. Simple Open / Close framework.
* Designed to work only with a mono-threaded / mono-scene / single-windowed app.
*
* If your app want to register other Models with basics CScene traversals, it could use CNELU, and register his
* models after, or even before CNELU::init3d().
*
* If your app want to add funky traversals, it MUST NOT use CNELU (see CScene for more information...).
* NB: actually it may use yet initDriver() and initEventServer() but not initScene()...
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CNELU
{
public:
// Default Perspective of camera.
static const float DefLx; //=0.26f;
static const float DefLy; //=0.2f;
static const float DefLzNear; //=0.15f;
static const float DefLzFar; //=1000.0f;
public:
/** Init all that we need for a single GL window:
* - create / init / openWindow / activate a IDriver.
*
* You can access the driver with CNELU::Driver.
*/
static bool initDriver(uint w, uint h, uint bpp=32, bool windowed=true, nlWindow systemWindow=EmptyWindow, bool offscreen=false, bool direct3d=false) throw(EDru);
/** Init all that we need for a Scene.
* - register scene basics models,
* - init the scene, with basic Traversals,
* - create a default camera, linked to the scene, and with default frustum as specified above.
*
* After creation, use the CNELU::Camera to manipulates the camera of scene (but you may change all you want
* to this camera or create/use another camera if you want...)
* \param viewport the viewport, fullscreen by default.
*/
static void initScene(CViewport viewport=CViewport());
/** Init all that we need for a window message processing:
* - a server.
* - an asynclistener for get async key states.
*/
static void initEventServer();
/** Release / delete the driver. (close window etc...)
*/
static void releaseDriver();
/** Release the scene.
*/
static void releaseScene();
/** Release the event server and the asynclistener.
*/
static void releaseEventServer();
/** Check if you press F12 and if yes, take a screenshot
*/
static void screenshot();
public:
/** Init the registry, and init all NELU
* - NL3D::registerSerial3d().
* - initDriver();
* - initScene();
* - initEventServer();
*/
static bool init(uint w, uint h, CViewport viewport=CViewport(), uint bpp=32, bool windowed=true, nlWindow systemWindow=EmptyWindow, bool offscreen = false, bool direct3d = false) throw(EDru);
/** Delete all:
* - releaseEventServer();
* - releaseScene()
* - releaseDriver().
*/
static void release();
/// Shortcut to clear ZBuffer and color buffer of CNELU::Driver.
static void clearBuffers(NLMISC::CRGBA col= NLMISC::CRGBA(0,0,0,0));
/// Shortcut to swapBuffers of CNELU::Driver.
static void swapBuffers();
public:
static IDriver *Driver;
static CScene *Scene;
static CShapeBank *ShapeBank;
// There is one MeshSkin Vertex Stream per driver, and for all scenes.
static CVertexStreamManager *MeshSkinManager;
static CRefPtr<CCamera> Camera;
static NLMISC::CEventServer EventServer;
static NLMISC::CEventListenerAsync AsyncListener;
};
} // NL3D
#endif // NL_NELU_H
/* End of nelu.h */