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