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

155 lines
4.2 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_VEGETABLE_SHAPE_H
#define NL_VEGETABLE_SHAPE_H
#include "nel/misc/types_nl.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
namespace NL3D
{
// ***************************************************************************
/**
* A vegetable shape. Ie not deformed by instanciation.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CVegetableShapeBuild
{
public:
/** Bend center controls how each vertex is bended.
* BendCenterNull: For each Center of bend is made on (0,0,0).
* BendCenterZ: Center of bend is made on (vertx, verty, 0), perfect for "comb-like" vegetation.
*/
enum TBendCenterMode {BendCenterNull=0, BendCenterZ, BendCenterModeCount};
/** The standard input vertexBuffer
* If it has vertexColor, then BendWeight is read from color.R, and scale to take MaxBendWeight at max.
* else, BendWeight is read from pos.z (clamped to (0, maxZ), and scaled to take MaxBendWeight at max.
* If it has normal, and Lighted==true, then it is lighted.
* Must have TexCoord0.
*/
CVertexBuffer VB;
/// only triangles of PB are used.
CIndexBuffer PB;
/// If this shape must be lighted
bool Lighted;
/// if Lighted && PreComputeLighting, lighting is precomputed per instance.
bool PreComputeLighting;
/// If this shape must be 2Sided
bool DoubleSided;
/** If this shape must be AlphaBlended (and hence ZSorted).
* NB: valid ONLY if (!Lighted || PreComputeLighting) && DoubleSided.
*/
bool AlphaBlend;
/** true If this shape must take one sided lighting. ie max(normal, -normal) is computed
* during ligthing compute
* NB: valid ONLY if (PreComputeLighting)
*/
bool BestSidedPreComputeLighting;
/// The maximum BendWeight to apply.
float MaxBendWeight;
/// The BendCenter mode
TBendCenterMode BendCenterMode;
public:
CVegetableShapeBuild()
{
Lighted= false;
DoubleSided= false;
PreComputeLighting= false;
AlphaBlend= false;
BestSidedPreComputeLighting= false;
MaxBendWeight= 0;
BendCenterMode= BendCenterNull;
NL_SET_IB_NAME(PB, "CVegetableShapeBuild");
}
};
// ***************************************************************************
/**
* A vegetable shape. Ie not deformed by instanciation.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CVegetableShape
{
public:
/// Constructor
CVegetableShape();
/** build a vegetable shape, with a standard shape.
*
*/
void build(CVegetableShapeBuild &vbuild);
/** load a vegetable shape (.veget), lookup into CPath, and serial
*/
bool loadShape(const std::string &shape);
/// \name Shape def
// @{
/// Type of this shape.
bool Lighted;
bool DoubleSided;
bool PreComputeLighting;
bool AlphaBlend;
bool BestSidedPreComputeLighting;
CVegetableShapeBuild::TBendCenterMode BendCenterMode;
/** VertexBuffer of this Shape, ready to be transformed and copied into vegetable manager
* Format is Pos/Normal/Tex0/Tex1 (no Normal if !Lighted). where Tex1.U==BendWeigth
*/
CVertexBuffer VB;
/// list of triangles index
std::vector<uint32> TriangleIndices;
// @}
/// \name Temporary for easy Instanciation (correct size)
// @{
/// For each vertex of the shape, gives the index in the VegetableManager
std::vector<uint32> InstanceVertices;
// @}
/// serial
void serial(NLMISC::IStream &f);
private:
};
} // NL3D
#endif // NL_VEGETABLE_SHAPE_H
/* End of vegetable_shape.h */