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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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166 lines
6.6 KiB
C
166 lines
6.6 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_SKY_OBJECT_H
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#define CL_SKY_OBJECT_H
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#include "nel/misc/bitmap.h"
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//
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_particle_system_instance.h"
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//
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#include "client_sheets/sky_object_sheet.h"
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//
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#include "time_client.h"
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namespace NL3D
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{
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class UAnimationSet;
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class UPlayListManager;
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class UPlayManager;
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}
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class CSkyObject
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{
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public:
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////////////////////////////////////////////////
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// tells how a color is computed in the shape //
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////////////////////////////////////////////////
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class CColorInfo
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{
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public:
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NLMISC::CBitmap *Map; // color computed from a map depending on hour & weather (NULL if color is unseted)
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TSkyColorMode Mode; // how the color is to be used
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public:
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CColorInfo() : Map(NULL) {}
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/** Init color map from its name. Eventually load the bitmap if itsn't found in the map
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* \param bitmapByName already build bitmap, sorted by their name
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* \param buildBitmap list of used bitmap (to be completed if required bitmap id not in "bitmapByName")
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*/
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void init(const CSkyObjectSheet::CColorInfoSheet &ci,
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std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
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std::vector<NLMISC::CBitmap *> &buildBitmap);
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// compute color depending on hour & weather & fog color
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NLMISC::CRGBA computeColor(float dayPart, float weatherLevel, NLMISC::CRGBA fogColor);
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};
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////////////////////////////////////////////////////////////////////////////////
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// tells how a color gradient is computed in the shape (-> sky dome gradient) //
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////////////////////////////////////////////////////////////////////////////////
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class CColorGradientInfo
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{
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public:
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sint32 TargetTextureStage; // the texture stage to which the gradient must be applied.
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/** each bitmap in the following list gives the gradient depending on light level. The V coordinate gives the gradient values, end U gives the light level
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* each bitmap match a weather state. First bitmap maps to weather value = 0 and last bitmap maps to weather value = 1
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* for intermediary weather values, the two nearest bitmap are blended to get the value of the gradient
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*/
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std::vector<NLMISC::CBitmap *> WeatherToGradient;
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NLMISC::CBitmap Slice0[2]; // 2 column for slice 0
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NLMISC::CBitmap Slice1[2]; // 2 columns for slice 1
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NLMISC::CBitmap Final;
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public:
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// ctor
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CColorGradientInfo() : TargetTextureStage(0) {}
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/** Init from a sheet.
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* Init color gradient from its bitmap names. Eventually load the bitmap if itsn't found in the map
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* \param bitmapByName already build bitmap, sorted by their name
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* \param buildBitmap list of used bitmap (to be completed if required bitmaps are not in "bitmapByName")
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*/
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void init(const CSkyObjectSheet::CColorGradientInfoSheet &cgi,
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std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
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std::vector<NLMISC::CBitmap *> &buildBitmap);
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void setup(NL3D::UInstance instance, float dayPart, float weatherLevel, NLMISC::CBitmap &gradientCache, NLMISC::CBitmap &gradientCacheBlurred);
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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NL3D::UInstance Instance; // Instance of object to be displayed
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NL3D::UParticleSystemInstance PS; // If the object is also a particle system, keep a pointer on it.
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//
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CColorInfo DiffuseColor; // map for diffuse color (or fx color), depending on light level and weather
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CColorInfo ParticleEmitters; // map whose R channel control emitters activation
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CColorInfo ConstantColor[SKY_MAX_NUM_STAGE]; // map for constant color at each stage
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CColorGradientInfo ColorGradient;
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TSkyRefColor RefColor; // tells which color info is used to test if object is visible (when alpha is 0, the object must be hidden)
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// cache last colors
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NLMISC::CRGBA LastDiffuseColor;
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NLMISC::CRGBA LastParticleEmittersColor;
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NLMISC::CRGBA LastConstantColor[SKY_MAX_NUM_STAGE];
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// cache last gradient
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NLMISC::CBitmap GradientCache;
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NLMISC::CBitmap GradientCacheBlurred;
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NLMISC::CUV TexPanner[SKY_MAX_NUM_STAGE];
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NLMISC::CUV OffsetFactor[SKY_MAX_NUM_STAGE];
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NLMISC::CBitmap *FXUserParams[SKY_MAX_NUM_FX_USER_PARAMS];
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// texture scaling depending on weather and time
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NLMISC::CBitmap *OffsetUBitmap[SKY_MAX_NUM_STAGE];
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NLMISC::CBitmap *OffsetVBitmap[SKY_MAX_NUM_STAGE];
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std::string Name;
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bool Active;
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//
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bool VisibleInMainScene;
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bool VisibleInEnvMap;
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public:
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// ctor
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CSkyObject() : Instance(NULL),
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PS(NULL),
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Active(false),
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VisibleInMainScene(true),
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VisibleInEnvMap(true)
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{
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LastDiffuseColor.set(0, 0, 0, 0);
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LastParticleEmittersColor.set(0, 0, 0, 0);
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for(uint k = 0; k < SKY_MAX_NUM_STAGE; ++k)
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{
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LastConstantColor[k].set(0, 0, 0, 0);
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OffsetUBitmap[k] = NULL;
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OffsetVBitmap[k] = NULL;
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TexPanner[k].set(0.f, 0.f);
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OffsetFactor[k].set(1.f, 1.f);
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}
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for(uint k = 0; k < SKY_MAX_NUM_FX_USER_PARAMS; ++k)
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{
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FXUserParams[k] = NULL;
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}
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}
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// dtor
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~CSkyObject();
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/** Init sky object from a sheet (main or fallback version)
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* \param sheet to init from
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* \param instance Instance of the object in the scene
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* \param bitmapByName already build bitmap, sorted by their name
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* \param buildBitmap list of used bitmap (to be completed if required bitmap id not in "bitmapByName")
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*/
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void init(const CSkyObjectSheet::CVersionSheet &sheet,
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NL3D::UInstance instance,
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std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
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std::vector<NLMISC::CBitmap *> &builtBitmaps,
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bool visibleInMainScene,
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bool visibleInEnvMap
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);
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/** setup the given instance to reflect the given hour & weather
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* \param duskSetup true if the setup os for the dusk (dawn otherwise)
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* \return true if the object is visible
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*/
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bool setup(const CClientDate &date, const CClientDate &animationDate, float numHoursInDay, float weatherLevel, NLMISC::CRGBA fogColor, bool envMapScene);
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};
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#endif
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