mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-23 17:38:44 +00:00
128 lines
4.2 KiB
C++
128 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_WATER_POOL_MANAGER_H
|
|
#define NL_WATER_POOL_MANAGER_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/smart_ptr.h"
|
|
#include "nel/misc/stream.h"
|
|
|
|
#include "nel/3d/water_shape.h"
|
|
|
|
#include <map>
|
|
#include <vector>
|
|
#include <string>
|
|
|
|
namespace NL3D {
|
|
|
|
class CWaterHeightMap;
|
|
class IDriver;
|
|
|
|
/**
|
|
* This class helps managing various waters pools
|
|
* \author Nicolas Vizerie
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CWaterPoolManager
|
|
{
|
|
public:
|
|
/// this struct is used to specify a water pool parameter's
|
|
struct CWaterHeightMapBuild
|
|
{
|
|
uint32 ID;
|
|
uint32 Size;
|
|
std::string Name;
|
|
float Damping;
|
|
float FilterWeight;
|
|
float UnitSize;
|
|
bool WavesEnabled;
|
|
float WaveIntensity;
|
|
uint32 WaveRadius;
|
|
float WavePeriod;
|
|
bool BorderWaves;
|
|
CWaterHeightMapBuild() : ID(0), Size(256), Damping(0.99f), FilterWeight(3), UnitSize(0.30f), WavesEnabled(false), WaveIntensity(1.5), WaveRadius(3), WavePeriod(0.05f), BorderWaves(true) {}
|
|
};
|
|
/// create a water pool with the given id and the given parameters. If the pool existed before, its parameter are reset
|
|
CWaterHeightMap *createWaterPool(const CWaterHeightMapBuild ¶ms = CWaterHeightMapBuild());
|
|
|
|
/// Get a water pool by its ID. If the ID doesn't exist, a new pool is created with default parameters
|
|
CWaterHeightMap &getPoolByID(uint32 ID);
|
|
|
|
/// test whether a pool of the given ID exists
|
|
bool hasPool(uint32 ID) const;
|
|
|
|
/// remove the pool of the given ID
|
|
void removePool(uint32 ID);
|
|
|
|
/// Get the number of pools
|
|
uint getNumPools() const;
|
|
|
|
/// get the id of the i-th pool (O(n) lookup)
|
|
uint getPoolID(uint i) const;
|
|
|
|
|
|
|
|
|
|
/// delete all heightmaps
|
|
void reset();
|
|
|
|
// dtor
|
|
~CWaterPoolManager() { reset(); }
|
|
|
|
/** Set a blend factor for all pool (more precisely, all models based on a water shape) that have a blend texture for their envmap (to have cycle between night and day for example)
|
|
* NB : once this is called, textures are not released from memory because subsequent blends are expected to happend
|
|
* when transition has finished, one should call releaseBlendTexture to eventually release textures from system memory
|
|
* \param factor The blend factor which range from 0 to 1
|
|
*/
|
|
void setBlendFactor(IDriver *drv, float factor);
|
|
/** release blend textures from memory
|
|
* \see setblendFactor
|
|
*/
|
|
void releaseBlendTextures();
|
|
|
|
|
|
/// serial the pools data's
|
|
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
|
|
|
|
private:
|
|
friend class CWaterShape;
|
|
friend CWaterPoolManager &GetWaterPoolManager();
|
|
CWaterPoolManager() {} // private ctor needed to use the singleton pattern
|
|
typedef std::map<uint32, CWaterHeightMap *> TPoolMap;
|
|
TPoolMap _PoolMap;
|
|
|
|
/// register a water height map. The water height map will be notified when a setBlend is applied
|
|
void registerWaterShape(CWaterShape *shape);
|
|
void unRegisterWaterShape(CWaterShape *shape);
|
|
bool isWaterShapeObserver(const CWaterShape *shape) const;
|
|
typedef std::vector<CWaterShape *> TWaterShapeVect;
|
|
TWaterShapeVect _WaterShapes;
|
|
};
|
|
|
|
|
|
// get the only water pool manager (caution : with several dll, there may be duplication however,
|
|
// if NL3D is linked as a static lib with several of them, so you may need to pass the address of the manager being used to other dlls)
|
|
CWaterPoolManager &GetWaterPoolManager();
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_WATER_POOL_MANAGER_H
|
|
|
|
/* End of water_pool_manager.h */
|