khanat-opennel-code/code/nel/include/nel/3d/ps_shockwave.h
2010-06-12 12:17:29 +02:00

160 lines
5.7 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_PS_SHOCKWAVE_H
#define NL_PS_SHOCKWAVE_H
#include "nel/3d/ps_particle_basic.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
namespace NL3D
{
class CPSShockWave : public CPSParticle, public CPSSizedParticle
, public CPSColoredParticle, public CPSTexturedParticle
, public CPSRotated3DPlaneParticle, public CPSRotated2DParticle
, public CPSMaterial
{
public:
/** ctor
* \param nbSeg : number of seg for the circonference of the shockwave. must be >= 3 and <= 64.
* \param radiusCut : indicate how much to subtract to the outter radius to get the inner radius
* \param tex : the texture that must be applied to the shockwave
*/
CPSShockWave(uint nbSeg = 9, float radiusCut = 0.8f , CSmartPtr<ITexture> tex = NULL);
/** set a new number of seg (mus be >= 3 and <= 64)
* \see CPSShockWave()
*/
void setNbSegs(uint nbSeg);
/// retrieve the number of segs
uint getNbSegs(void) const { return _NbSeg; }
/** set a new radius cut
* \see CPSShockWave()
*/
void setRadiusCut(float aRatio);
/// get the radius ratio
float getRadiusCut(void) const { return _RadiusCut; }
/// serialisation. Derivers must override this, and call their parent version
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
NLMISC_DECLARE_CLASS(CPSShockWave);
/// complete the bbox depending on the size of particles
virtual bool completeBBox(NLMISC::CAABBox &box) const ;
/// return true if there are transparent faces in the object
virtual bool hasTransparentFaces(void);
/// return true if there are Opaque faces in the object
virtual bool hasOpaqueFaces(void);
/// return the max number of faces needed for display. This is needed for LOD balancing
virtual uint32 getNumWantedTris() const;
/// set the U factor for textures
void setUFactor(float value);
/// get the U factor for textures
float getUFactor(void) const { return _UFactor; }
/// from CPSParticle : return true if there are lightable faces in the object
virtual bool hasLightableFaces() { return false; }
// from CPSParticle
virtual bool supportGlobalColorLighting() const { return true; }
// from CPSLocatedBindable
virtual void enumTexs(std::vector<NLMISC::CSmartPtr<ITexture> > &dest, IDriver &drv);
// from CPSParticle
virtual void setZBias(float value) { CPSMaterial::setZBias(value); }
virtual float getZBias() const { return CPSMaterial::getZBias(); }
protected:
/** calculate current color and texture coordinate before any rendering
* size can't be higher that shockWaveBufSize ...
*/
void updateVbColNUVForRender(uint32 startIndex, uint32 size, uint32 srcStep, CVertexBuffer &vb, IDriver &drv);
/// update the material and the vb so that they match the color scheme. Inherited from CPSColoredParticle
virtual void updateMatAndVbForColor(void);
/// update the material and the vb so that they match the texture scheme.
virtual void updateMatAndVbForTexture(void);
/** Generate a new element for this bindable. They are generated according to the properties of the class
*/
virtual void newElement(const CPSEmitterInfo &info);
/** Delete an element given its index
* Attributes of the located that hold this bindable are still accessible for the index given
* index out of range -> nl_assert
*/
virtual void deleteElement(uint32 index) ;
/** Resize the bindable attributes containers. Size is the max number of element to be contained. DERIVERS MUST CALL THEIR PARENT VERSION
* should not be called directly. Call CPSLocated::resize instead
*/
virtual void resize(uint32 size);
virtual CPSLocated *getColorOwner(void) { return _Owner; }
virtual CPSLocated *getSizeOwner(void) { return _Owner; }
virtual CPSLocated *getAngle2DOwner(void) { return _Owner; }
virtual CPSLocated *getPlaneBasisOwner(void) { return _Owner; }
virtual CPSLocated *getTextureIndexOwner(void) { return _Owner; }
private:
typedef CHashMap<uint, CVertexBuffer> TVBMap;
typedef CHashMap<uint, CIndexBuffer> TPBMap;
private:
static TPBMap _PBMap; // the primitive blocks
static TVBMap _VBMap; // vb ith unanimated texture
static TVBMap _AnimTexVBMap; // vb ith unanimated texture
static TVBMap _ColoredVBMap; // vb ith unanimated texture
static TVBMap _ColoredAnimTexVBMap; // vb ith unanimated texture
// the number of seg in the shockwave
uint32 _NbSeg;
// ratio to get the inner circle radius from the outter circle radius
float _RadiusCut;
// texture factor
float _UFactor;
private:
friend class CPSShockWaveHelper;
// setup and get the needed vb for display
void getVBnPB(CVertexBuffer *&vb, CIndexBuffer *&pb);
// get the number of shockwave that can be stored in the current vb
uint getNumShockWavesInVB() const;
//
void setupUFactor();
virtual void draw(bool opaque);
/// initialisations
virtual void init(void);
};
} // NL3D
#endif // NL_PS_SHOCKWAVE_H
/* End of ps_particle.h */