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88 lines
2.5 KiB
C++
88 lines
2.5 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_LOD_CHARACTER_TEXTURE_H
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#define NL_LOD_CHARACTER_TEXTURE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/stream.h"
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namespace NL3D
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{
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// ***************************************************************************
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// A lod texture is 32*32 pixels. => 256 lods takes 500Ko in VRAM (16 bits)
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#define NL3D_CLOD_TEXT_WIDTH 32
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#define NL3D_CLOD_TEXT_HEIGHT 32
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#define NL3D_CLOD_TEXT_SIZE NL3D_CLOD_TEXT_WIDTH*NL3D_CLOD_TEXT_HEIGHT
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// ***************************************************************************
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/**
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* This describe Texturing information for CLods. It is stored in .shape.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CLodCharacterTexture
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{
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public:
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/// The Texture UV Quality info per pixel.
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struct CTUVQ
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{
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// This is an index on the material in the Mesh. The stage0 texture is taken from this material.
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uint8 T;
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// This is the compressed UV which index the pixel in the texture. NB: Ignored if the material is not textured.
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uint8 U,V;
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// The lower, the better. This said how near this pixel is from the shape vertex.
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uint8 Q;
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void serial(NLMISC::IStream &f)
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{
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f.serial(T,U,V,Q);
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}
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};
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public:
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// Lookup information.
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std::vector<CTUVQ> Texture;
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public:
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/// Constructor
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CLodCharacterTexture();
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uint getWidth() const {return _Width;}
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uint getHeight() const {return _Height;}
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void serial(NLMISC::IStream &f);
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// ****************
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private:
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// Serialized width / Height. This must be equal to NL3D_CLOD_TEXT_WIDTH/NL3D_CLOD_TEXT_HEIGHT
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uint32 _Width, _Height;
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};
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} // NL3D
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#endif // NL_LOD_CHARACTER_TEXTURE_H
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/* End of lod_character_texture.h */
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