2012-05-29 13:31:11 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 CL_SKY_OBJECT_H
# define CL_SKY_OBJECT_H
# include "nel/misc/bitmap.h"
//
# include "nel/3d/u_instance.h"
# include "nel/3d/u_particle_system_instance.h"
//
# include "client_sheets/sky_object_sheet.h"
//
# include "time_client.h"
namespace NL3D
{
class UAnimationSet ;
class UPlayListManager ;
class UPlayManager ;
}
class CSkyObject
{
public :
////////////////////////////////////////////////
// tells how a color is computed in the shape //
////////////////////////////////////////////////
class CColorInfo
{
public :
NLMISC : : CBitmap * Map ; // color computed from a map depending on hour & weather (NULL if color is unseted)
TSkyColorMode Mode ; // how the color is to be used
public :
CColorInfo ( ) : Map ( NULL ) { }
/** Init color map from its name. Eventually load the bitmap if itsn't found in the map
* \ param bitmapByName already build bitmap , sorted by their name
* \ param buildBitmap list of used bitmap ( to be completed if required bitmap id not in " bitmapByName " )
*/
void init ( const CSkyObjectSheet : : CColorInfoSheet & ci ,
std : : map < std : : string , NLMISC : : CBitmap * > & bitmapByName ,
std : : vector < NLMISC : : CBitmap * > & buildBitmap ) ;
// compute color depending on hour & weather & fog color
NLMISC : : CRGBA computeColor ( float dayPart , float weatherLevel , NLMISC : : CRGBA fogColor ) ;
} ;
////////////////////////////////////////////////////////////////////////////////
// tells how a color gradient is computed in the shape (-> sky dome gradient) //
////////////////////////////////////////////////////////////////////////////////
class CColorGradientInfo
{
public :
sint32 TargetTextureStage ; // the texture stage to which the gradient must be applied.
/** 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
* each bitmap match a weather state . First bitmap maps to weather value = 0 and last bitmap maps to weather value = 1
* for intermediary weather values , the two nearest bitmap are blended to get the value of the gradient
*/
std : : vector < NLMISC : : CBitmap * > WeatherToGradient ;
NLMISC : : CBitmap Slice0 [ 2 ] ; // 2 column for slice 0
NLMISC : : CBitmap Slice1 [ 2 ] ; // 2 columns for slice 1
NLMISC : : CBitmap Final ;
public :
// ctor
CColorGradientInfo ( ) : TargetTextureStage ( 0 ) { }
/** Init from a sheet.
* Init color gradient from its bitmap names . Eventually load the bitmap if itsn ' t found in the map
* \ param bitmapByName already build bitmap , sorted by their name
* \ param buildBitmap list of used bitmap ( to be completed if required bitmaps are not in " bitmapByName " )
*/
void init ( const CSkyObjectSheet : : CColorGradientInfoSheet & cgi ,
std : : map < std : : string , NLMISC : : CBitmap * > & bitmapByName ,
std : : vector < NLMISC : : CBitmap * > & buildBitmap ) ;
void setup ( NL3D : : UInstance instance , float dayPart , float weatherLevel , NLMISC : : CBitmap & gradientCache , NLMISC : : CBitmap & gradientCacheBlurred ) ;
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
NL3D : : UInstance Instance ; // Instance of object to be displayed
NL3D : : UParticleSystemInstance PS ; // If the object is also a particle system, keep a pointer on it.
//
CColorInfo DiffuseColor ; // map for diffuse color (or fx color), depending on light level and weather
CColorInfo ParticleEmitters ; // map whose R channel control emitters activation
CColorInfo ConstantColor [ SKY_MAX_NUM_STAGE ] ; // map for constant color at each stage
CColorGradientInfo ColorGradient ;
TSkyRefColor RefColor ; // tells which color info is used to test if object is visible (when alpha is 0, the object must be hidden)
// cache last colors
NLMISC : : CRGBA LastDiffuseColor ;
NLMISC : : CRGBA LastParticleEmittersColor ;
NLMISC : : CRGBA LastConstantColor [ SKY_MAX_NUM_STAGE ] ;
// cache last gradient
NLMISC : : CBitmap GradientCache ;
NLMISC : : CBitmap GradientCacheBlurred ;
NLMISC : : CUV TexPanner [ SKY_MAX_NUM_STAGE ] ;
NLMISC : : CUV OffsetFactor [ SKY_MAX_NUM_STAGE ] ;
NLMISC : : CBitmap * FXUserParams [ SKY_MAX_NUM_FX_USER_PARAMS ] ;
// texture scaling depending on weather and time
NLMISC : : CBitmap * OffsetUBitmap [ SKY_MAX_NUM_STAGE ] ;
NLMISC : : CBitmap * OffsetVBitmap [ SKY_MAX_NUM_STAGE ] ;
std : : string Name ;
bool Active ;
//
bool VisibleInMainScene ;
bool VisibleInEnvMap ;
public :
// ctor
CSkyObject ( ) : Instance ( NULL ) ,
PS ( NULL ) ,
Active ( false ) ,
VisibleInMainScene ( true ) ,
VisibleInEnvMap ( true )
{
LastDiffuseColor . set ( 0 , 0 , 0 , 0 ) ;
LastParticleEmittersColor . set ( 0 , 0 , 0 , 0 ) ;
for ( uint k = 0 ; k < SKY_MAX_NUM_STAGE ; + + k )
{
LastConstantColor [ k ] . set ( 0 , 0 , 0 , 0 ) ;
OffsetUBitmap [ k ] = NULL ;
OffsetVBitmap [ k ] = NULL ;
TexPanner [ k ] . set ( 0.f , 0.f ) ;
OffsetFactor [ k ] . set ( 1.f , 1.f ) ;
}
for ( uint k = 0 ; k < SKY_MAX_NUM_FX_USER_PARAMS ; + + k )
{
FXUserParams [ k ] = NULL ;
}
}
// dtor
~ CSkyObject ( ) ;
/** Init sky object from a sheet (main or fallback version)
* \ param sheet to init from
* \ param instance Instance of the object in the scene
* \ param bitmapByName already build bitmap , sorted by their name
* \ param buildBitmap list of used bitmap ( to be completed if required bitmap id not in " bitmapByName " )
*/
void init ( const CSkyObjectSheet : : CVersionSheet & sheet ,
NL3D : : UInstance instance ,
std : : map < std : : string , NLMISC : : CBitmap * > & bitmapByName ,
std : : vector < NLMISC : : CBitmap * > & builtBitmaps ,
bool visibleInMainScene ,
bool visibleInEnvMap
) ;
/** setup the given instance to reflect the given hour & weather
* \ param duskSetup true if the setup os for the dusk ( dawn otherwise )
* \ return true if the object is visible
*/
bool setup ( const CClientDate & date , const CClientDate & animationDate , float numHoursInDay , float weatherLevel , NLMISC : : CRGBA fogColor , bool envMapScene ) ;
} ;
# endif