// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/u_cloud_scape.h" #include "nel/3d/cloud_scape_user.h" #include "nel/3d/driver_user.h" #include "nel/3d/cloud_scape.h" #include "nel/3d/scene.h" namespace NL3D { //=========================================================================== CCloudScapeUser::CCloudScapeUser (CScene *scene) : UCloudScape () { nlassert(scene); _Scene = scene; _CS = new CCloudScape(_Scene->getDriver()); } //=========================================================================== CCloudScapeUser::~CCloudScapeUser () { delete _CS; } //=========================================================================== void CCloudScapeUser::init (SCloudScapeSetup *pCSS) { _CS->init (pCSS, _Scene->getCam()); } //=========================================================================== void CCloudScapeUser::set (SCloudScapeSetup &css) { _CS->set (css); } //=========================================================================== void CCloudScapeUser::anim (double dt) { _CS->anim (dt, _Scene->getCam()); } //=========================================================================== void CCloudScapeUser::render () { _CS->render (); } //=========================================================================== uint32 CCloudScapeUser::getMemSize() { return _CS->getMemSize(); } //=========================================================================== void CCloudScapeUser::setQuality (float threshold) { _CS->setQuality (threshold); } //=========================================================================== void CCloudScapeUser::setNbCloudToUpdateIn80ms (uint32 n) { _CS->setNbCloudToUpdateIn80ms (n); } //=========================================================================== bool CCloudScapeUser::isDebugQuadEnabled () { return _CS->isDebugQuadEnabled (); } //=========================================================================== void CCloudScapeUser::setDebugQuad (bool b) { _CS->setDebugQuad (b); } } // NL3D