mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-29 20:30:54 +00:00
Fixed: Compilation
This commit is contained in:
parent
bb89ed670a
commit
554d782150
42 changed files with 111 additions and 70 deletions
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@ -19,6 +19,8 @@
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#include "nel/misc/types_nl.h"
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#include "nel/misc/bit_set.h"
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#include "nel/misc/smart_ptr.h"
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#include <string>
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#include <vector>
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#include <map>
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@ -21,13 +21,17 @@
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/animatable.h"
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#include "nel/3d/track.h"
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#include <map>
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namespace NL3D
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{
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class CScene;
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// ***************************************************************************
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/**
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* An animated lightmap
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@ -88,7 +88,7 @@ private:
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public:
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std::string MeshName;
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public:
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CMeshLoad (const std::string &meshName, IShape **ppShp, IDriver *pDriver, const CVector &position, uint selectedTexture);
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CMeshLoad (const std::string &meshName, IShape **ppShp, IDriver *pDriver, const NLMISC::CVector &position, uint selectedTexture);
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void run (void);
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void getName (std::string &result) const;
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};
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@ -122,7 +122,7 @@ private:
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CTextureFile *TextureFile;
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bool *Signal;
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public:
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CTextureLoad(CTextureFile *textureFile, bool *psgn, const CVector &position)
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CTextureLoad(CTextureFile *textureFile, bool *psgn, const NLMISC::CVector &position)
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: TextureFile(textureFile), Signal(psgn)
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{
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Position = position;
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@ -152,7 +152,7 @@ private:
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struct CTextureLodToSort
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{
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CTextureLod *Lod;
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CVector Position;
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NLMISC::CVector Position;
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bool operator<(const CTextureLodToSort &other) const
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{
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return Lod->Weight<other.Lod->Weight;
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@ -20,6 +20,7 @@
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/plane.h"
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#include "nel/misc/aabbox.h"
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namespace NL3D {
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@ -39,16 +40,16 @@ public:
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/** build the camera collision as a cone or a cylinder
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*/
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void build(const CVector &start, const CVector &end, float radius, bool cone);
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void build(const NLMISC::CVector &start, const NLMISC::CVector &end, float radius, bool cone);
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/** build the camera collision as a simple ray
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*/
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void buildRay(const CVector &start, const CVector &end);
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void buildRay(const NLMISC::CVector &start, const NLMISC::CVector &end);
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/** compute the intersection of the Camera Volume against the triangle, and minimize
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* minDist (actual square of distance) with min sqr distance of the poly.
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*/
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void minimizeDistanceAgainstTri(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist);
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void minimizeDistanceAgainstTri(const NLMISC::CVector &p0, const NLMISC::CVector &p1, const NLMISC::CVector &p2, float &sqrMinDist);
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/** Compute into this the camera collision 'other' mul by 'matrix'
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* NB: for cone Radius, suppose uniform scale, else will have strange result (a uniform scale is deduced)
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@ -69,9 +70,9 @@ private:
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enum {MaxNPlanes=6};
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// The start of the camera raycast
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CVector _Start;
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NLMISC::CVector _Start;
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// The end of the camera raycast
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CVector _End;
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NLMISC::CVector _End;
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// The radius (at end only if cone)
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float _Radius;
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// cone or cylinder?
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NLMISC::CAABBox _BBox;
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// Temp Data for minimizeDistanceAgainstTri
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CVector _ArrayIn[3+MaxNPlanes];
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CVector _ArrayOut[3+MaxNPlanes];
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NLMISC::CVector _ArrayIn[3+MaxNPlanes];
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NLMISC::CVector _ArrayOut[3+MaxNPlanes];
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// The pyramid representing the camera collision volume. Nb: local to start for precision problems
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NLMISC::CPlane _Pyramid[MaxNPlanes];
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@ -97,10 +98,10 @@ private:
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float _MaxRadiusProj;
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float _OODeltaRadiusProj;
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float _RayLen;
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CVector _RayNorm;
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NLMISC::CVector _RayNorm;
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// simpler method for simple ray
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void intersectRay(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist);
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void intersectRay(const NLMISC::CVector &p0, const NLMISC::CVector &p1, const NLMISC::CVector &p2, float &sqrMinDist);
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};
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@ -22,6 +22,7 @@ namespace NL3D
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class UDriver;
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class UCamera;
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class CCloudScape;
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class CScene;
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/// implementation of UWaterInstance methods
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class CCloudScapeUser : public UCloudScape
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@ -48,7 +48,7 @@ public:
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static void releaseInstance();
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/// convert a HLS (0..255) to a RGBA.
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CRGBA convert(uint H, uint L, uint S);
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NLMISC::CRGBA convert(uint H, uint L, uint S);
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/// convert a RGBA bitmap into another RGBA, with HLS decal (0..255, -255..+255, -255..+255).
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void convertRGBABitmap(NLMISC::CBitmap &dst, const NLMISC::CBitmap &src, uint8 dh, sint dl, sint ds);
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@ -75,7 +75,7 @@ private:
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uint8 H,L,S,A;
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};
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CRGBA _HueTable[HueTableSize];
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NLMISC::CRGBA _HueTable[HueTableSize];
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CHLSA _Color16ToHLS[65536];
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/// Constructor
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@ -26,6 +26,7 @@
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namespace NL3D
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{
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class CInstanceGroup;
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// ***************************************************************************
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/**
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public:
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/// Debug: build a colored Grid mesh of SunContribution.
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void buildSunDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos=CVector::Null);
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void buildSunDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const NLMISC::CVector &deltaPos= NLMISC::CVector::Null);
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/// Debug: build a colored Grid mesh of PointLight. R= pointLight1 id. G= PointLight2 id. B= The multiplier used to show Ids.
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void buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos, const CInstanceGroup &igOut);
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void buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const NLMISC::CVector &deltaPos, const CInstanceGroup &igOut);
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private:
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void addDebugMeshFaces(CMesh::CMeshBuild &meshBuild, CSurface &surface, uint vId0,
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const std::vector<CRGBA> &colors);
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const std::vector<NLMISC::CRGBA> &colors);
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};
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@ -47,7 +47,7 @@ public:
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float a31, a32, a33, a34;
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// Copy from a matrix.
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void set(const CMatrix &mat)
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void set(const NLMISC::CMatrix &mat)
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{
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const float *m =mat.get();
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a11= m[0]; a12= m[4]; a13= m[8] ; a14= m[12];
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// mulSetvector. NB: in should be different as v!! (else don't work).
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void mulSetVector(const CVector &in, CVector &out)
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void mulSetVector(const NLMISC::CVector &in, NLMISC::CVector &out)
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{
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out.x= (a11*in.x + a12*in.y + a13*in.z);
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out.y= (a21*in.x + a22*in.y + a23*in.z);
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out.z= (a31*in.x + a32*in.y + a33*in.z);
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}
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// mulSetpoint. NB: in should be different as v!! (else don't work).
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void mulSetPoint(const CVector &in, CVector &out)
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void mulSetPoint(const NLMISC::CVector &in, NLMISC::CVector &out)
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{
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out.x= (a11*in.x + a12*in.y + a13*in.z + a14);
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out.y= (a21*in.x + a22*in.y + a23*in.z + a24);
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// mulSetvector. NB: in should be different as v!! (else don't work).
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void mulSetVector(const CVector &in, float scale, CVector &out)
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void mulSetVector(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
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{
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out.x= (a11*in.x + a12*in.y + a13*in.z) * scale;
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out.y= (a21*in.x + a22*in.y + a23*in.z) * scale;
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out.z= (a31*in.x + a32*in.y + a33*in.z) * scale;
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}
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// mulSetpoint. NB: in should be different as v!! (else don't work).
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void mulSetPoint(const CVector &in, float scale, CVector &out)
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void mulSetPoint(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
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{
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out.x= (a11*in.x + a12*in.y + a13*in.z + a14) * scale;
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out.y= (a21*in.x + a22*in.y + a23*in.z + a24) * scale;
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// mulAddvector. NB: in should be different as v!! (else don't work).
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void mulAddVector(const CVector &in, float scale, CVector &out)
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void mulAddVector(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
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{
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out.x+= (a11*in.x + a12*in.y + a13*in.z) * scale;
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out.y+= (a21*in.x + a22*in.y + a23*in.z) * scale;
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out.z+= (a31*in.x + a32*in.y + a33*in.z) * scale;
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}
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// mulAddpoint. NB: in should be different as v!! (else don't work).
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void mulAddPoint(const CVector &in, float scale, CVector &out)
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void mulAddPoint(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
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{
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out.x+= (a11*in.x + a12*in.y + a13*in.z + a14) * scale;
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out.y+= (a21*in.x + a22*in.y + a23*in.z + a24) * scale;
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double _LastSceneTime;
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// maximum amplitude vector for each level. Stored in mesh because same for all instances.
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CVector _MaxDeltaPos[HrcDepth];
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NLMISC::CVector _MaxDeltaPos[HrcDepth];
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float _MaxVertexMove;
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// MBR Cache
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{
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public:
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CParticleSystemModel *Model;
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CMatrix OldAncestorMatOrRelPos; // last matrix of ancestor skeleton or relative matrix of ps to its ancestor (see flag below)
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NLMISC::CMatrix OldAncestorMatOrRelPos; // last matrix of ancestor skeleton or relative matrix of ps to its ancestor (see flag below)
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bool IsRelMatrix; // gives usage of the field OldAncestorMatOrRelPos
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bool HasAncestorSkeleton; // has the system an ancestor skeleton ?
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public:
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public:
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// Simple Definition of a mesh used to test against Ray
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std::vector<CVector> Vertices;
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std::vector<NLMISC::CVector> Vertices;
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std::vector<uint32> Triangles;
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/// Empty?
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#include "nel/3d/shadow_map_manager.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/vertex_program.h"
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#include "nel/3d/transform.h"
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#include <vector>
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/aabbox.h"
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#include "nel/misc/class_id.h"
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#include "nel/3d/texture.h"
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#include "nel/3d/shape.h"
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* The usage of this matrix is for UV projection: XYZ= WorldProjectionMatrix * UVW.
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* NB: Vj (ie for W) is mapped such that Vp means NearClip of the shadow and Vp+Vj means FarClip of the shadow
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*/
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CMatrix LocalProjectionMatrix;
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NLMISC::CMatrix LocalProjectionMatrix;
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/** Computed at shadow casting time. They are clipping planes used to clip receivers (mirror of the OBB).
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* Receivers may use them to clip sub received parts (as they which)
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/** Computed at shadow casting time. This is the LocalPos Bouding Box containing the shadow (AxisAligned).
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* \see generateClipInfoFromMatrix()
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*/
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CAABBox LocalBoundingBox;
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NLMISC::CAABBox LocalBoundingBox;
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// Filled by ShadowMapManager. This is the Last Frame Id we had update the texture.
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* driver->setupModelMatrix(localPosMatrix);
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* Then render his mesh.
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*/
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void buildCasterCameraMatrix(const CVector &lightDir, const CMatrix &localPosMatrix, const CAABBox &bbShape, CMatrix &cameraMatrix);
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void buildCasterCameraMatrix(const NLMISC::CVector &lightDir, const NLMISC::CMatrix &localPosMatrix, const NLMISC::CAABBox &bbShape, NLMISC::CMatrix &cameraMatrix);
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/** From the Camera matrix computed with buildCasterCameraMatrix, compute the LocalProjectionMatrix, which modify the
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* J axis according to backPoint and Shadow Depth.
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* NB: automatically calls the buildClipInfoFromMatrix() method
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*/
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void buildProjectionInfos(const CMatrix &cameraMatrix, const CVector &backPoint, float shadowMaxDepth);
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void buildProjectionInfos(const NLMISC::CMatrix &cameraMatrix, const NLMISC::CVector &backPoint, float shadowMaxDepth);
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/** The ShadowMap Caster can call this method after setting LocalProjectionMatrix. It computes auto the
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* LocalClipPlanes and LocalBoundingBox from it. NB: don't use it if you use buildProjectionInfos().
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{
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public:
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CShadowMapProjector();
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void setWorldSpaceTextMat(const CMatrix &ws);
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void applyToMaterial(const CMatrix &receiverWorldMatrix, CMaterial &material);
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void setWorldSpaceTextMat(const NLMISC::CMatrix &ws);
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void applyToMaterial(const NLMISC::CMatrix &receiverWorldMatrix, CMaterial &material);
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private:
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CMatrix _WsTextMat;
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CMatrix _XYZToUWVMatrix;
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CMatrix _XYZToWUVMatrix;
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NLMISC::CMatrix _WsTextMat;
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NLMISC::CMatrix _XYZToUWVMatrix;
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NLMISC::CMatrix _XYZToWUVMatrix;
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};
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namespace NL3D {
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class CTransform;
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class CTransform;
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class CScene;
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// ***************************************************************************
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@ -33,9 +33,9 @@ namespace NL3D
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class CShadowVertex
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{
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public:
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CVector Vertex;
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uint32 MatrixId;
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void serial(NLMISC::IStream &f)
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NLMISC::CVector Vertex;
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uint32 MatrixId;
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void serial(NLMISC::IStream &f)
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{
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(void)f.serialVersion(0);
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* if don't intersect, dist2D="nearest distance to the ray", and distZ=0
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* \param computeDist2D if false and don't intersect, then return dist2D=FLT_MAX, and distZ=0
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*/
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bool getRayIntersection(const CMatrix &toRaySpace, class CSkeletonModel &skeleton,
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bool getRayIntersection(const NLMISC::CMatrix &toRaySpace, class CSkeletonModel &skeleton,
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const std::vector<uint32> &matrixInfluences, float &dist2D, float &distZ, bool computeDist2D);
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private:
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virtual NLMISC::CQuat getOrientation() const = 0;
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/// Set the GUI reference
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virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix) = 0;
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virtual void setInterfaceMatrix(const NLMISC::CMatrix &matrix) = 0;
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/// Get GUI center (1 = width, 1 = height, 0 = center)
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virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const = 0;
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@ -44,16 +44,16 @@ public:
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public:
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/// Target controled or direction controled. Default to DirectionMode
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TMode Mode;
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TMode Mode;
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/// \name Target and Direction specific
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// @{
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/// For TargetMode, the world Position of the target.
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CVector WorldTarget;
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NLMISC::CVector WorldTarget;
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/// For TargetMode only, the Pos of eyes relative to the bone controlled. Default to (0,0,0)
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CVector EyePos;
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NLMISC::CVector EyePos;
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/// For DirectionMode, the WorldRotation to apply to the bone. NB: modified in execute() if TargetMode
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CQuat CurrentWorldDirection;
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NLMISC::CQuat CurrentWorldDirection;
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// @}
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/// \name Common
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/** This enable or disable the ctrl. When disabled or enabled, the ctrl ensure
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* that the movement does not "pop", respecting MaxAngularVelocity. Default to true.
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*/
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bool Enabled;
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bool Enabled;
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/// This give The World Orientation when the Mesh is in bind Pos (default to "LookBack").
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CQuat DefaultWorldDirection;
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NLMISC::CQuat DefaultWorldDirection;
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/// The Maximum angle of rotation that can be performed between the Default Direction and Current Direction. Default to Pi/3
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float MaxAngle;
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float MaxAngle;
|
||||
/// The Maximum Angular Velocity the ctrl can perform. Default to 2*Pi per second.
|
||||
float MaxAngularVelocity;
|
||||
float MaxAngularVelocity;
|
||||
// @}
|
||||
|
||||
|
||||
|
@ -77,19 +77,19 @@ public:
|
|||
virtual ~CTargetAnimCtrl();
|
||||
|
||||
/// Called at compute() time.
|
||||
virtual void execute(CSkeletonModel *model, CBone *bone);
|
||||
virtual void execute(CSkeletonModel *model, CBone *bone);
|
||||
|
||||
|
||||
private:
|
||||
|
||||
/// The last rotation computed (in LocalSkeleton Space). Used to smooth transition
|
||||
CQuat _LastLSRotation;
|
||||
NLMISC::CQuat _LastLSRotation;
|
||||
|
||||
/// This tells that a Enable/Disable transition is in progress.
|
||||
bool _LastEnabled;
|
||||
bool _EnableToDisableTransition;
|
||||
bool _LastEnabled;
|
||||
bool _EnableToDisableTransition;
|
||||
|
||||
CQuat getCurrentLSRotationFromBone(CSkeletonModel *model, CBone *bone);
|
||||
NLMISC::CQuat getCurrentLSRotationFromBone(CSkeletonModel *model, CBone *bone);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -54,16 +54,16 @@ public:
|
|||
bool isSharingEnabled() const { return !_DisableSharing; }
|
||||
|
||||
// set the ambiant/ diffuse color to be added to the embossed texture
|
||||
void setAmbient(CRGBA ambient) { _Ambient = ambient; touch(); }
|
||||
void setDiffuse(CRGBA diffuse) { _Diffuse = diffuse; touch(); }
|
||||
void setAmbient(NLMISC::CRGBA ambient) { _Ambient = ambient; touch(); }
|
||||
void setDiffuse(NLMISC::CRGBA diffuse) { _Diffuse = diffuse; touch(); }
|
||||
// Set the direction of light (usually should be normalized). The bitmap is in the x,y plane
|
||||
void setLightDir(const NLMISC::CVector &lightDir) { _LightDir = lightDir; touch(); }
|
||||
// set a factor for the slope
|
||||
void setSlopeFactor(float factor) { _SlopeFactor = factor; touch(); }
|
||||
//
|
||||
CRGBA getAmbient() const { return _Ambient; }
|
||||
CRGBA getDiffuse() const { return _Diffuse; }
|
||||
const CVector &getLightDir() const { return _LightDir; }
|
||||
NLMISC::CRGBA getAmbient() const { return _Ambient; }
|
||||
NLMISC::CRGBA getDiffuse() const { return _Diffuse; }
|
||||
const NLMISC::CVector &getLightDir() const { return _LightDir; }
|
||||
float getSlopeFactor() const { return _SlopeFactor; }
|
||||
|
||||
|
||||
|
@ -75,8 +75,8 @@ protected:
|
|||
// inherited from ITexture. Generate this bumpmap pixels
|
||||
virtual void doGenerate(bool async = false);
|
||||
NLMISC::CSmartPtr<ITexture> _HeightMap;
|
||||
CRGBA _Ambient;
|
||||
CRGBA _Diffuse;
|
||||
NLMISC::CRGBA _Ambient;
|
||||
NLMISC::CRGBA _Diffuse;
|
||||
NLMISC::CVector _LightDir;
|
||||
bool _DisableSharing;
|
||||
float _SlopeFactor;
|
||||
|
|
|
@ -32,6 +32,7 @@ using NLMISC::CQuat;
|
|||
|
||||
class ILogicInfo;
|
||||
class CCluster;
|
||||
class ITransformable;
|
||||
|
||||
// ***************************************************************************
|
||||
/**
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
/// PointLights. Used at CVegetableManager::updateLighting() to get current colors of pointLights.
|
||||
CPointLightNamed *PointLight[MaxNumLight];
|
||||
/// Direction of the light. the direction to the instance should be precomputed.
|
||||
CVector Direction[MaxNumLight];
|
||||
NLMISC::CVector Direction[MaxNumLight];
|
||||
/// Factor to be multiplied by color of the light. Actually it is the attenuation factor.
|
||||
uint PointLightFactor[MaxNumLight];
|
||||
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
//
|
||||
#include "nel/3d/texture_cube.h"
|
||||
#include "nel/3d/texture_blank.h"
|
||||
#include "nel/3d/animation_time.h"
|
||||
|
||||
|
||||
namespace NL3D
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "nel/3d/coarse_mesh_build.h"
|
||||
|
||||
#include "nel/3d/mesh.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
using namespace NLMISC;
|
||||
|
||||
|
|
|
@ -21,6 +21,8 @@
|
|||
#include "nel/3d/texture_file.h"
|
||||
#include "nel/misc/hierarchical_timer.h"
|
||||
#include "nel/3d/clip_trav.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/fast_mem.h"
|
||||
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "nel/3d/material.h"
|
||||
#include "nel/3d/frustum.h"
|
||||
#include "nel/3d/viewport.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/smart_ptr.h"
|
||||
#include "nel/misc/debug.h"
|
||||
|
|
|
@ -33,6 +33,8 @@
|
|||
#include "nel/3d/water_env_map_user.h"
|
||||
#include "nel/3d/water_pool_manager.h"
|
||||
#include "nel/3d/u_camera.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/hierarchical_timer.h"
|
||||
#include "nel/misc/event_emitter.h"
|
||||
|
||||
|
|
|
@ -26,8 +26,9 @@
|
|||
#include "nel/3d/occlusion_query.h"
|
||||
#include "nel/3d/mesh.h"
|
||||
#include "nel/3d/viewport.h"
|
||||
#include "nel/misc/common.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/common.h"
|
||||
|
||||
|
||||
namespace NL3D {
|
||||
|
|
|
@ -24,8 +24,11 @@
|
|||
#include "nel/3d/landscape.h"
|
||||
#include "nel/3d/landscape_profile.h"
|
||||
#include "nel/3d/patchdlm_context.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/vector.h"
|
||||
#include "nel/misc/common.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace NLMISC;
|
||||
|
||||
|
|
|
@ -19,8 +19,9 @@
|
|||
#include "nel/3d/play_list_user.h"
|
||||
#include "nel/3d/animation_set_user.h"
|
||||
#include "nel/3d/u_transform.h"
|
||||
#include "nel/misc/hierarchical_timer.h"
|
||||
#include "nel/3d/transform.h"
|
||||
|
||||
#include "nel/misc/hierarchical_timer.h"
|
||||
#include "nel/misc/debug.h"
|
||||
|
||||
using namespace NLMISC;
|
||||
|
|
|
@ -21,6 +21,8 @@
|
|||
#include "nel/3d/ps_iterator.h"
|
||||
#include "nel/3d/driver.h"
|
||||
#include "nel/3d/particle_system.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/fast_mem.h"
|
||||
|
||||
namespace NL3D
|
||||
|
|
|
@ -21,8 +21,9 @@
|
|||
#include "nel/3d/driver.h"
|
||||
#include "nel/3d/ps_iterator.h"
|
||||
#include "nel/3d/particle_system.h"
|
||||
#include "nel/misc/quat.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/quat.h"
|
||||
|
||||
|
||||
namespace NL3D
|
||||
|
|
|
@ -21,6 +21,8 @@
|
|||
#include "nel/3d/driver.h"
|
||||
#include "nel/3d/ps_iterator.h"
|
||||
#include "nel/3d/particle_system.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/fast_floor.h"
|
||||
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "nel/3d/ps_iterator.h"
|
||||
#include "nel/3d/particle_system.h"
|
||||
#include "nel/3d/driver.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -29,12 +29,11 @@
|
|||
#include "nel/3d/particle_system_shape.h"
|
||||
#include "nel/3d/particle_system_model.h"
|
||||
#include "nel/3d/ps_iterator.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
#include "nel/misc/stream.h"
|
||||
#include "nel/misc/path.h"
|
||||
|
||||
|
||||
|
||||
|
||||
namespace NL3D
|
||||
{
|
||||
|
||||
|
|
|
@ -20,6 +20,8 @@
|
|||
#include "nel/3d/ps_ribbon_base.h"
|
||||
#include "nel/3d/particle_system.h"
|
||||
|
||||
using namespace NLMISC;
|
||||
|
||||
namespace NL3D
|
||||
{
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include "nel/3d/particle_system.h"
|
||||
#include "nel/3d/ps_macro.h"
|
||||
#include "nel/3d/driver.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
namespace NL3D
|
||||
{
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "nel/3d/texture_grouped.h"
|
||||
#include "nel/3d/ps_iterator.h"
|
||||
#include "nel/3d/particle_system.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
|
||||
namespace NL3D
|
||||
|
|
|
@ -21,6 +21,8 @@
|
|||
#include "nel/3d/u_ps_sound_interface.h"
|
||||
#include "nel/3d/ps_attrib_maker.h"
|
||||
|
||||
using namespace NLMISC;
|
||||
|
||||
namespace NL3D
|
||||
{
|
||||
|
||||
|
|
|
@ -19,6 +19,8 @@
|
|||
#include "nel/3d/ray_mesh.h"
|
||||
#include "nel/misc/vector_2f.h"
|
||||
#include "nel/misc/fast_mem.h"
|
||||
#include "nel/misc/plane.h"
|
||||
|
||||
#include "nel/3d/matrix_3x4.h"
|
||||
|
||||
using namespace NLMISC;
|
||||
|
|
|
@ -17,6 +17,8 @@
|
|||
#include "std3d.h"
|
||||
#include "nel/3d/texture_emboss.h"
|
||||
|
||||
using namespace NLMISC;
|
||||
|
||||
namespace NL3D {
|
||||
|
||||
// ***********************************************************************************************************
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
|
||||
#include "nel/3d/vegetablevb_allocator.h"
|
||||
#include "nel/3d/vegetable_def.h"
|
||||
#include "nel/3d/debug_vb.h"
|
||||
|
||||
|
||||
using namespace std;
|
||||
|
|
Loading…
Reference in a new issue