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128 lines
4.1 KiB
C++
128 lines
4.1 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_WATER_POOL_MANAGER_H
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#define NL_WATER_POOL_MANAGER_H
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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/misc/stream.h"
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#include "nel/3d/water_shape.h"
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#include <map>
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#include <vector>
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#include <string>
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namespace NL3D {
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class CWaterHeightMap;
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class IDriver;
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/**
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* This class helps managing various waters pools
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CWaterPoolManager
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{
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public:
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/// this struct is used to specify a water pool parameter's
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struct CWaterHeightMapBuild
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{
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uint32 ID;
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uint32 Size;
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std::string Name;
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float Damping;
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float FilterWeight;
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float UnitSize;
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bool WavesEnabled;
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float WaveIntensity;
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uint32 WaveRadius;
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float WavePeriod;
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bool BorderWaves;
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CWaterHeightMapBuild() : ID(0), Size(256), Damping(0.99f), FilterWeight(3), UnitSize(0.30f), WavesEnabled(false), WaveIntensity(1.5), WaveRadius(3), WavePeriod(0.05f), BorderWaves(true) {}
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};
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/// create a water pool with the given id and the given parameters. If the pool existed before, its parameter are reset
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CWaterHeightMap *createWaterPool(const CWaterHeightMapBuild ¶ms = CWaterHeightMapBuild());
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/// Get a water pool by its ID. If the ID doesn't exist, a new pool is created with default parameters
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CWaterHeightMap &getPoolByID(uint32 ID);
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/// test whether a pool of the given ID exists
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bool hasPool(uint32 ID) const;
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/// remove the pool of the given ID
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void removePool(uint32 ID);
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/// Get the number of pools
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uint getNumPools() const;
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/// get the id of the i-th pool (O(n) lookup)
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uint getPoolID(uint i) const;
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/// delete all heightmaps
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void reset();
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// dtor
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~CWaterPoolManager() { reset(); }
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/** Set a blend factor for all pool (more precisely, all models based on a water shape) that have a blend texture for their envmap (to have cycle between night and day for example)
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* NB : once this is called, textures are not released from memory because subsequent blends are expected to happend
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* when transition has finished, one should call releaseBlendTexture to eventually release textures from system memory
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* \param factor The blend factor which range from 0 to 1
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*/
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void setBlendFactor(IDriver *drv, float factor);
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/** release blend textures from memory
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* \see setblendFactor
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*/
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void releaseBlendTextures();
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/// serial the pools data's
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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private:
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friend class CWaterShape;
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friend CWaterPoolManager &GetWaterPoolManager();
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CWaterPoolManager() {} // private ctor needed to use the singleton pattern
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typedef std::map<uint32, CWaterHeightMap *> TPoolMap;
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TPoolMap _PoolMap;
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/// register a water height map. The water height map will be notified when a setBlend is applied
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void registerWaterShape(CWaterShape *shape);
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void unRegisterWaterShape(CWaterShape *shape);
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bool isWaterShapeObserver(const CWaterShape *shape) const;
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typedef std::vector<CWaterShape *> TWaterShapeVect;
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TWaterShapeVect _WaterShapes;
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};
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// get the only water pool manager (caution : with several dll, there may be duplication however,
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// if NL3D is linked as a static lib with several of them, so you may need to pass the address of the manager being used to other dlls)
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CWaterPoolManager &GetWaterPoolManager();
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} // NL3D
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#endif // NL_WATER_POOL_MANAGER_H
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/* End of water_pool_manager.h */
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