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141 lines
5 KiB
C++
141 lines
5 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 RY_DECAL_H
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#define RY_DECAL_H
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#include "nel/misc/vector.h"
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#include "nel/misc/singleton.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/vector_h.h"
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//
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#include "nel/3d/material.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/shadow_poly_receiver.h"
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//
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#include "custom_matrix.h"
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namespace NLMISC
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{
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class CPlane;
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}
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namespace NL3D
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{
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class CScene;
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class CShadowMap;
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class CShadowPolyReceiver;
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//
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class UScene;
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class UDriver;
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}
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const uint DECAL_NUM_PRIORITIES = 8;
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// Helper class to display a decal on a poly receiver
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// Default decal is a unit rectangle (0, 0) - (1, 1)
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// TODO nico : put this in NL3D when working ? ...
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class CDecal : public NLMISC::CRefCount
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{
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public:
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typedef NLMISC::CRefPtr<CDecal> TRefPtr;
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typedef NLMISC::CSmartPtr<CDecal> TSmartPtr;
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CDecal();
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~CDecal();
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// Set a texture from its filename. It name match a global texture in the view renderer, it will be used ,first
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void setTexture(const std::string &fileName, bool clampU = true, bool clampV = true, bool filtered = true);
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NL3D::ITexture *getTexture() { return _Material.getTexture(0); }
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const std::string &getTextureFileName() const;
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void setTextureMatrix(const NLMISC::CMatrix &matrix) { _TextureMatrix = matrix; }
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void setDiffuse(NLMISC::CRGBA diffuse);
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NLMISC::CRGBA getDiffuse() const;
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void setEmissive(NLMISC::CRGBA emissive);
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//
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void setWorldMatrix(const NLMISC::CMatrix &matrix);
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void setWorldMatrixForArrow(const NLMISC::CVector2f &start, const NLMISC::CVector2f &end, float halfWidth);
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void setWorldMatrixForSpot(const NLMISC::CVector2f &pos, float radius, float angleInRadians = 0.f);
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// should be called if the decal should be made visible this frame
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void addToRenderList(uint priority = 0);
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// test if a point intersect with this decal
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bool contains(const NLMISC::CVector2f &pos) const;
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// set a custom uv matrix (from world to uvs)
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void setCustomUVMatrix(bool on, const NLMISC::CMatrix &matrix = NLMISC::CMatrix::Identity);
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//
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void setClipDownFacing(bool clipDownFacing);
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bool getClipDownFacing() const { return _ClipDownFacing; }
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//
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void setBottomBlend(float zMin, float zMax);
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void setTopBlend(float zMin, float zMax);
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private:
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mutable NL3D::CMaterial _Material;
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NLMISC::CMatrix _WorldMatrix;
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float _WorldMatrixFlat[16];
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NLMISC::CVector _ClipCorners[8];
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NLMISC::CMatrix _InvertedWorldMatrix;
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NLMISC::CMatrix _TextureMatrix;
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CCustomMatrix _CustomUVMatrix;
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float _WorldToUVMatrix[4][4];
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NL3D::CShadowMap *_ShadowMap;
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std::vector<NL3D::CShadowPolyReceiver::CRGBAVertex> _TriCache;
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NLMISC::CVector _LastCamPos;
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static NLMISC::CAABBox _ClipBBox;
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static NL3D::CVertexBuffer _VB;
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static bool _VBInitialized;
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NLMISC::CRGBA _Diffuse;
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NLMISC::CRGBA _Emissive;
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NLMISC::CVector _RefPosition; // position for model matrix, computed near camera pos to avoid z-fight
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// (big translation in the final MVP matrix leads to z precision problems)
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bool _Touched;
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bool _ClipDownFacing;
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//
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float _BottomBlendZMin;
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float _BottomBlendZMax;
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float _TopBlendZMin;
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float _TopBlendZMax;
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private:
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friend class CDecalRenderList;
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void render(NL3D::UDriver &drv,
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NL3D::CShadowPolyReceiver &receiver,
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const std::vector<NLMISC::CPlane> &worldPyramid,
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const std::vector<NLMISC::CVector> &pyramidCorners,
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bool useVertexProgram
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);
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void renderTriCache(NL3D::IDriver &drv, NL3D::CShadowPolyReceiver &receiver, bool useVertexProgram);
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bool clipFront(const NLMISC::CPlane &p) const;
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void setupMaterialColor();
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};
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// list of all decals to be rendered after the landscape
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class CDecalRenderList : public NLMISC::CSingleton<CDecalRenderList>
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{
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public:
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CDecalRenderList() : _Empty(true) {}
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void renderAllDecals();
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void clearRenderList();
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private:
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friend class CDecal;
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std::vector<CDecal::TRefPtr> _RenderList[DECAL_NUM_PRIORITIES];
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bool _Empty;
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std::vector<NLMISC::CPlane> _WorldCamPyramid;
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std::vector<NLMISC::CVector> _WorldCamPyramidCorners;
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// scale / bias for color attenuation
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float _DistScale;
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float _DistBias;
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};
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#endif
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