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154 lines
4.3 KiB
C++
154 lines
4.3 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_LANDSCAPE_MODEL_H
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#define NL_LANDSCAPE_MODEL_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/landscape.h"
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namespace NL3D
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{
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class CLandscape;
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// ***************************************************************************
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const NLMISC::CClassId LandscapeModelId=NLMISC::CClassId(0x5a573b55, 0x6b395829);
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// ***************************************************************************
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/**
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* The model for MOT. A landscape is not designed to move, but easier here.
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* If you translate/rotate this model, nothing happens. Landscape cannot move.
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* See CLandscape for more information on Landscape.
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* \see CLandscape.
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*/
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class CLandscapeModel : public CTransform
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{
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public:
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/// Call at the beginning of the program, to register the model
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static void registerBasic();
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public:
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CLandscape Landscape;
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/** Set additive value
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*
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* \param additive new additive value. [0, 1]
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*/
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void setAdditive (float additive)
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{
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_Additive=additive;
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}
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/** Get additive value
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*
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* \return the additive value. [0, 1]
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*/
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float getAdditive () const
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{
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return _Additive;
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}
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/** Set additive set
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*
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* \param enable is true to activbe additive, false to disactive it.
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*/
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void enableAdditive (bool enable)
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{
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_ActiveAdditive=enable;
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}
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/** Get additive set
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*
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* \return true to if additive is actived, else false.
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*/
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bool isAdditive () const
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{
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return _ActiveAdditive;
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}
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/** if true, the refine Center is auto computed each frame from Camera Position. Else must be given by
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* setRefineCenterUser()
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* Default to true.
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*/
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void setRefineCenterAuto(bool mode) {_RefineCenterAuto= mode;}
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bool getRefineCenterAuto() const {return _RefineCenterAuto;}
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void setRefineCenterUser(const CVector &refineCenter) {_RefineCenterUser= refineCenter;}
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const CVector &getRefineCenterUser() const {return _RefineCenterUser;}
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/** Override CTransform::initModel(), to create CLandscape's VegetableManager's BlendLayer models in the scene.
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*/
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virtual void initModel();
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/// special traverseHRC.
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virtual void traverseHrc();
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/// special clip(). NB: the real landscape clip is done in traverseRender()
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virtual void traverseClip();
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virtual bool clip() {return true;}
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/// traverseRender()
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virtual void traverseRender();
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/// Some prof infos
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virtual void profileRender();
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/// Actual Clip and Render!! See Implementation for Why this scheme
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void clipAndRenderLandscape();
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/// \name ShadowMap Behavior. Receive only
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// @{
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virtual void getReceiverBBox(CAABBox &bbox);
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virtual void receiveShadowMap(CShadowMap *shadowMap, const CVector &casterPos, const CMaterial &shadowMat);
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virtual const CMatrix &getReceiverRenderWorldMatrix() const {return _RenderWorldMatrix;}
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// @}
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protected:
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CLandscapeModel();
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virtual ~CLandscapeModel() {}
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private:
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static CTransform *creator() {return new CLandscapeModel;}
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bool _ActiveAdditive;
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float _Additive;
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// The current small pyramid, for faster clip.
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CPlane CurrentPyramid[NL3D_TESSBLOCK_NUM_CLIP_PLANE];
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// The current clustered pyramid. computed in clip(), and parsed in traverseRender()
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std::vector<CPlane> ClusteredPyramid;
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// If ClusteredPyramid is already the WorldFrustumPyramid. NB: if false, it may still be actually
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bool ClusteredPyramidIsFrustum;
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// This is The Last WorldMatrix used to render (not identity for ZBuffer considerations).
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CMatrix _RenderWorldMatrix;
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//
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CVector _RefineCenterUser;
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bool _RefineCenterAuto;
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};
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} // NL3D
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#endif // NL_LANDSCAPE_MODEL_H
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/* End of landscape_model.h */
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