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104 lines
2.8 KiB
C++
104 lines
2.8 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_VEGETABLE_BLEND_LAYER_MODEL_H
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#define NL_VEGETABLE_BLEND_LAYER_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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namespace NL3D
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{
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class CVegetableManager;
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class CVegetableSortBlock;
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class IDriver;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId VegetableBlendLayerModelId=NLMISC::CClassId(0x77375163, 0x2fca1003);
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// ***************************************************************************
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/**
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* A CVegetableBlendLayerModel does not have to be created by user. It is an internal class of CVegetableManager.
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* It is used to draw AlphaBlend ZSort rdrPass vegetables. Thoses vegetables are rendered in separate Z ordered
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* layer, so transparency with other transparents objects is well performed (as best as it can).
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVegetableBlendLayerModel : 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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/** The vegetableManager which create us, and will delete us.
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*/
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CVegetableManager *VegetableManager;
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/** Public (for vegetableManager only!!) list of vegetable SortBlocks to render.
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* this is a vector<> because not so much reallocation, and it is just an array of ptrs, so
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* very little memory load.
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*/
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std::vector<CVegetableSortBlock*> SortBlocks;
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/** Ugly but it works: setup directly both the worldMatrix and the localMatrix.
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* NB: LayerModels are always created in the root.
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*/
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void setWorldPos(const CVector &pos);
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/// \name CTransform traverse specialisation
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// @{
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virtual bool clip()
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{
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return true;
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}
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virtual void traverseRender();
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// @}
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protected:
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/// Constructor
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CVegetableBlendLayerModel();
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/// Destructor
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virtual ~CVegetableBlendLayerModel() {}
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private:
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static CTransform *creator() {return new CVegetableBlendLayerModel();}
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/// render method
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void render(IDriver *driver);
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};
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} // NL3D
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#endif // NL_VEGETABLE_BLEND_LAYER_MODEL_H
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/* End of vegetable_blend_layer_model.h */
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