khanat-opennel-code/code/nel/include/nel/3d/vegetable_blend_layer_model.h
2013-02-08 13:17:44 +01:00

104 lines
2.8 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_VEGETABLE_BLEND_LAYER_MODEL_H
#define NL_VEGETABLE_BLEND_LAYER_MODEL_H
#include "nel/misc/types_nl.h"
#include "nel/3d/transform.h"
namespace NL3D
{
class CVegetableManager;
class CVegetableSortBlock;
class IDriver;
// ***************************************************************************
// ClassIds.
const NLMISC::CClassId VegetableBlendLayerModelId=NLMISC::CClassId(0x77375163, 0x2fca1003);
// ***************************************************************************
/**
* A CVegetableBlendLayerModel does not have to be created by user. It is an internal class of CVegetableManager.
* It is used to draw AlphaBlend ZSort rdrPass vegetables. Thoses vegetables are rendered in separate Z ordered
* layer, so transparency with other transparents objects is well performed (as best as it can).
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CVegetableBlendLayerModel : public CTransform
{
public:
/// Call at the beginning of the program, to register the model
static void registerBasic();
public:
/** The vegetableManager which create us, and will delete us.
*/
CVegetableManager *VegetableManager;
/** Public (for vegetableManager only!!) list of vegetable SortBlocks to render.
* this is a vector<> because not so much reallocation, and it is just an array of ptrs, so
* very little memory load.
*/
std::vector<CVegetableSortBlock*> SortBlocks;
/** Ugly but it works: setup directly both the worldMatrix and the localMatrix.
* NB: LayerModels are always created in the root.
*/
void setWorldPos(const CVector &pos);
/// \name CTransform traverse specialisation
// @{
virtual bool clip()
{
return true;
}
virtual void traverseRender();
// @}
protected:
/// Constructor
CVegetableBlendLayerModel();
/// Destructor
virtual ~CVegetableBlendLayerModel() {}
private:
static CTransform *creator() {return new CVegetableBlendLayerModel();}
/// render method
void render(IDriver *driver);
};
} // NL3D
#endif // NL_VEGETABLE_BLEND_LAYER_MODEL_H
/* End of vegetable_blend_layer_model.h */