mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-24 09:58:46 +00:00
163 lines
5.2 KiB
C++
163 lines
5.2 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_SHADOW_POLY_RECEIVER_H
|
|
#define NL_SHADOW_POLY_RECEIVER_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/triangle.h"
|
|
#include "nel/misc/vector_h.h"
|
|
#include "nel/3d/quad_grid.h"
|
|
#include "nel/3d/vertex_buffer.h"
|
|
#include "nel/3d/index_buffer.h"
|
|
|
|
|
|
namespace NL3D {
|
|
|
|
class IDriver;
|
|
class CMaterial;
|
|
class CShadowMap;
|
|
|
|
|
|
// ***************************************************************************
|
|
#define NL3D_SPR_NUM_CLIP_PLANE 7
|
|
#define NL3D_SPR_NUM_CLIP_PLANE_SHIFT (1<<NL3D_SPR_NUM_CLIP_PLANE)
|
|
#define NL3D_SPR_NUM_CLIP_PLANE_MASK (NL3D_SPR_NUM_CLIP_PLANE_SHIFT-1)
|
|
#define NL3D_SPR_MAX_REF_COUNT 255
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* A class used to append/remove triangles that will be rendered for ShadowMap
|
|
* Additionally it can be used also for Camera collision for instance.
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2003
|
|
*/
|
|
class CShadowPolyReceiver
|
|
{
|
|
public:
|
|
enum TCameraColTest
|
|
{
|
|
CameraColSimpleRay,
|
|
CameraColCylinder,
|
|
CameraColCone,
|
|
};
|
|
|
|
public:
|
|
|
|
/// Constructor
|
|
CShadowPolyReceiver(uint quadGridSize=32, float quadGridCellSize= 4.f);
|
|
|
|
/// Append a triangle to the poly receiver.
|
|
uint addTriangle(const NLMISC::CTriangle &tri);
|
|
/// remove a triangle from the poly receiver.
|
|
void removeTriangle(uint id);
|
|
|
|
/** clip, and render with a shadow map. Matrix setup should be OK.
|
|
* \param vertDelta (for landscape). add this value from vertices before rendering.
|
|
*/
|
|
void render(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta);
|
|
|
|
/** clip, and render with a shadow map. Matrix setup should be OK.
|
|
* Clipping here is done with the polygon rather than its bbox, with will scale better
|
|
* for projection of large, thin decals.
|
|
* \param vertDelta (for landscape). add this value from vertices before rendering.
|
|
* \return : number of tested grid cells
|
|
*/
|
|
void renderWithPolyClip(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta,
|
|
const NLMISC::CPolygon2D &poly
|
|
);
|
|
|
|
// a vertex
|
|
struct CRGBAVertex
|
|
{
|
|
CVector V;
|
|
CRGBA Color;
|
|
CRGBAVertex() {}
|
|
CRGBAVertex(const CVector &v, CRGBA c) : V(v), Color(c) {}
|
|
};
|
|
|
|
/** Compute list of clipped tri under the shadow mat
|
|
* useful for rendering of huge decal, that may consume a lot of fillrate, but change rarely.
|
|
*
|
|
*/
|
|
void computeClippedTrisWithPolyClip(const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta, const NLMISC::CPolygon2D &vertices,
|
|
std::vector<CRGBAVertex> &destTris, bool colorUpfacingVertices);
|
|
|
|
|
|
/** Use the triangles added for camera 3rd person collision
|
|
* return a [0,1] value. 0 => collision at start. 1 => no collision.
|
|
* \param testType is the type of intersection: simple ray, cylinder or cone
|
|
* \param radius is the radius of the 'cylinder' or 'cone' (not used for simpleRay test, radius goes to end for cone)
|
|
*/
|
|
float getCameraCollision(const CVector &start, const CVector &end, TCameraColTest testType, float radius);
|
|
|
|
// ************
|
|
private:
|
|
|
|
// Vertices.
|
|
class CVectorId : public CVector
|
|
{
|
|
public:
|
|
uint8 RefCount;
|
|
uint8 Flags;
|
|
sint16 VBIdx;
|
|
|
|
CVectorId() {RefCount=0;}
|
|
CVectorId(const CVector &v) {(*(CVector*)this)= v; RefCount=0;}
|
|
};
|
|
std::vector<CVectorId> _Vertices;
|
|
std::vector<uint> _FreeVertices;
|
|
typedef std::map<CVector, uint> TVertexMap;
|
|
TVertexMap _VertexMap;
|
|
|
|
// Triangles
|
|
struct CTriangleId
|
|
{
|
|
uint Vertex[3];
|
|
};
|
|
typedef CQuadGrid<CTriangleId> TTriangleGrid;
|
|
TTriangleGrid _TriangleGrid;
|
|
std::vector<TTriangleGrid::CIterator> _Triangles;
|
|
std::vector<uint> _FreeTriangles;
|
|
|
|
// Render
|
|
// TODO_SHADOW: optim: VBHard.
|
|
CVertexBuffer _VB;
|
|
CIndexBuffer _RenderTriangles;
|
|
|
|
|
|
// Vertex Mgt.
|
|
// Allocate a vertex. RefCount init to 0. _VertexMap modified.
|
|
uint allocateVertex(const CVector &v);
|
|
// Release a vertex, freeing him if no more unused => _VertexMap modified.
|
|
void releaseVertex(uint id);
|
|
// increment the Count of the ith vertex;
|
|
void incVertexRefCount(uint id);
|
|
// render, using current selection in the quad grid
|
|
void renderSelection(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta);
|
|
// select a polygon in the triangle grid
|
|
void selectPolygon(const NLMISC::CPolygon2D &poly);
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_SHADOW_POLY_RECEIVER_H
|
|
|
|
/* End of shadow_poly_receiver.h */
|