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312 lines
9.9 KiB
C++
312 lines
9.9 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_PS_ATTRIB_MAKER_H
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#define NL_PS_ATTRIB_MAKER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/object_arena_allocator.h"
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#include "nel/3d/ps_located.h"
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#include "nel/3d/ps_attrib.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/ps_spawn_info.h"
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#include "nel/misc/stream.h"
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namespace NL3D {
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/** this struct only contains an enum that tell what the input of an attribute maker is
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* \see class CPSAttributeMaker
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*/
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struct CPSInputType
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{
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/// ctor
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CPSInputType() : InputType(attrDate)
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{
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}
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/// input types
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enum TInputType
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{
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attrDate = 0,
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attrPosition = 1,
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attrInverseMass = 2,
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attrSpeed = 3,
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attrUniformRandom = 4,
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attrUserParam = 5, // a parameter user that was set in the system
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attrLOD = 6,
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attrSquareLOD = 7,
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attrClampedLOD = 8,
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attrClampedSquareLOD = 9,
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} InputType;
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union
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{
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/// The user param being used. Valid only when InputType has been set to attrUserParam.
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uint32 UserParamNum;
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};
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serialEnum(InputType);
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switch(InputType)
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{
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case attrUserParam:
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f.serial(UserParamNum);
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break;
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default: break;
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}
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}
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};
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/**
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* Here we define attribute maker, that is object that can produce an attribute following some rule.
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* This allow, for example, creation of a color gradient, or color flicker, size strectching and so on...
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* See also particle_system.h and ps_located.h.
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*/
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// The max value for inputs of an attribute maker.
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const float MaxInputValue = 1.0f;
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/**
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* this is the base for attribute makers. It allows to duplicate an attribute maker, and to querry its type
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*/
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class CPSAttribMakerBase : public NLMISC::IStreamable
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{
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public:
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// get the type of this attribute maker
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virtual const char *getType() = 0;
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// duplicate this attribute maker
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virtual CPSAttribMakerBase *clone() const = 0;
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// fast alloc for attrib makers
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PS_FAST_OBJ_ALLOC
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};
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/**
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* This is a base class for any attrib maker. It produce an attribute used in a particle system.
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* It can be used to fill a vertex buffer, or a table.
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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template <typename T> class CPSAttribMaker : public CPSAttribMakerBase
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{
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public:
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/// \name Object
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//@{
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/** construct the attrib maker specifying the number of cycles to do.
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* \see setNbCycles()
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*/
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CPSAttribMaker(float nbCycles = 1.f) : _NbCycles(nbCycles), _HasMemory(false)
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{
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}
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/// serialisation of the object. Derivers MUST call this, (if they use the attribute of this class at least)
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virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serialVersion(1);
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f.serial(_NbCycles);
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}
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/// inherited from CPSAttribMakerBase. Template specialization will do the job
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virtual const char *getType() { return "UNKNOWN"; }
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/// dtor
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virtual ~CPSAttribMaker() {}
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//@}
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/// \name Production of attribute
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//@{
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/// compute one value of the attribute from the given located at the given index
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virtual T get(CPSLocated *loc, uint32 index) = 0;
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virtual T get(const CPSEmitterInfo &info) = 0;
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/** Direct lookup of the result value from a float input (if it makes sense). This bypass what was set with setInput
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* The input must be in [0, 1[
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*/
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virtual T get(float /* input */) { nlassert(0); return T(); /* not supported by default */ }
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/** Fill tab with an attribute by using the given stride. It fills numAttrib attributes.
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* \param loc the 'located' that hold the 'located bindable' that need an attribute to be filled
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* \param startIndex usually 0, it gives the index of the first element in the located (is it multiplied by the step)
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* \param tab where the data will be written
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* \param stride the stride, in byte, between each value to write
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* \param numAttrib the number of attributes to compute
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* \param allowNoCopy data may be already present in memory, and may not need computation. When set to true, this allow no computation to be made
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* the return parameter is then le location of the datas. this may be tab (if recomputation where needed), or another value
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* for this to work, the stride must most of the time be sizeof(T). This is intended to be used with derivers of CPSAttribMaker
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* that store values that do not depend on the input. The make method then just copy the data, we is sometime useless
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* \param srcStep A fixed-point 16:16 value that gives the step for the source iterator
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* \return where the data have been copied, this is always tab, unless allowNoCopy is set to true, in which case this may be different
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*
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*/
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virtual void *make(CPSLocated *loc,
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uint32 startIndex,
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void *tab,
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uint32 stride,
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uint32 numAttrib,
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bool allowNoCopy = false,
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uint32 srcStep = (1 << 16),
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bool forceClampEntry = false
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) const = 0;
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/** The same as make, but it replicate each attribute 4 times, thus filling 4*numAttrib. Useful for facelookat and the like
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* \see make()
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*/
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virtual void make4(CPSLocated *loc,
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uint32 startIndex,
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void *tab,
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uint32 stride,
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uint32 numAttrib,
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uint32 srcStep = (1 << 16)
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) const = 0;
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/** The same as make4, but with n replication instead of 4
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* \see make4
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*/
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virtual void makeN(CPSLocated *loc,
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uint32 startIndex,
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void *tab,
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uint32 stride,
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uint32 numAttrib,
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uint32 nbReplicate,
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uint32 srcStep = (1 << 16)
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) const = 0;
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//@}
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/// get the max value, or an evalution that is guaranteed to be > to it (meaningful for ordered set only)
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virtual T getMinValue(void) const { return T(); /* no mean by default */ }
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/// get the min value, or an evalution that is guaranteed to be < to it (meaningful for ordered set only)
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virtual T getMaxValue(void) const { return T(); /* no mean by default */ }
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/// \name Input properties of the attribute maker
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//@{
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/** Set the number of cycles that must be done during the life of a particle,
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* or the number of cycle per second for a particle that has no life limit. It is used to multiply
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* the input used by this attribute maker
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* It must be >= 0
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*/
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void setNbCycles(float nbCycles)
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{
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nlassert(nbCycles >= 0);
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_NbCycles = nbCycles;
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}
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/** Retrieve the number of cycles
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* \see setNbCycles()
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*/
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float getNbCycles(void) const { return _NbCycles; }
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/// tells whether one may choose one attribute from a CPSLocated to use as an input. If false, the input(s) is fixed
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virtual bool hasCustomInput(void) { return false; }
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/** set a new input type (if supported). The default does nothing
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* \see hasCustomInput()
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*/
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virtual void setInput(const CPSInputType &/* input */) {}
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/** get the type of input (if supported). The default return attrDate
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* \see hasCustomInput()
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*/
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virtual CPSInputType getInput(void) const { return CPSInputType(); }
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/** tells whether clamping is supported for the input (value can't go above MaxInputValue)
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* The default is false
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*/
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virtual bool isClampingSupported(void) const { return false; }
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/** Enable, disable the clamping of input values.
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* The default does nothing (clamping unsupported)
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* \see isClampingSupported()
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*/
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virtual void setClamping(bool /* enable */ = true) {}
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/** Test if the clamping is enabled.
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* The default is false (clamping unsupported)
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* \see isClampingSupported()
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*/
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virtual bool getClamping(void) const { return false; }
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//@}
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/// \name Memory managment
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//@{
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/** Some attribute makers may hold memory. this return true when this is the case. This also
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* mean that you must call newElement, deleteElement, and resize, when it is called for the owning object
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* (which is likely to be a CPSLocatedBindable)
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*/
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bool hasMemory(void) const { return _HasMemory; }
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/// delete an element, given its index. this must be called only if memory management is used.
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virtual void deleteElement(uint32 /* index */) { nlassert(false); }
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/** create a new element, and provides the emitter,
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* this must be called only if this attribute maker has its own memory
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*/
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virtual void newElement(const CPSEmitterInfo &/* info */) { nlassert(false); }
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/** set a new capacity for the memorized attribute, and a number of used element. This usually is 0
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* , but during edition, this may not be ... so new element are created.
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* this must be called only if this attribute maker has its own memory
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*/
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virtual void resize(uint32 /* capacity */, uint32 /* nbPresentElements */) { nlassert(false); }
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//@}
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// misc
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// used by colors only : set the internal color format. useful to write in vertex buffer (format differs between D3D & OpenGL)
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virtual void setColorType(CVertexBuffer::TVertexColorType /* type */) {}
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protected:
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float _NbCycles;
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// set to true if the attribute maker owns its own memory for each particle attribute
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bool _HasMemory;
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};
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} // NL3D
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#endif // NL_PS_ATTRIB_MAKER_H
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/* End of ps_attrib_maker.h */
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