khanat-code-old/code/nel/include/nel/3d/landscape_user.h
2016-01-24 17:08:32 +01:00

225 lines
7.1 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_LANDSCAPE_USER_H
#define NL_LANDSCAPE_USER_H
#include "nel/misc/types_nl.h"
#include "nel/3d/u_landscape.h"
#include "nel/3d/landscape_model.h"
#include "nel/3d/zone_manager.h"
#include "nel/3d/scene.h"
namespace NL3D
{
// ****************************************************************************
/**
* ULandscape Implementation
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CLandscapeUser : public ULandscape
{
private:
// The Scene.
CScene *_Scene;
// The landscape, owned by the scene.
CLandscapeModel *_Landscape;
// The zoneManager.
CZoneManager _ZoneManager;
public:
/// \name Object
// @{
CLandscapeUser(CScene *scene)
{
nlassert(scene);
_Scene= scene;
_Landscape= (CLandscapeModel*)_Scene->createModel(LandscapeModelId);
}
virtual ~CLandscapeUser();
// @}
/// \name Load
/// All those load methods use CPath to search files.
// @{
/// Set the zonePath from where zones are loaded.
virtual void setZonePath(const std::string &zonePath);
/// Load the tile banks: the ".bank" and the ".farbank".
virtual void loadBankFiles(const std::string &tileBankFile, const std::string &farBankFile);
/// Flush the tiles
virtual void flushTiles (NLMISC::IProgressCallback &progress);
/// Postfix tile filename
virtual void postfixTileFilename (const char *postfix);
/// Postfix vegetable filename
virtual void postfixTileVegetableDesc (const char *postfix);
/// Load all Zones around a position. Call at init only!! (no zone must exist before). This is a blocking call.
virtual void loadAllZonesAround(const CVector &pos, float radius);
virtual void loadAllZonesAround(const CVector &pos, float radius, std::vector<std::string> &zonesAdded);
/// Delete old zones, or load new zones, around a position. new Zones are loaded async.
virtual void refreshZonesAround(const CVector &pos, float radius);
virtual void refreshZonesAround(const CVector &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved, const std::vector<uint16> *validZoneIds = NULL);
/// Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call.
virtual void refreshAllZonesAround(const CVector &pos, float radius, std::vector<std::string> &zonesAdded, std::vector<std::string> &zonesRemoved,
NLMISC::IProgressCallback &progress, const std::vector<uint16> *validZoneIds = NULL);
virtual void getAllZoneLoaded(std::vector<std::string> &zoneLoaded) const;
virtual void invalidateAllTiles();
virtual void removeAllZones();
// @}
/// \name Lighting
// @{
/**
* Setup the light color use for static illumination.
* NB: This setup will be visible only for new texture far/near computed (when player move or see dynamic lighting).
*
* \param diffuse is the color of the diffuse componante of the lighting.
* \param ambiant is the color of the ambiante componante of the lighting.
* \param multiply is the multiply factor. Final color is (diffuse*multiply*shading+ambiant*(1.0-shading))
*/
virtual void setupStaticLight (const CRGBA &diffuse, const CRGBA &ambiant, float multiply);
virtual void setPointLightDiffuseMaterial(CRGBA diffuse);
virtual CRGBA getPointLightDiffuseMaterial () const;
virtual void setUpdateLightingFrequency(float freq);
virtual void updateLightingAll();
// @}
/// \name Parameters
// @{
/// Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.
virtual void setThreshold (float thre);
/// Get threshold.
virtual float getThreshold () const;
/// Set tile near distance. Default 50.f. maximized to length of Far alpha transition).
virtual void setTileNear (float tileNear);
/// Get tile near distance.
virtual float getTileNear () const;
/// Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).
virtual void setTileMaxSubdivision (uint tileDiv);
/// Get Maximum Tile subdivision.
virtual uint getTileMaxSubdivision ();
/// Set all zones monochromatic or colored
virtual void setTileColor (bool monochrome, float factor) { _ZoneManager.setZoneTileColor(monochrome, factor); }
// @}
/// \name Misc
// @{
/// Return the name of the zone around a particular position (in NL3D basis!).
virtual std::string getZoneName(const CVector &pos);
virtual void show()
{
_Landscape->show();
}
virtual void hide()
{
_Landscape->hide();
}
virtual void enableAdditive (bool enable);
virtual bool isAdditiveEnabled () const;
virtual void setRefineCenterAuto(bool mode);
virtual bool getRefineCenterAuto() const;
virtual void setRefineCenterUser(const CVector &refineCenter);
virtual const CVector &getRefineCenterUser() const;
// @}
/// \name HeightField DeltaZ.
// @{
virtual CVector getHeightFieldDeltaZ(float x, float y) const;
virtual void setHeightField(const CHeightMap &hf);
// @}
/// Micro-Vegetation.
// @{
virtual void enableVegetable(bool enable);
virtual void loadVegetableTexture(const std::string &textureFileName);
virtual void setupVegetableLighting(const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight);
virtual void setVegetableWind(const CVector &windDir, float windFreq, float windPower, float windBendMin);
virtual void setVegetableUpdateLightingFrequency(float freq);
virtual void setVegetableDensity(float density);
virtual float getVegetableDensity() const;
// @}
/// \name Dynamic Lighting management
// @{
virtual void setDLMGlobalVegetableColor(CRGBA gvc);
virtual CRGBA getDLMGlobalVegetableColor() const;
// @}
/// \name ShadowMapping
// @{
virtual void enableReceiveShadowMap(bool state);
virtual bool canReceiveShadowMap() const;
// @}
/// \name TileCallback
// @{
virtual void addTileCallback(ULandscapeTileCallback *cb);
virtual void removeTileCallback(ULandscapeTileCallback *cb);
virtual bool isTileCallback(ULandscapeTileCallback *cb);
// @}
// modify ZBuffer test of landscape material
virtual void setZFunc(UMaterial::ZFunc val);
/// \name getZone
// @{
// Get a zone pointer.
virtual const CZone* getZone (sint zoneId) const;
// @}
/// \name raytrace
// @{
virtual float getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end);
// @}
public:
/// \name Accessor for CLandscapeUser.
// @{
CLandscapeModel *getLandscape()
{
return _Landscape;
}
// @}
};
} // NL3D
#endif // NL_LANDSCAPE_USER_H
/* End of landscape_user.h */