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138 lines
5.9 KiB
C++
138 lines
5.9 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_U_WATER_ENVMAP_H
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#define NL_U_WATER_ENVMAP_H
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#include "u_scene.h"
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#include "u_camera.h"
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namespace NL3D
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{
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class UScene;
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class UDriver;
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class CWaterEnvMap;
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// Interface to render water environment map
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struct IWaterEnvMapRender
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{
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enum TFace { positive_x=0, negative_x, positive_y, negative_y, positive_z, negative_z };
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/** viewport / scissor / render target are set by the caller. The user can begin to render the required env map directly.
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* All faces are rendered in order (rendering may be spread accross several frames, so it's up to the user to provide coherent datas for all faces)
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* The time parameter will be the same for all faces until the cube map is completed
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*/
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virtual void render(TFace face, TGlobalAnimationTime time, UDriver &drv) = 0;
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virtual ~IWaterEnvMapRender() {}
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};
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/** An environment map that can be rendered by user.
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* Such a map should be created and deleted from a UDriver interface.
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* The map must then be set in a UScene for the water objects of that scene to use it.
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* A water envmap can be shared accross several scenes
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2004
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*/
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class UWaterEnvMap
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{
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public:
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virtual ~UWaterEnvMap() {}
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/** Init the envmap
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* \param cubeMapSize Size of environment cube map
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* \param projection2DSize Depending on the shader being used, the cube map may need to be projected in 2D before use
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* This give the size of the 2D envmap used in this case
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* \param updateTime The time for envmap update will be spread accros the given time interval (in seconds). 0 means an update each frame
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*/
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virtual void init(uint cubeMapSize, uint projection2DSize, TGlobalAnimationTime updateTime = 0) = 0;
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// Set an external renderer that will update the envmap used for water rendering. The renderer will be called during the update as needed
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virtual void setWaterEnvMapRenderCallback(IWaterEnvMapRender *rdr) = 0;
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virtual IWaterEnvMapRender *getWaterEnvMapRenderCallback() const = 0;
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// Invalidate current envmap, causing the whole map to be recomputed at the next update.
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virtual void invalidate() = 0;
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// set constant alpha of envmap
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virtual void setAlpha(uint8 alpha) = 0;
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virtual uint8 getAlpha() const = 0;
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// Advanced : direct access to internal class
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virtual CWaterEnvMap *getWaterEnvMap() = 0;
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};
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/** Helper class to render faces of a water env cubemap
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* This helps setting the right camera matrix to compute the cubemap faces
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*/
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class CWaterEnvMapRenderHelper : public IWaterEnvMapRender
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{
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public:
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// Should be defined by derivers. Render the scene at the given time. The same time will be given
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// for each faces of the cubemap
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virtual void doRender(const CMatrix &camMatrix, TGlobalAnimationTime time, UDriver &drv) = 0;
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private:
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// from IWaterEnvMapRender
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virtual void render(TFace face, TGlobalAnimationTime time, UDriver &drv);
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};
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/** Helper class to render faces of a water env cubemap from a UScene at the given position
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* Deriver may redefine the preRender method for scene animation & framebuffer setup
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*/
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class CWaterEnvMapRenderFromUScene : public CWaterEnvMapRenderHelper
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{
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public:
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// ctor
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CWaterEnvMapRenderFromUScene();
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virtual ~CWaterEnvMapRenderFromUScene() {}
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// Set the scene and camera to be used for render, and create a camera for that purpose
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void setScene(UScene *scene, UCamera cam);
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void setCamPos(const NLMISC::CVector &pos) { _CamPos = pos; }
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const NLMISC::CVector &getCamPos() const { return _CamPos; }
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void setZRange(float znear, float zfar) { _ZNear = znear; _ZFar = zfar; }
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UScene *getScene() { return _Scene; }
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float getZNear() const { return _ZNear; }
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float getZFar() const { return _ZFar; }
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// set the parts of the scene to be rendered
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void setRenderPart(UScene::TRenderPart renderPart) { _RenderPart = renderPart; }
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UScene::TRenderPart getRenderPart() const { return _RenderPart; }
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/**
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* This is the place to do scene animation before rendering, and to prepare z-buffer / color buffer
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* The passed date will be the same for all 6 faces until the cubemap is completed
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* Please note that if the scene is used for something else than water envmap rendering, there may be 2 concurrent animation dates being set.
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* For time independant animation this is not a problem, but for incremental animation such as particle systems or lens flare that cannot be stepped back this may
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* cause incoherent content for neightbouring faces.
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* Solutions include hidding such objects or making sure that they don't overlap several faces of the cube, using replacement shapes etc.
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* Default implementation does nothing.
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*/
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virtual void preRender(TGlobalAnimationTime /* time */, UDriver &/* drv */) {}
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virtual void postRender(TGlobalAnimationTime /* time */, UDriver &/* drv */) {}
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private:
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UCamera _Cam;
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UScene *_Scene;
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float _ZNear, _ZFar;
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UScene::TRenderPart _RenderPart;
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NLMISC::CVector _CamPos;
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private:
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virtual void doRender(const CMatrix &camMatrix, TGlobalAnimationTime time, UDriver &drv);
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};
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}
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#endif
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