mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-14 03:09:08 +00:00
841 lines
28 KiB
C++
841 lines
28 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_SCENE_H
|
|
#define NL_SCENE_H
|
|
|
|
|
|
#include "nel/3d/camera.h"
|
|
#include "nel/3d/shape.h"
|
|
#include "nel/3d/animated_lightmap.h"
|
|
#include "nel/3d/play_list_manager.h"
|
|
#include "nel/3d/quad_grid_clip_manager.h"
|
|
#include "nel/3d/particle_system_manager.h"
|
|
#include "nel/3d/animation_set.h"
|
|
// The traversals
|
|
#include "nel/3d/hrc_trav.h"
|
|
#include "nel/3d/clip_trav.h"
|
|
#include "nel/3d/anim_detail_trav.h"
|
|
#include "nel/3d/load_balancing_trav.h"
|
|
#include "nel/3d/light_trav.h"
|
|
#include "nel/3d/render_trav.h"
|
|
#include "nel/3d/flare_model.h"
|
|
|
|
#include "nel/3d/viewport.h"
|
|
#include "nel/3d/u_scene.h"
|
|
|
|
#include "nel/misc/rgba.h"
|
|
#include "nel/misc/smart_ptr.h"
|
|
|
|
// Debug : Sept 01 2006
|
|
#include "nel/3d/skeleton_spawn_script.h"
|
|
|
|
#include <map>
|
|
#include <list>
|
|
|
|
/// This namespace contains all 3D class
|
|
namespace NL3D
|
|
{
|
|
|
|
using NLMISC::CRefPtr;
|
|
using NLMISC::CSmartPtr;
|
|
|
|
class CTransform;
|
|
class CTransformShape;
|
|
class IDriver;
|
|
class CShapeBank;
|
|
class CCoarseMeshManager;
|
|
class CInstanceGroup;
|
|
class CLodCharacterManager;
|
|
class CAsyncTextureManager;
|
|
class CSkeletonModel;
|
|
class CRootModel;
|
|
class CVisualCollisionManager;
|
|
class CTextureCube;
|
|
class CWaterEnvMap;
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* A CScene, which own a list of Render Traversals, and a render() method.
|
|
*
|
|
* \b USER \b RULES:
|
|
* - Before creating any CScene, call the cool method CScene::registerBasics(), to register basic models.
|
|
* - Create a CScene (NB: may be static \c CScene \c scene;).
|
|
* - call first initDefaultRoot() to create / register automatically the roots:
|
|
* - set your driver for this scene with setDriver().
|
|
* - create any other model with createModel() (such as a camera).
|
|
* - Specify a Camera (SmartPtr-ed !!)
|
|
* - render().
|
|
*
|
|
* CScene own those Traversals and those Root and kill them at ~CScene().
|
|
*
|
|
* Coordinate System: right hand cordinates with: X to the right, Y to the far, Z to the top.
|
|
*
|
|
* Z ^
|
|
* | > Y
|
|
* | /
|
|
* | /
|
|
* |/
|
|
* -------> X
|
|
*
|
|
* \b Shape \b System:\n
|
|
* The scene has an instance Management:
|
|
* - IShape design the object that is instancied (a mesh as example).
|
|
* - ITransformShape is the instance, which smart_point to a IShape.
|
|
* - user can add shape manually in the scene CShapeBank with CShapeBank::add (), or remove them with CShapeBank::release ().
|
|
* - user create instance of a shape with CScene::createInstance(string shapeName);
|
|
* This create/load auto the shape if needed (searching in CPath, shapename must be a valid file name),
|
|
* and then create the instance, with help of IShape::createInstance().
|
|
*
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2000
|
|
*/
|
|
class CScene
|
|
{
|
|
public:
|
|
|
|
/// \name Basic registration.
|
|
//@{
|
|
/// Register Basic models
|
|
static void registerBasics();
|
|
|
|
/**
|
|
* Register a model, indicating from which he derive.
|
|
* \param idModel the Unique Id of the registered model
|
|
* \param idModelBase the Unique Id of the base calss of the registered model
|
|
* \param creator the function which create the registered model.
|
|
*/
|
|
static void registerModel(const NLMISC::CClassId &idModel, const NLMISC::CClassId &idModelBase, CTransform* (*creator)());
|
|
|
|
//@}
|
|
|
|
|
|
/// \name Construction / destruction.
|
|
//@{
|
|
/// Constructor.
|
|
CScene(bool bSmallScene);
|
|
/// Destructor. release().
|
|
~CScene();
|
|
/// Create/setRoot the defaults models roots: a CTransform and a CLightGroup.
|
|
void initDefaultRoots();
|
|
/// init QuadGridClipManager
|
|
void initQuadGridClipManager ();
|
|
/// Set the driver to render Traversal.
|
|
void setDriver(IDriver *drv);
|
|
/// Get the driver of render Traversal.
|
|
IDriver *getDriver() const;
|
|
|
|
|
|
/** Release all relative to the scene (Models, traversals...)... Destroy the Basic traversals too.
|
|
* The Lod Character Manager is reset() ed, but not deleted (at dtor only).
|
|
*/
|
|
void release();
|
|
//@}
|
|
|
|
|
|
/// \name Render
|
|
//@{
|
|
/** Render the scene, from the CurrentCamera view.
|
|
* This also update waiting instance that are loaded asynchronously (by calling updateWaitingInstances)
|
|
* NB: no Driver clear buffers (color or ZBuffer) are done....
|
|
* This call t->traverse() function to registered render traversal following their order given.
|
|
* NB: assert-crash if you are between a beginPartRender() and a endPartRender()
|
|
* \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if
|
|
* you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).
|
|
*/
|
|
void render(bool doHrcPass=true);
|
|
|
|
/** Begin Part Rendering
|
|
* During beginPartRender()/endPartRender(), you can ask other scene to render their part, but you should
|
|
* avoid to create models or modify the scene (not fully tested)
|
|
* WARNING: assert-crash if beetween a beginPartRender()/endPartRender()
|
|
*/
|
|
void beginPartRender();
|
|
/** Render a part (see render() for what it does)
|
|
* beginPartRender() must have been called
|
|
* \param renderPart a combination of UScene::TRenderPart flags, allow to choose which part of the scene must be rendered
|
|
* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
|
|
* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
|
|
*/
|
|
void renderPart(UScene::TRenderPart rp, bool doHrcPass=true);
|
|
/** End Part Rendering (commit model creation and deletion that were asked during rendering)
|
|
*/
|
|
void endPartRender();
|
|
|
|
//@}
|
|
|
|
|
|
/** Update instances that are loaded asynchronously
|
|
* \param systemTimeEllapsed : the time between 2 calls to updateWaitingInstances, in seconds
|
|
*/
|
|
void updateWaitingInstances(double systemTimeEllapsed);
|
|
|
|
|
|
/// \name Camera/Viewport.
|
|
//@{
|
|
/// Set/Get the current camera/Viewport.
|
|
void setCam(CCamera *cam) {CurrentCamera= cam;}
|
|
CCamera *getCam() {return CurrentCamera;}
|
|
void setViewport(const class CViewport& viewport)
|
|
{
|
|
_Viewport=viewport;
|
|
}
|
|
CViewport getViewport()
|
|
{
|
|
return _Viewport;
|
|
}
|
|
|
|
/** Special For Camera Third person. Traverse the ClusterSystem with a Ray
|
|
* (clip through portals, cluster system hierarchy...), to find where could lies
|
|
* the camera at End point.
|
|
* \param endPos may be modified to ensure that it lies in a cluster of the found cluster system
|
|
* \return the found cluster System
|
|
*/
|
|
CInstanceGroup *findCameraClusterSystemFromRay(CInstanceGroup *startClusterSystem,
|
|
const NLMISC::CVector &startPos, NLMISC::CVector &endPos);
|
|
//@}
|
|
|
|
|
|
/// \name Model mgt.
|
|
//@{
|
|
/**
|
|
* Create a model according to his type id.
|
|
* Model must has been previously registered via registerModel().
|
|
*
|
|
* Then, This function attach this model to the Root (for HRC and for Clip)
|
|
*
|
|
* Model are deleted with the deleteModel() or with release() which delete all models
|
|
* NB: Since CScene own the model, model MUST NOT be used with SmartPtrs (but CRefPtr always work...).
|
|
* \param idModel the Unique Id of the Model
|
|
* \return a valid model of the required type. NULL, if not found.
|
|
* \see deleteModel()
|
|
*/
|
|
CTransform *createModel(const NLMISC::CClassId &idModel);
|
|
|
|
/** Delete a model via his pointer.
|
|
* The model is automatically unlinked from all other model
|
|
*
|
|
* Once a model is deleted, all pointer to him should have been deleted.
|
|
*/
|
|
void deleteModel(CTransform *model);
|
|
|
|
//@}
|
|
|
|
/// \name Instance Mgt.
|
|
//@{
|
|
/// Set the shape bank
|
|
void setShapeBank(CShapeBank*pShapeBank);
|
|
|
|
/// Get the shape bank
|
|
CShapeBank *getShapeBank(void) { return _ShapeBank ; }
|
|
|
|
/// Get the shape bank (const version)
|
|
const CShapeBank *getShapeBank(void) const { return _ShapeBank ; }
|
|
|
|
/** Create a model, instance of the shape "shapename". If not present, try to load "shapename" via the CPath.
|
|
* If fails, return NULL.
|
|
*/
|
|
CTransformShape *createInstance(const std::string &shapeName);
|
|
|
|
/** Create an instance, if the shape is not present, load the shape asynchronously. The instance is really
|
|
* created when we process it in the rendering.
|
|
*/
|
|
void createInstanceAsync(const std::string &shapeName, CTransformShape **pInstance, const NLMISC::CVector &position, uint selectedTexture);
|
|
|
|
/** Delete an instance via his pointer. An instance is an entity which reference a shape.
|
|
*/
|
|
void deleteInstance(CTransformShape*model);
|
|
|
|
//@}
|
|
|
|
CInstanceGroup *getGlobalInstanceGroup() { return _GlobalInstanceGroup; }
|
|
|
|
/// \name Light Mgt.
|
|
//@{
|
|
void animate (TGlobalAnimationTime atTime);
|
|
/// Add an IG for auto PointLight Factor animation. called by CInstanceGroup::addToScene()
|
|
void addInstanceGroupForLightAnimation(CInstanceGroup *ig);
|
|
/// Remove an IG for auto PointLight Factor animation. called by CInstanceGroup::removeFromScene()
|
|
void removeInstanceGroupForLightAnimation(CInstanceGroup *ig);
|
|
// TODO:
|
|
// TurnOff/TurnOn
|
|
// Animate
|
|
//CLight* addStaticLight(CLight*); // Generate Light Map
|
|
//void addDynamicLight(CLight*); // ??? Vertex lighting
|
|
//@}
|
|
|
|
|
|
|
|
/// get the current time of the scene, in second. It start from 0 (at the firt call of animate)
|
|
TGlobalAnimationTime getCurrentTime(void) const { return _CurrentTime ; }
|
|
|
|
/// get the ellapsed time (in second) between the last 2 calls of animate.
|
|
TAnimationTime getEllapsedTime(void) const { return _EllapsedTime ; }
|
|
|
|
/** System time is a time that always run (independent from the animation time that run only on animate())
|
|
* It is updated at beginning of render()
|
|
*/
|
|
double getCurrentSystemTime() const {return _GlobalSystemTime;}
|
|
|
|
/// get the ellapsed time (in second) between the last 2 calls of render().
|
|
double getEllapsedSystemTime() const { return _DeltaSystemTimeBetweenRender;}
|
|
|
|
/// get the number of time render has been called
|
|
uint64 getNumRender() const { return _NumRender; }
|
|
|
|
/// true if currently rendering
|
|
bool isRendering() const {return _IsRendering;}
|
|
|
|
/// \name LoadBalancing mgt.
|
|
//@{
|
|
|
|
/** Get the last face count asked from the instances before reduction.
|
|
* It gets the sum of All groups.
|
|
*/
|
|
float getNbFaceAsked () const;
|
|
|
|
|
|
/** Set the number of faces wanted for a LoadBlancingGroup.
|
|
* The Group is created if did not exist.
|
|
*/
|
|
void setGroupLoadMaxPolygon(const std::string &group, uint nFaces);
|
|
/** Get the number of faces wanted for a LoadBlancingGroup.
|
|
* The Group is created if did not exist.
|
|
*/
|
|
uint getGroupLoadMaxPolygon(const std::string &group);
|
|
/** Get the last face count asked from the instances before reduction. only for the given group
|
|
* return 0 if the Group does not exist.
|
|
*/
|
|
float getGroupNbFaceAsked (const std::string &group) const;
|
|
|
|
|
|
/** The mode of polygon balancing.
|
|
* PolygonBalancingOff => Models will be rendered with the number of faces they want to render.
|
|
* PolygonBalancingOn => Models will be rendered with the number of faces the LoadBalancing want.
|
|
* PolygonBalancingClamp => Same as PolygonBalancingOn, but factor <= 1, ie models won't be rendered
|
|
* with more face they want to render.
|
|
*/
|
|
enum TPolygonBalancingMode {PolygonBalancingOff=0, PolygonBalancingOn, PolygonBalancingClamp, CountPolygonBalancing};
|
|
|
|
/// Set the PolygonBalancingMode
|
|
void setPolygonBalancingMode(TPolygonBalancingMode polBalMode);
|
|
/// Get the PolygonBalancingMode
|
|
TPolygonBalancingMode getPolygonBalancingMode() const;
|
|
|
|
|
|
/** LoadBalancing for CLod and Skeletons.
|
|
* Setup the max number of skeletons displayed in std way (ie not CLod). Default is 20.
|
|
*/
|
|
void setMaxSkeletonsInNotCLodForm(uint m) {_MaxSkeletonsInNotCLodForm= m;}
|
|
uint getMaxSkeletonsInNotCLodForm() const {return _MaxSkeletonsInNotCLodForm;}
|
|
|
|
//@}
|
|
|
|
/// \name Coarse meshes managers.
|
|
//@{
|
|
CCoarseMeshManager *getCoarseMeshManager ()
|
|
{
|
|
return _CoarseMeshManager;
|
|
}
|
|
|
|
/**
|
|
* Each coarseMesh lighting will be updated every "period" frame. clamped to 1,255
|
|
*/
|
|
void setCoarseMeshLightingUpdate(uint8 period);
|
|
|
|
/// see setCoarseMeshLightingUpdate()
|
|
uint8 getCoarseMeshLightingUpdate() const {return _CoarseMeshLightingUpdate;}
|
|
|
|
/// Get the LodCharacterManager. NULL if user did not set it. (done in DriverUser)
|
|
CLodCharacterManager *getLodCharacterManager () const {return _LodCharacterManager;}
|
|
/// set the LodCharacterManager
|
|
void setLodCharacterManager(CLodCharacterManager *m) {_LodCharacterManager= m;}
|
|
|
|
//@}
|
|
|
|
|
|
/// \name transparent Layer mgt
|
|
//@{
|
|
/** Set the order or rendering for transparent objects.
|
|
* In real case, with direct order, we have:
|
|
* - Underwater is rendered.
|
|
* - Water is rendered.
|
|
* - Objects above water are rendered.
|
|
*/
|
|
void setLayersRenderingOrder(bool directOrder = true);
|
|
bool getLayersRenderingOrder() const;
|
|
//@}
|
|
|
|
|
|
/// \name Sun Light mgt
|
|
//@{
|
|
|
|
/** Enable Scene Lighting system. For backward compatibility, false by default.
|
|
* If false, all objects will take last driver 's light setup
|
|
*/
|
|
void enableLightingSystem(bool enable);
|
|
|
|
/// see enableLightingSystem
|
|
bool isLightingSystemEnabled() const {return _LightingSystemEnabled;}
|
|
|
|
/// set the global Ambient used for the scene. Default to (50, 50, 50).
|
|
void setAmbientGlobal(NLMISC::CRGBA ambient);
|
|
/// set the Ambient of the Sun used for the scene.
|
|
void setSunAmbient(NLMISC::CRGBA ambient);
|
|
/// set the Diffuse of the Sun used for the scene.
|
|
void setSunDiffuse(NLMISC::CRGBA diffuse);
|
|
/// set the Specular of the Sun used for the scene.
|
|
void setSunSpecular(NLMISC::CRGBA specular);
|
|
/// set the Direction of the Sun used for the scene.
|
|
void setSunDirection(const NLMISC::CVector &direction);
|
|
/// set the color of a light group.
|
|
void setLightGroupColor(uint lightmapGroup, NLMISC::CRGBA color);
|
|
|
|
|
|
/// get the global Ambient used for the scene. Default to (50, 50, 50).
|
|
NLMISC::CRGBA getAmbientGlobal() const;
|
|
/// get the Ambient of the Sun used for the scene.
|
|
NLMISC::CRGBA getSunAmbient() const;
|
|
/// get the Diffuse of the Sun used for the scene.
|
|
NLMISC::CRGBA getSunDiffuse() const;
|
|
/// get the Specular of the Sun used for the scene.
|
|
NLMISC::CRGBA getSunSpecular() const;
|
|
/// get the Direction of the Sun used for the scene.
|
|
NLMISC::CVector getSunDirection() const;
|
|
/// get the number of light group.
|
|
uint getNumLightGroup () const
|
|
{
|
|
return (uint)_LightGroupColor.size ();
|
|
}
|
|
/// get the color of a lightmap group.
|
|
NLMISC::CRGBA getLightmapGroupColor(uint lightGroup) const
|
|
{
|
|
if (lightGroup<_LightGroupColor.size())
|
|
return _LightGroupColor[lightGroup];
|
|
else
|
|
return CRGBA::White;
|
|
}
|
|
/// get an animated light factor.
|
|
NLMISC::CRGBA getAnimatedLightFactor (sint animatedLightmap, uint lightGroup) const
|
|
{
|
|
if (((uint)animatedLightmap)<_AnimatedLightPtr.size ())
|
|
{
|
|
return _AnimatedLightPtr[animatedLightmap]->getFactor (lightGroup);
|
|
}
|
|
else
|
|
{
|
|
return getLightmapGroupColor (lightGroup);
|
|
}
|
|
}
|
|
/// get an animated lightmap index by name. Return -1 if not found.
|
|
sint getAnimatedLightNameToIndex (const std::string &name) const;
|
|
|
|
/** setup the max number of point light that can influence a model. NB: clamped by NL3D_MAX_LIGHT_CONTRIBUTION
|
|
* Default is 3.
|
|
* NB: the sun contribution is not taken into account
|
|
*/
|
|
void setMaxLightContribution(uint nlights);
|
|
/** \see setMaxLightContribution()
|
|
*/
|
|
uint getMaxLightContribution() const;
|
|
|
|
/** Advanced. When a model is influenced by more light than allowed, or when it reach the limits
|
|
* of the light (attenuationEnd), the light can be darkened according to some threshold.
|
|
* The resultLightColor begin to fade when distModelToLight== attEnd- threshold*(attEnd-attBegin).
|
|
* when distModelToLight== 0, resultLightColor==Black.
|
|
* By default, this value is 0.1f. Setting higher values will smooth transition but will
|
|
* generally darken the global effects of lights.
|
|
* NB: clamp(value, 0, 1);
|
|
*/
|
|
void setLightTransitionThreshold(float lightTransitionThreshold);
|
|
/** \see getLightTransitionThreshold()
|
|
*/
|
|
float getLightTransitionThreshold() const;
|
|
|
|
|
|
//@}
|
|
|
|
|
|
/// \name Weather mgt
|
|
//@{
|
|
|
|
/// Set the current windPower for all the scene. 0-1.
|
|
void setGlobalWindPower(float gwp);
|
|
/// get the current windPower
|
|
float getGlobalWindPower() const {return _GlobalWindPower;}
|
|
|
|
/// Set the current windDirection for all the scene. dir.z set to 0 and vector normalized.
|
|
void setGlobalWindDirection(const CVector &gwd);
|
|
/// get the current windDirection
|
|
const CVector &getGlobalWindDirection() const {return _GlobalWindDirection;}
|
|
|
|
//@}
|
|
|
|
|
|
/// \name Trav accessor. Use it with caution. (used for mesh rendering)
|
|
//@{
|
|
CHrcTrav &getHrcTrav() {return HrcTrav;}
|
|
CClipTrav &getClipTrav() {return ClipTrav;}
|
|
CLightTrav &getLightTrav() {return LightTrav;}
|
|
CAnimDetailTrav &getAnimDetailTrav() {return AnimDetailTrav;}
|
|
CLoadBalancingTrav &getLoadBalancingTrav() {return LoadBalancingTrav;}
|
|
CRenderTrav &getRenderTrav() {return RenderTrav;}
|
|
|
|
/// Get the Root For Hrc and Basics Clip of the scene
|
|
CTransform *getRoot() const {return Root;}
|
|
/// Get the RootCluster For Clip of the scene
|
|
CCluster *getRootCluster() const {return RootCluster;}
|
|
|
|
//@}
|
|
|
|
|
|
/// Get a ref. to the particle system manager. You shouldn't call this (has methods for private processing)
|
|
CParticleSystemManager &getParticleSystemManager();
|
|
|
|
|
|
/// set the automatic animation set used by this scene. It is stored as a smart pointer
|
|
void setAutomaticAnimationSet(CAnimationSet *as);
|
|
|
|
/// Get a reference to the set of automatic animations
|
|
CAnimationSet *getAutomaticAnimationSet() const { return _AutomaticAnimationSet; }
|
|
|
|
|
|
/// Get the async texture manager. NULL if was not setuped
|
|
CAsyncTextureManager *getAsyncTextureManager() const {return _AsyncTextureManager;}
|
|
/// Set the async texture manager
|
|
void setAsyncTextureManager(CAsyncTextureManager *mgr) {_AsyncTextureManager= mgr;}
|
|
|
|
/// \name Render Filtering
|
|
// @{
|
|
void enableElementRender(UScene::TRenderFilter elt, bool state);
|
|
uint32 getFilterRenderFlags() const {return _FilterRenderFlags;}
|
|
// @}
|
|
|
|
/// \name Private
|
|
// @{
|
|
/// The scene owns a list of skeleton models. Added/Removed by CSkeletonModel intModel()/dtor
|
|
typedef std::list<CSkeletonModel*> TSkeletonModelList;
|
|
typedef TSkeletonModelList::iterator ItSkeletonModelList;
|
|
ItSkeletonModelList appendSkeletonModelToList(CSkeletonModel *skel);
|
|
void eraseSkeletonModelToList(ItSkeletonModelList it);
|
|
ItSkeletonModelList getSkeletonModelListBegin() {return _SkeletonModelList.begin();}
|
|
ItSkeletonModelList getSkeletonModelListEnd() {return _SkeletonModelList.end();}
|
|
|
|
/// The scene owns a list of CTransform enabled to Cast shadows. Added/Removed by createShadowMap()/deleteShadowMap()
|
|
typedef std::list<CTransform*> TShadowCasterList;
|
|
typedef TShadowCasterList::iterator ItShadowCasterList;
|
|
void registerShadowCasterToList(CTransform *sc);
|
|
void unregisterShadowCasterToList(CTransform *sc);
|
|
ItShadowCasterList getShadowCasterListBegin() {return _ShadowCasterList.begin();}
|
|
ItShadowCasterList getShadowCasterListEnd() {return _ShadowCasterList.end();}
|
|
|
|
/// For skeleton spawn script model creation
|
|
void addSSSModelRequest(const CSSSModelRequest &req);
|
|
|
|
// @}
|
|
|
|
|
|
/// \name Profiling
|
|
// @{
|
|
|
|
// Enable Profiling for the next render(). Reset All stats.
|
|
void profileNextRender();
|
|
bool isNextRenderProfile() const {return _NextRenderProfile;}
|
|
|
|
// Result profiling
|
|
UScene::CBenchResults BenchRes;
|
|
// increment with the current VBufferFormat
|
|
void incrementProfileTriVBFormat(std::map<uint32, uint32> &formatToTri, uint32 vbFormat, uint32 numTris)
|
|
{
|
|
std::map<uint32, uint32>::iterator it= formatToTri.find(vbFormat);
|
|
if(it==formatToTri.end())
|
|
{
|
|
it= formatToTri.insert(std::make_pair(vbFormat,0)).first;
|
|
}
|
|
it->second+= numTris;
|
|
}
|
|
|
|
// @}
|
|
|
|
/** \name Flare contexts
|
|
* The flare objects are designed to work with a single scene, because they simulate 'retinian persistence' based on the visibility in the current scene.
|
|
* Several context allow to deals with a flare rendered from several points of views.
|
|
* There's a limited number of contexts (MaxNumFlareContexts)
|
|
*/
|
|
// @{
|
|
// The max number of contexts for flares
|
|
enum { MaxNumFlareContexts = CFlareModel::MaxNumContext };
|
|
// Set the current context for flares. context must be < to MaxNumFlareContexts
|
|
void setFlareContext(uint context) { nlassert(context < MaxNumFlareContexts); _FlareContext = context; }
|
|
// Get the current context for flares
|
|
uint getFlareContext() const { return _FlareContext; }
|
|
// @}
|
|
|
|
|
|
/// \name ShadowMapping Options
|
|
// @{
|
|
/// return the current base ShadowMap TextureSize. Default is 64 texels.
|
|
uint getShadowMapTextureSize() const {return _ShadowMapTextureSize;}
|
|
/// must be a power of 2.
|
|
void setShadowMapTextureSize(uint size);
|
|
/// get the size of the blur (<=3 means number of fakeBlur).
|
|
uint getShadowMapBlurSize() const {return _ShadowMapBlurSize;}
|
|
/// set the size of the blur (<=3 means number of fakeBlur).
|
|
void setShadowMapBlurSize(uint bs);
|
|
/// Enable Polygon Smoothing
|
|
void enableShadowPolySmooth(bool enable);
|
|
/// get Enable Polygon Smoothing flag
|
|
bool getEnableShadowPolySmooth() const;
|
|
|
|
/// ShadowMap Distance Fade Start (40 default)
|
|
void setShadowMapDistFadeStart(float dist);
|
|
float getShadowMapDistFadeStart() const {return _ShadowMapDistFadeStart;}
|
|
/// ShadowMap Distance Fade end (50 default)
|
|
void setShadowMapDistFadeEnd(float dist);
|
|
float getShadowMapDistFadeEnd() const {return _ShadowMapDistFadeEnd;}
|
|
/// ShadowMap max Caster In Screen (optimize CPU/GPU)
|
|
void setShadowMapMaxCasterInScreen(uint num);
|
|
uint getShadowMapMaxCasterInScreen() const {return _ShadowMapMaxCasterInScreen;}
|
|
/// ShadowMap max Caster Around (optimize memory)
|
|
void setShadowMapMaxCasterAround(uint num);
|
|
uint getShadowMapMaxCasterAround() const {return _ShadowMapMaxCasterAround;}
|
|
|
|
/// The scene may have one special VisualCollisionManager which can manage some shadow receiving
|
|
void setVisualCollisionManagerForShadow(CVisualCollisionManager *vcm) {_VisualCollisionManagerForShadow= vcm;}
|
|
CVisualCollisionManager *getVisualCollisionManagerForShadow() const {return _VisualCollisionManagerForShadow;}
|
|
// @}
|
|
|
|
void setWaterCallback(IWaterSurfaceAddedCallback *wcb) { _WaterCallback = wcb; }
|
|
IWaterSurfaceAddedCallback *getWaterCallback() const { return _WaterCallback; }
|
|
|
|
void setLandscapePolyDrawingCallback(ILandscapePolyDrawingCallback *lpd)
|
|
{ _PolyDrawingCallback = lpd;}
|
|
ILandscapePolyDrawingCallback *getLandscapePolyDrawingCallback() const { return _PolyDrawingCallback;}
|
|
|
|
// Add a new occlusion query object that must be tested at the end of the rendering
|
|
void insertInOcclusionQueryList(CFlareModel *fm)
|
|
{
|
|
fm->Next = _FirstFlare;
|
|
_FirstFlare = fm;
|
|
}
|
|
|
|
// debugging aid : draw all occlusion test mesh that are used by flares
|
|
void renderOcclusionTestMeshs();
|
|
|
|
// Set a water envmap to be used with water surfaces in that scene. Water envmap may be shared accross several scenes.
|
|
void setWaterEnvMap(CWaterEnvMap *waterEnvMap) { _WaterEnvMap = waterEnvMap; }
|
|
// Get currenlty used water envmap for that scene.
|
|
CWaterEnvMap *getWaterEnvMap() const { return _WaterEnvMap; }
|
|
/** Update water envmaps. Water textures that need to be updated includes UWaterEnvMap textures & Day/Night textures (as defined in the water material).
|
|
* Should be called at the beginning of the frame before anything is rendered.
|
|
*/
|
|
void updateWaterEnvMaps(TGlobalAnimationTime time);
|
|
// Get vertex buffer used for water rendering
|
|
CVertexBuffer &getWaterVB() { return _WaterVB; }
|
|
private:
|
|
|
|
/// The camera / Viewport.
|
|
CRefPtr<CCamera> CurrentCamera;
|
|
CViewport _Viewport;
|
|
|
|
// the current time
|
|
TGlobalAnimationTime _CurrentTime ;
|
|
|
|
// the real time
|
|
TGlobalAnimationTime _RealTime;
|
|
TGlobalAnimationTime _InitTime;
|
|
|
|
// true when its the first call of animate
|
|
bool _FirstAnimateCall ;
|
|
|
|
// the ellapsed time
|
|
TAnimationTime _EllapsedTime ;
|
|
|
|
// System time is a time that always run (independent from the animation time that run only on animate())
|
|
double _DeltaSystemTimeBetweenRender;
|
|
double _GlobalSystemTime;
|
|
uint64 _NumRender; // the number of time render has been called
|
|
|
|
|
|
/// \name The traversals
|
|
//@{
|
|
CHrcTrav HrcTrav;
|
|
CClipTrav ClipTrav;
|
|
CLightTrav LightTrav;
|
|
CAnimDetailTrav AnimDetailTrav;
|
|
CLoadBalancingTrav LoadBalancingTrav;
|
|
CRenderTrav RenderTrav;
|
|
//@}
|
|
|
|
// The root models (will be deleted by CScene).
|
|
CTransform *Root;
|
|
// The Root Cluster
|
|
CCluster *RootCluster;
|
|
// This model is used to clip any model which has a Skeleton ancestor
|
|
CRootModel *SonsOfAncestorSkeletonModelGroup;
|
|
|
|
|
|
// The Ligths automatic movements
|
|
|
|
std::map<std::string, uint> _AnimatedLightNameToIndex;
|
|
std::list<CAnimatedLightmap> _AnimatedLight;
|
|
std::vector<CAnimatedLightmap*> _AnimatedLightPtr;
|
|
CPlayListManager _LMAnimsAuto;
|
|
|
|
/* Lightmap factor for each lightmap group.
|
|
* size() must be == to CAnimatedLightmap::_GroupColor.size () */
|
|
std::vector<NLMISC::CRGBA> _LightGroupColor;
|
|
|
|
// List of InstanceGroup to animate PointLightFactor.
|
|
typedef std::set<CInstanceGroup*> TAnimatedIgSet;
|
|
typedef TAnimatedIgSet::iterator ItAnimatedIgSet;
|
|
TAnimatedIgSet _AnimatedIgSet;
|
|
|
|
/// \name Shape/Instances.
|
|
//@{
|
|
CShapeBank *_ShapeBank;
|
|
|
|
typedef std::multimap<std::string,CTransformShape**> TWaitingInstancesMMap;
|
|
TWaitingInstancesMMap _WaitingInstances;
|
|
|
|
CInstanceGroup* _GlobalInstanceGroup;
|
|
//@}
|
|
|
|
/// \name Coarse meshes managers.
|
|
//@{
|
|
// The Coarse Mesh Manager. Owned by the scene
|
|
CCoarseMeshManager *_CoarseMeshManager;
|
|
// CLodCharacterManager is not a model. setuped by user
|
|
CLodCharacterManager *_LodCharacterManager;
|
|
//@}
|
|
|
|
/// \name Clip features
|
|
//@{
|
|
CQuadGridClipManager *_QuadGridClipManager;
|
|
//@}
|
|
|
|
|
|
// Lighting.
|
|
bool _LightingSystemEnabled;
|
|
|
|
/// set setCoarseMeshLightingUpdate
|
|
uint8 _CoarseMeshLightingUpdate;
|
|
|
|
/// \name Particle systems specific
|
|
//@{
|
|
CParticleSystemManager _ParticleSystemManager;
|
|
//@}
|
|
|
|
|
|
/// \name Weather mgt
|
|
//@{
|
|
float _GlobalWindPower;
|
|
CVector _GlobalWindDirection;
|
|
//@}
|
|
|
|
|
|
// A set of automatic animation
|
|
NLMISC::CSmartPtr<CAnimationSet> _AutomaticAnimationSet;
|
|
|
|
|
|
// The async texture manager, setuped by the user.
|
|
CAsyncTextureManager *_AsyncTextureManager;
|
|
|
|
|
|
// List of skeletons in the scene
|
|
TSkeletonModelList _SkeletonModelList;
|
|
// Max Skeleton displayed as std.
|
|
uint _MaxSkeletonsInNotCLodForm;
|
|
|
|
// Render filtering
|
|
uint32 _FilterRenderFlags;
|
|
|
|
// profile
|
|
bool _NextRenderProfile;
|
|
|
|
IWaterSurfaceAddedCallback *_WaterCallback;
|
|
|
|
ILandscapePolyDrawingCallback * _PolyDrawingCallback;
|
|
|
|
|
|
CFlareModel *_FirstFlare; // first flare to test for occlusion query
|
|
|
|
// List of shadow casters in the scene
|
|
TShadowCasterList _ShadowCasterList;
|
|
|
|
// ******************
|
|
private:
|
|
struct CModelEntry
|
|
{
|
|
NLMISC::CClassId ModelId, BaseModelId;
|
|
CTransform* (*Creator)();
|
|
bool operator<(const CModelEntry& o) const {return ModelId<o.ModelId;}
|
|
bool operator==(const CModelEntry& o) const {return ModelId==o.ModelId;}
|
|
bool operator!=(const CModelEntry& o) const {return !(*this==o);}
|
|
};
|
|
|
|
|
|
private:
|
|
// must do this for _UpdateModelList access.
|
|
friend class CTransform;
|
|
friend class CClipTrav;
|
|
|
|
std::set<CTransform*> _Models;
|
|
CTransform *_UpdateModelList;
|
|
|
|
static std::set<CModelEntry> _RegModels;
|
|
|
|
/// Update all models. All dirty models are cleaned
|
|
void updateModels();
|
|
|
|
// current context for rendering of flares
|
|
uint _FlareContext;
|
|
|
|
// ShadowMap Options
|
|
uint _ShadowMapTextureSize;
|
|
uint _ShadowMapBlurSize;
|
|
float _ShadowMapDistFadeStart;
|
|
float _ShadowMapDistFadeEnd;
|
|
uint _ShadowMapMaxCasterInScreen;
|
|
uint _ShadowMapMaxCasterAround;
|
|
CVisualCollisionManager *_VisualCollisionManagerForShadow;
|
|
|
|
// Delayed model delete
|
|
bool _IsRendering;
|
|
std::vector<CTransform*> _ToDelete;
|
|
|
|
UScene::TRenderPart _RenderedPart;
|
|
void renderOcclusionTestMeshsWithCurrMaterial();
|
|
CWaterEnvMap *_WaterEnvMap;
|
|
/// Delayed model creation For skeleton spawn script animation
|
|
std::vector<CSSSModelRequest> _SSSModelRequests;
|
|
void flushSSSModelRequests();
|
|
// common vb for water display
|
|
CVertexBuffer _WaterVB;
|
|
|
|
bool _RequestParticlesAnimate;
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
#endif // NL_SCENE_H
|
|
|
|
/* End of scene.h */
|