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281 lines
8 KiB
C++
281 lines
8 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_ANIMATED_MATERIAL_H
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#define NL_ANIMATED_MATERIAL_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/animatable.h"
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#include "nel/3d/material.h"
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#include "nel/3d/track.h"
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#include <map>
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* An material Reference for Animated reference. This object is stored in the mesh, and is serialised.
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* NB: formated for 3ds Max :). Emissive anim is a float, with a constant RGB factor.
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CMaterialBase : public NLMISC::CRefCount
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{
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public:
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CMaterialBase();
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/** setup the default tracks from a material
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* This method:
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* - copy the material contents into the Defaults tracks values.
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*
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* NB: for emissive part, emissive defaut track value is set to 1, and emissive factor is set to the
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* RGB emissive value stored into pMat.
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*/
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void copyFromMaterial(CMaterial *pMat);
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// Name of this material, for Animation access.
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std::string Name;
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// Default tracks.
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CTrackDefaultRGBA DefaultAmbient;
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CTrackDefaultRGBA DefaultDiffuse;
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CTrackDefaultRGBA DefaultSpecular;
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CTrackDefaultFloat DefaultShininess;
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CTrackDefaultRGBA DefaultEmissive;
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CTrackDefaultFloat DefaultOpacity;
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CTrackDefaultInt DefaultTexture;
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// Texture animation
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struct CTexAnimTracks
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{
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CTrackDefaultFloat DefaultUTrans; // u translation
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CTrackDefaultFloat DefaultVTrans; // v translation
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CTrackDefaultFloat DefaultUScale; // u scale
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CTrackDefaultFloat DefaultVScale; // u scale
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CTrackDefaultFloat DefaultWRot; // v scale
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// number of default tracks
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enum { NumTexAnimatedValues = 5 };
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void setDefaultValue()
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{
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DefaultUTrans.setDefaultValue(0);
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DefaultVTrans.setDefaultValue(0);
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DefaultUScale.setDefaultValue(1);
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DefaultVScale.setDefaultValue(1);
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DefaultWRot.setDefaultValue(0);
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}
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void serial(NLMISC::IStream &f)
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{
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(void)f.serialVersion(0);
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f.serial(DefaultUTrans, DefaultVTrans, DefaultUScale, DefaultVScale);
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}
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};
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CTexAnimTracks DefaultTexAnimTracks[IDRV_MAT_MAXTEXTURES];
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/// save/load.
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void serial(NLMISC::IStream &f);
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/// \name Texture Animation mgt.
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/** Animated materials support Texture animation. This is the place where you define your list of texture.
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* This list of animated texture is serialised. AnimatedMaterial animate texture with sint32 Tracks. If the id is not
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* found in CMaterialBase, then the CMaterial texture is left as before.
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*
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* NB: id 0x7FFFFFFF is a reserved id, used as default to indicate no valid Animated texture.
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*/
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// @{
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/// assign a specific texture for an id (a uint32). It is valid to give a NULL ptr (=> untextured). Sorted as a SmartPtr.
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void setAnimatedTexture(uint32 id, CSmartPtr<ITexture> pText);
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/// is this Id valid?
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bool validAnimatedTexture(uint32 id);
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/// return the texture for this Id. return NULL either if NULL texture for this id or if(!validAnimatedTexture()).
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ITexture* getAnimatedTexture(uint32 id);
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// @}
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// *********************
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private:
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struct CAnimatedTexture
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{
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CSmartPtr<ITexture> Texture;
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// serial.
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void serial(NLMISC::IStream &f);
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};
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typedef std::map<uint32, CAnimatedTexture> TAnimatedTextureMap;
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TAnimatedTextureMap _AnimatedTextures;
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};
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// ***************************************************************************
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/**
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* An animated material Instance of CMaterialBase
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* NB: formated for 3ds Max :). Emissive anim is a float, with a constant RGB factor.
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* Texture animation: see update().
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CAnimatedMaterial : public IAnimatable
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{
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public:
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/// \name ctor / setup.
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// @{
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/** Constructor.
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* This ctor:
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* - store a RefPtr on the BaseMaterial (for getDefaultTracks() method).
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* - copy the material default track value into Animated Values.
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*/
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CAnimatedMaterial(CMaterialBase *baseMat);
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/** setup the material context for this animated material.
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* This method:
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* - store a RefPtr on the material, for future anim update.
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*/
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void setMaterial(CMaterial *pMat);
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/** Return the name of this material (stored in CMaterialBase).
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*/
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std::string getMaterialName() const;
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// @}
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/** Check if the animated material is touched, and if necessary update the stored material (if any).
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* Texture animation: for now, texture animation is possible only on stage 0. If TextureValue flag is touched (ie
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* a texture anim track is linked to the animated value), update() look into the CMaterialBase what texture to set.
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* If the track gives a bad Id for the texture, no-op.
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*/
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void update();
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/// \name Get some track name
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// @{
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static const char *getAmbientValueName() {return "ambient";}
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static const char *getDiffuseValueName() {return "diffuse";}
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static const char *getSpecularValueName() {return "specular";}
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static const char *getShininessValueName() {return "shininess";}
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static const char *getEmissiveValueName() {return "emissive";}
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static const char *getOpacityValueName() {return "opacity";}
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static const char *getTextureValueName() {return "texture";}
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//
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static const char *getTexMatUTransName(uint stage);
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static const char *getTexMatVTransName(uint stage);
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static const char *getTexMatUScaleName(uint stage);
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static const char *getTexMatVScaleName(uint stage);
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static const char *getTexMatWRotName(uint stage);
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// @}
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/// number of animated values for each animated texture, taken from CMaterialBase
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enum { NumTexAnimatedValues = CMaterialBase::CTexAnimTracks::NumTexAnimatedValues };
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/// \name Herited from IAnimatable
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// @{
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/// Added values.
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enum TAnimValues
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{
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OwnerBit= IAnimatable::AnimValueLast,
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AmbientValue,
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DiffuseValue,
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SpecularValue,
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ShininessValue,
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EmissiveValue,
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OpacityValue,
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TextureValue,
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TextureMatValues,
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AnimValueLast = TextureMatValues + NumTexAnimatedValues * IDRV_MAT_MAXTEXTURES /* texture matrix anim */
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};
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/// From IAnimatable
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virtual IAnimatedValue* getValue (uint valueId);
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/// From IAnimatable
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virtual const char *getValueName (uint valueId) const;
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/// From IAnimatable.
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virtual ITrack* getDefaultTrack (uint valueId);
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/// From IAnimatable.
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virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
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// @}
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// ********************
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private:
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// The material instantiator.
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CRefPtr<CMaterialBase> _MaterialBase;
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// The material.
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CRefPtr<CMaterial> _Material;
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// AnimValues.
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CAnimatedValueRGBA _Ambient;
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CAnimatedValueRGBA _Diffuse;
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CAnimatedValueRGBA _Specular;
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CAnimatedValueFloat _Shininess;
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CAnimatedValueRGBA _Emissive;
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CAnimatedValueFloat _Opacity;
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CAnimatedValueInt _Texture;
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struct CTexAnimatedMatValues
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{
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CAnimatedValueFloat _UTrans;
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CAnimatedValueFloat _VTrans;
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CAnimatedValueFloat _UScale;
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CAnimatedValueFloat _VScale;
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CAnimatedValueFloat _WRot;
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void affect(CMaterialBase::CTexAnimTracks &at)
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{
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_UTrans.Value= at.DefaultUTrans.getDefaultValue();
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_VTrans.Value= at.DefaultVTrans.getDefaultValue();
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_UScale.Value= at.DefaultUScale.getDefaultValue();
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_VScale.Value= at.DefaultVScale.getDefaultValue();
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_WRot.Value= at.DefaultWRot.getDefaultValue();
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}
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};
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CTexAnimatedMatValues _TexAnimatedMatValues[IDRV_MAT_MAXTEXTURES];
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};
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} // NL3D
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#endif // NL_ANIMATED_MATERIAL_H
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/* End of animated_material.h */
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