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173 lines
5.9 KiB
C++
173 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_LANDSCAPE_DEF_H
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#define NL_LANDSCAPE_DEF_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/bsphere.h"
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#include "nel/3d/landscapevb_info.h"
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#include "nel/3d/index_buffer.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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class CLandscapeVBAllocator;
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class IDriver;
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// ***************************************************************************
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// 4th pass is always the Lightmapped one (Lightmap*clouds).
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#define NL3D_MAX_TILE_PASS 5
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// There is no Face for lightmap, since lightmap pass share the RGB0 face.
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#define NL3D_MAX_TILE_FACE NL3D_MAX_TILE_PASS-1
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#define NL3D_TILE_PASS_RGB0 0
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#define NL3D_TILE_PASS_RGB1 1
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#define NL3D_TILE_PASS_RGB2 2
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#define NL3D_TILE_PASS_ADD 3
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#define NL3D_TILE_PASS_LIGHTMAP 4
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// NB: RENDER ORDER: CLOUD*LIGHTMAP is done BEFORE ADDITIVE.
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// ***************************************************************************
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// see CTessFace::updateRefineMerge()
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#define NL3D_REFINE_MERGE_THRESHOLD 2.0f
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// ***************************************************************************
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/// For Landscape Vegetable: AGP load (in number of vertices allocated )
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#define NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_UNLIT 50000
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#define NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_LIGHTED 5000
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#define NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_MAX \
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(max(NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_UNLIT, NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_LIGHTED))
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// For Landscape Vegetable
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// Suppose a constant size for a tile of 2m*2m.
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#define NL3D_PATCH_TILE_AREA 4.f
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// Suppose a constant size for a tile of 2m*2m. approx radius is 1m.
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#define NL3D_PATCH_TILE_RADIUS 1.f
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// ***************************************************************************
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// For Landscape dynamic lighting, size of the dynamic lightmap.
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#define NL3D_LANDSCAPE_DLM_WIDTH 512
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#define NL3D_LANDSCAPE_DLM_HEIGHT 256
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// if NL_DLM_TILE_RES is defined, DLM texture precision are at Tile precision (ie 2m)
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// If not defined then suppose TessBlock coarser precision (4m)
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#define NL_DLM_TILE_RES
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// ***************************************************************************
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class CLandscapeGlobals
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{
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public:
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// LANDSCAPE RENDERING CONTEXT. Landscape must setup it at the beginning at refine()/render().
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// The current date of LandScape for refine only.
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static sint CurrentDate;
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// The current date of LandScape for render only.
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static sint CurrentRenderDate;
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// The center view for refinement.
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static CVector RefineCenter;
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// What is the threshold for tessellation.
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static float RefineThreshold;
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// Guess.
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static float OORefineThreshold;
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// The center of the landscape (near CameraCenter), for better ZBuffer precision.
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static CVector PZBModelPosition;
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// Tile Global Info.
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// What are the limit distances for Tile tesselation transition.
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static float TileDistNear, TileDistFar;
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// System, computed from prec.
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static float TileDistNearSqr, TileDistFarSqr;
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// System, computed from prec.
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static float OOTileDistDeltaSqr;
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// The tiles are not subdivided above this limit (but because of enforced splits). Default: 4 => 50cm.
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static sint TileMaxSubdivision;
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// The sphere for TileFar test.
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static NLMISC::CBSphere TileFarSphere;
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// The sphere for TileNear test.
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static NLMISC::CBSphere TileNearSphere;
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// The size of a 128x128 tile, in pixel. Useful for HalfPixel Scale/Bias.
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static float TilePixelSize;
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// HalfPixel Scale/Bias.
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static float TilePixelBias128;
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static float TilePixelScale128;
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static float TilePixelBias256;
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static float TilePixelScale256;
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// Render Global info. Used by Patch.
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// The distance transition for Far0 and Far1 (200m / 400m).
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static float Far0Dist, Far1Dist;
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// Distance for Alpha blend transition
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static float FarTransition;
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// This Tells if VertexProgram is activated for the current landscape.
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static bool VertexProgramEnabled;
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// The current VertexBuffer for Far0
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static CFarVertexBufferInfo CurrentFar0VBInfo;
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// The current VertexBuffer for Far1.
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static CFarVertexBufferInfo CurrentFar1VBInfo;
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// The current VertexBuffer for Tile.
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static CNearVertexBufferInfo CurrentTileVBInfo;
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// The current VertexBuffer Allocator for Far0
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static CLandscapeVBAllocator *CurrentFar0VBAllocator;
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// The current VertexBuffer Allocator for Far1.
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static CLandscapeVBAllocator *CurrentFar1VBAllocator;
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// The current VertexBuffer Allocator for Tile.
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static CLandscapeVBAllocator *CurrentTileVBAllocator;
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// PATCH GLOBAL INTERFACE. patch must setup them at the beginning at refine()/render().
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// NO!!! REMIND: can't have any patch global, since a propagated split()/updateErrorMetric()
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// can arise. must use Patch pointer.
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// Render:
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// Globals for speed render.
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static IDriver *PatchCurrentDriver;
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// The triangles array for the current pass rendered.
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static CIndexBuffer PassTriArray;
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static CIndexBufferReadWrite PassTriArrayIBA;
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};
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// ***************************************************************************
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// Out of CLandscapeGlobals, because maybe used in __asm{}
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extern uint NL3D_LandscapeGlobals_PassNTri;
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extern void *NL3D_LandscapeGlobals_PassTriCurPtr;
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extern CIndexBuffer::TFormat NL3D_LandscapeGlobals_PassTriFormat;
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} // NL3D
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#endif // NL_LANDSCAPE_DEF_H
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/* End of landscape_def.h */
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