mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-23 15:46:18 +00:00
676 lines
20 KiB
C++
676 lines
20 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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#if !defined(AFX_OBJECT_VIEWER_H__9B22CB84_1929_11D5_9CD4_0050DAC3A412__INCLUDED_)
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#define AFX_OBJECT_VIEWER_H__9B22CB84_1929_11D5_9CD4_0050DAC3A412__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#define REGKEY_OBJ_VIEW "Software\\Nevrax\\nel\\object_viewer"
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#define REGKEY_OBJ_VIEW_OPENGL_WND "Software\\Nevrax\\nel\\object_viewer\\opengl_wnd"
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#define REGKEY_OBJ_VIEW_SCENE_DLG "Software\\Nevrax\\nel\\object_viewer\\scene_dlg"
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#define REGKEY_OBJ_VIEW_ANIMATION_DLG "Software\\Nevrax\\nel\\object_viewer\\animation_dlg"
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#define REGKEY_OBJ_VIEW_ANIMATION_SET_DLG "Software\\Nevrax\\nel\\object_viewer\\animation_set_dlg"
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#define REGKEY_OBJ_VIEW_SLOT_DLG "Software\\Nevrax\\nel\\object_viewer\\slot_dlg"
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#define REGKEY_OBJ_PARTICLE_DLG "Software\\Nevrax\\nel\\object_viewer\\particle_dlg"
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#define REGKEY_OBJ_DAYNIGHT_DLG "Software\\Nevrax\\nel\\object_viewer\\daynight_dlg"
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#define REGKEY_OBJ_WATERPOOL_DLG "Software\\Nevrax\\nel\\object_viewer\\daynight_dlg"
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#define REGKEY_OBJ_VIEW_VEGETABLE_DLG "Software\\Nevrax\\nel\\object_viewer\\vegetable_dlg"
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#define REGKEY_OBJ_GLOBAL_WIND_DLG "Software\\Nevrax\\nel\\object_viewer\\global_wind_dlg"
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#define REGKEY_OBJ_SOUND_ANIM_DLG "Software\\Nevrax\\nel\\object_viewer\\sound_anim_dlg"
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#define REGKEY_OBJ_LIGHT_GROUP_DLG "Software\\Nevrax\\nel\\object_viewer\\light_group_dlg"
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#define REGKEY_CHOOSE_FRAME_DELAY_DLG "Software\\Nevrax\\nel\\object_viewer\\choose_frame_delay_dlg"
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#define REGKEY_CHOOSE_BG_COLOR_DLG "Software\\Nevrax\\nel\\object_viewer\\choose_bg_color_dlg"
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#define REGKEY_CHOOSE_SUN_COLOR_DLG "Software\\Nevrax\\nel\\object_viewer\\choose_sun_color_dlg"
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#define REGKEY_SKELETON_SCALE_DLG "Software\\Nevrax\\nel\\object_viewer\\skeleton_scale_dlg"
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#define REGKEY_TUNE_MRM_DLG "Software\\Nevrax\\nel\\object_viewer\\tune_mrm_dlg"
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#include "resource.h"
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#include "object_viewer_interface.h"
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#include "main_dlg.h"
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#include "animation_set_dlg.h"
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#include "animation_dlg.h"
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#include "nel/3d/animation_set.h"
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#include "nel/3d/channel_mixer.h"
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#include "nel/3d/shape.h"
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#include "nel/3d/event_mouse_listener.h"
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#include "nel/3d/light.h"
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#include "nel/3d/font_manager.h"
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#include "nel/3d/cloud_scape.h"
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#include "nel/misc/event_listener.h"
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#include "nel/misc/stream.h"
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#include "nel/3d/logic_info.h"
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#include "nel/pacs/u_global_position.h"
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namespace NL3D
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{
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class CFontGenerator;
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class CWaterPoolManager;
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class CTileVegetableDesc;
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class CLandscapeModel;
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class CVisualCollisionManager;
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class CVisualCollisionEntity;
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}
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class CMainFrame;
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class CParticleDlg;
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class CDayNightDlg;
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class CWaterPoolEditor;
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class CVegetableDlg;
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class CGlobalWindDlg;
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class CSoundAnimDlg;
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class CLightGroupFactor;
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class CChooseFrameDelay;
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class CChooseBGColorDlg;
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class CChooseSunColorDlg;
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class CSkeletonScaleDlg;
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class CTuneMrmDlg;
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/////////////////////////////////////////////////////////////////////////////
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// CObject_viewerApp
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// See object_viewer.cpp for the implementation of this class
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//
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class CObject_viewerApp : public CWinApp
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{
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public:
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CObject_viewerApp();
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CObject_viewerApp)
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//}}AFX_VIRTUAL
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//{{AFX_MSG(CObject_viewerApp)
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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class CSlotInfo
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{
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public:
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CSlotInfo ();
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std::string Animation;
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std::string Skeleton;
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sint32 Offset;
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sint32 StartTime;
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sint32 EndTime;
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float StartBlend;
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float EndBlend;
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float Smoothness;
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float SpeedFactor;
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sint32 ClampMode;
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bool SkeletonInverted;
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bool Enable;
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// Serial
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void serial (NLMISC::IStream& s);
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};
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/////////////////////////////////////////////////////////////////////////////
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class CInstanceSave
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{
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public:
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CInstanceSave ();
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// Play list of this object
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std::vector<std::string> PlayList;
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// Slot info for this object
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CSlotInfo SlotInfo[NL3D::CChannelMixer::NumAnimationSlot];
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// Camera info
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NL3D::CCameraInfo CameraInfo;
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// Camera ?
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bool Camera;
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// Input file
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std::string ShapeFilename;
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// Skeleton id
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uint32 SkeletonId;
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// Bin bone name
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std::string BindBoneName;
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// Is a skeleton
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bool IsSkeleton;
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// Animation input file
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std::vector<std::string> AnimationFileName;
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// Skeleton weight input file
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std::vector<std::string> SWTFileName;
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// Serial
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void serial (NLMISC::IStream& s);
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};
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/////////////////////////////////////////////////////////////////////////////
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class CInstanceInfo
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{
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public:
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CInstanceInfo ();
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~CInstanceInfo ();
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// Camera pointer
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NL3D::CCamera *Camera;
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// Transform shape pointer
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NL3D::CTransformShape *TransformShape;
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// Animation set of this instance
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NL3D::CAnimationSet AnimationSet;
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// Channel mixer of this instance
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NL3D::CChannelMixer ChannelMixer;
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// True, must delete this shape
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bool MustDelete;
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// Save information
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CInstanceSave Saved;
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// The current playlist
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NL3D::CAnimationPlaylist Playlist;
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// Set an animation playlist
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void setAnimationPlaylist (float frameRate);
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};
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/////////////////////////////////////////////////////////////////////////////
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class CObjectViewer : public IObjectViewer
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{
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public:
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// Name of particle workspace, just used to save config file
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std::string ParticleWorkspaceFilename;
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friend class CMainFrame;
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friend class CAnimationSetDlg;
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public:
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CObjectViewer ( );
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virtual ~CObjectViewer ();
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// Init the UI
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bool initUI (HWND parent=NULL);
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// Go
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void go ();
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virtual bool isInstanceRunning() { return _InstanceRunning; }
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// Release the UI
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void releaseUI ();
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// Set single animtion.
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void setSingleAnimation (NL3D::CAnimation* pAnim, const char* name, uint instance);
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// Set automatic animation
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void setAutoAnimation (NL3D::CAnimationSet* pAnimSet);
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// Add a mesh
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uint addMesh (NL3D::IShape* pMeshShape, const char* meshName, uint skelIndex, const char* bindSkelName = NULL, bool createInstance = true);
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// Add a camera
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uint addCamera (const NL3D::CCameraInfo &cameraInfo, const char* cameraName);
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// Add a skel
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uint addSkel (NL3D::IShape* pSkelShape, const char* skelName);
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// remove all instances from the scene
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void removeAllInstancesFromScene();
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// Start / stop fxs (remanence for now..)
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void enableFXs(bool enabled);
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/// Force all the instances of the scene to use the given texture set (if available)
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void activateTextureSet(uint index);
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/// Select random textures sets
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void shuffleTextureSet();
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// Load a mesh
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bool loadMesh (std::vector<std::string> &meshFilename, const char* skeleton="");
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// Load an instance group
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bool loadInstanceGroup(const char *igFilename);
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// Set ambient color
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void setAmbientColor (const NLMISC::CRGBA& color);
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// Set ambient color
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void setLight (unsigned char id, const NL3D::CLight& light);
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// Get edited object, 0xffffffff if no object edited
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uint getEditedObject ();
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// Set edited object, 0xffffffff if no object edited
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void setEditedObject (uint selected);
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// Get an instance
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CInstanceInfo *getInstance (uint instance);
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// Get the slot dialog
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CMainDlg *getSlotDlg ();
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// Get number of instances
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uint getNumInstance () const;
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// Add an animation
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void addAnimation (NL3D::CAnimation* anim, const char* filename, const char* name, uint instance);
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// Update all objects that depend on the animation set
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void refreshAnimationListeners();
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// Load a shape
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void resetCamera ();
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// get the mouse listener
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NL3D::CEvent3dMouseListener &getMouseListener(void) { return _MouseListener ; }
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const NL3D::CEvent3dMouseListener &getMouseListener(void) const { return _MouseListener ; }
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// get the particle dialog
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CParticleDlg *getParticleDialog(void) const { return _ParticleDlg ; }
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// get the frame delay dialog
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CChooseFrameDelay *getFrameDelayDlg() const { return _ChooseFrameDelayDlg; }
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// Load animation
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void loadAnimation (const char* fileName, uint instance);
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// Load a skeleton template
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void loadSWT (const char* fileName, uint instance);
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/// Not exported
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// @{
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void setAnimTime (float animStart, float animEnd);
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// Reset the slots
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void resetSlots (uint instance);
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// Reinit and refill the channel mixer channels
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void reinitChannels ();
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// Return the frame rate
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float getFrameRate ();
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// Serial the config
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void serial (NLMISC::IStream& f);
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/// set the backgournd color
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void setBackGroundColor(const NLMISC::CRGBA& col) { _BackGroundColor = col ; }
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/// get the background color
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NLMISC::CRGBA getBackGroundColor(void) { return _BackGroundColor ; }
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/// Get font manager
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NL3D::CFontManager *getFontManager () { return &_FontManager; };
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/// Get font generator
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NL3D::CFontGenerator *getFontGenerator () { return _FontGenerator; };
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// @}
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/** an interface for objects that want to be called during the loop
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* First use : display of an optional bbox for a particle system
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*/
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struct IMainLoopCallBack
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{
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/// this will be called each time the main loop is processed
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virtual void goPostRender() = 0;
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virtual void goPreRender() = 0;
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} ;
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/** add an object that will be notified each time a frame is processed
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* \see removeMainLoopCallBack()
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*/
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void registerMainLoopCallBack(IMainLoopCallBack *i) ;
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/// remove an object that was registered with registerMainLoopCallBack()
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void removeMainLoopCallBack(IMainLoopCallBack *i) ;
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/// set the lag in milliseconds between each frame; 0 is the default
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void setFrameDelay(uint32 milliSec) { _FrameDelay = milliSec; }
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/// get the frame delay in milliseconds
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uint32 getFrameDelay() const { return _FrameDelay; }
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/// eval sound tracks
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void evalSoundTrack (float lastTime, float currentTime);
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/// Setup the playlist with the playlist
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void setupPlaylist (float time);
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/// Enable disable channels
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void enableChannels ();
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/// Setup transform positions
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void setupPositions ();
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/// Manage matrix increment
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void addTransformation (NLMISC::CMatrix ¤t, NL3D::CAnimation *anim, float begin, float end, NL3D::ITrack *posTrack, NL3D::ITrack *rotquatTrack,
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NL3D::ITrack *nextPosTrack, NL3D::ITrack *nextRotquatTrack, bool removeLast);
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/// inherited from CObjectViewerInterface
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void setWaterPoolManager(NL3D::CWaterPoolManager &wpm) { _Wpm = &wpm; }
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NL3D::CWaterPoolManager &getWaterPoolManager() { return *_Wpm; }
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// Reload textures
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void reloadTextures ();
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/** inherited from CObjectViewerInterface
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*/
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virtual uint addInstanceGroup(NL3D::CInstanceGroup *ig);
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/** inherited from CObjectViewerInterface
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*/
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virtual void setupSceneLightingSystem(bool enable, const NLMISC::CVector &sunDir, NLMISC::CRGBA sunAmbiant, NLMISC::CRGBA sunDiffuse, NLMISC::CRGBA sunSpecular);
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/** inherited from CObjectViewerInterface
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*/
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virtual void enableDynamicObjectLightingTest(NLPACS::CGlobalRetriever *globalRetriever, NL3D::CInstanceGroup *ig);
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/// \name Landscape Vegetable Edition
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// @{
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/// true if landscape is created
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bool isVegetableLandscapeCreated() const {return _VegetableLandscape!=NULL;}
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/// load the landscape with help of setup in object_viewer.cfg. return true if OK.
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bool createVegetableLandscape();
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/// if created, show the landscape
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void showVegetableLandscape();
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/// if created, hide the landscape
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void hideVegetableLandscape();
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/// display vegetable with landscape
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void enableLandscapeVegetable(bool enable);
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/// refresh the vegetables in landscape, with the new vegetableSet
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void refreshVegetableLandscape(const NL3D::CTileVegetableDesc &tvdesc);
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/// get vegetable Wind wetup.
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float getVegetableWindPower() const {return _VegetableWindPower;}
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float getVegetableWindBendStart() const {return _VegetableWindBendMin;}
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float getVegetableWindFrequency() const {return _VegetableWindFreq;}
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/// set vegetable Wind wetup (updat view if possible)
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void setVegetableWindPower(float w);
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void setVegetableWindBendStart(float w);
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void setVegetableWindFrequency(float w);
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/// if enable, snap the camera to the ground of the landscape.
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void snapToGroundVegetableLandscape(bool enable);
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// @}
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/// Get/Set global Scene wind setup
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float getGlobalWindPower() const;
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void setGlobalWindPower(float w);
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/// Get the scene roor for manip.
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NL3D::CTransform *getSceneRoot() const {return _SceneRoot;}
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// Shoot the scene
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void shootScene ();
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// Camera methods
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// Return -1 if no current camera
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sint getCurrentCamera () const;
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// -1 If no current camera
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void setCurrentCamera (sint currentCamera);
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// Get the instance id of a camera
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uint getCameraInstance (uint cameraId) const;
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// Get the camera count
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uint getNumCamera () const;
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// Reinit camera
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void initCamera ();
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/** popup a dialog to choose a bone in the scene
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* \return true is a bone has been selected
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*/
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bool chooseBone(const std::string &caption, NL3D::CSkeletonModel *&skel, uint &boneIndex, std::string *skelName = NULL, std::string *boneName = NULL);
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// test if there's a skeleton in the scene
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bool isSkeletonPresent() const;
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// get the main frame
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CMainFrame *getMainFrame() const { return _MainFrame; }
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const NLMISC::CMatrix &getFXUserMatrix() const { return _FXUserMatrix; }
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void setFXUserMatrix(const NLMISC::CMatrix &fxUserMatrix) { _FXUserMatrix = fxUserMatrix; }
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void setSceneMatrixVisible(bool visible) { _SceneMatrixVisible = visible; }
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bool getSceneMatrixVisible() const { return _SceneMatrixVisible; }
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void setFXMatrixVisible(bool visible) { _FXMatrixVisible = visible; }
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bool getFXMatrixVisible() const { return _FXMatrixVisible; }
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void setFXUserMatrixVisible(bool visible) { _FXUserMatrixVisible = visible; }
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bool getFXUserMatrixVisible() const { return _FXUserMatrixVisible; }
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void setOcclusionTestMeshsVisible(bool visible) { _OcclusionTestMeshsVisible = visible; }
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bool getOcclusionTestMeshsVisible() const { return _OcclusionTestMeshsVisible; }
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private:
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CMainFrame *_MainFrame;
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CAnimationDlg *_AnimationDlg;
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CMainDlg *_SlotDlg;
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CAnimationSetDlg *_AnimationSetDlg;
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CParticleDlg *_ParticleDlg;
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CDayNightDlg *_DayNightDlg;
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CWaterPoolEditor *_WaterPoolDlg;
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CVegetableDlg *_VegetableDlg;
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CSoundAnimDlg *_SoundAnimDlg;
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CLightGroupFactor *_LightGroupDlg;
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CChooseFrameDelay *_ChooseFrameDelayDlg;
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CChooseBGColorDlg *_ChooseBGColorDlg;
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CChooseSunColorDlg *_ChooseSunColorDlg;
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CSkeletonScaleDlg *_SkeletonScaleDlg;
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CTuneMrmDlg *_TuneMRMDlg;
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uint32 _SelectedObject;
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sint _CurrentCamera;
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// FX user matrix
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NLMISC::CMatrix _FXUserMatrix;
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// Vector of camera
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std::vector<uint> _Cameras;
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// Vector of loaded instance
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std::vector<CInstanceInfo*> _ListInstance;
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CGlobalWindDlg *_GlobalWindDlg;
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NL3D::CEvent3dMouseListener _MouseListener;
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NLMISC::CRGBA _HotSpotColor;
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float _HotSpotSize;
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NLMISC::CRGBA _BackGroundColor;
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NLMISC::CVector _SceneCenter;
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// List of static InstanceGroup.
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std::vector<class NL3D::CInstanceGroup*> _ListIG;
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// Font mgt
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NL3D::CFontManager _FontManager;
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NL3D::CFontGenerator *_FontGenerator;
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std::string _FontPath;
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std::vector<IMainLoopCallBack *> _CallBackList;
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uint32 _FrameDelay;
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float _CameraFocal;
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float _LastTime;
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NL3D::CWaterPoolManager *_Wpm;
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/// \name Vegetable Edition
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// @{
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/// Our landscape
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NL3D::CLandscapeModel *_VegetableLandscape;
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// File info to build it
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std::string _VegetableLandscapeTileBank;
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std::string _VegetableLandscapeTileFarBank;
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std::vector<std::string> _VegetableLandscapeZoneNames;
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// Misc.
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float _VegetableLandscapeThreshold;
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float _VegetableLandscapeTileNear;
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NLMISC::CRGBA _VegetableLandscapeAmbient;
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NLMISC::CRGBA _VegetableLandscapeDiffuse;
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std::string _VegetableTexture;
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NLMISC::CRGBA _VegetableAmbient;
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NLMISC::CRGBA _VegetableDiffuse;
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NLMISC::CVector _VegetableLightDir;
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// Vegetable wind.
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NLMISC::CVector _VegetableWindDir;
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float _VegetableWindFreq;
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float _VegetableWindPower;
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float _VegetableWindBendMin;
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bool _VegetableEnabled;
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// Collision
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bool _VegetableSnapToGround;
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float _VegetableSnapHeight;
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NL3D::CVisualCollisionManager *_VegetableCollisionManager;
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NL3D::CVisualCollisionEntity *_VegetableCollisionEntity;
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// load cfg.
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void loadVegetableLandscapeCfg(NLMISC::CConfigFile &cf);
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// @}
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// Lightigng Setup (from cfg).
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bool _SceneLightEnabled;
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NLMISC::CVector _SceneLightSunDir;
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NLMISC::CRGBA _SceneLightSunAmbiant;
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NLMISC::CRGBA _SceneLightSunDiffuse;
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NLMISC::CRGBA _SceneLightSunSpecular;
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|
|
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/// \name dynamic object lighting testing
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|
// @{
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|
NLPACS::CGlobalRetriever *_GlobalRetriever;
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|
NL3D::CTransformShape *_ObjectLightTest;
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|
std::string _ObjectLightTestShape;
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|
// The matrix not snapped by pacs.
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|
NLMISC::CMatrix _ObjectLightTestMatrix;
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|
|
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bool _FXMatrixVisible;
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bool _FXUserMatrixVisible;
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bool _SceneMatrixVisible;
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|
bool _OcclusionTestMeshsVisible;
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|
|
// the lightInfo linked to the ig.
|
|
class COVLogicInfo : public NL3D::ILogicInfo
|
|
{
|
|
public:
|
|
NLPACS::UGlobalPosition GPos;
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|
NL3D::CInstanceGroup *Ig;
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|
NLPACS::CGlobalRetriever *GlobalRetriever;
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|
|
|
virtual void getStaticLightSetup(NLMISC::CRGBA sunAmbient, std::vector<NL3D::CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &ambient);
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};
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|
// instnace
|
|
COVLogicInfo _ObjectLightTestLogicInfo;
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|
|
|
// @}
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|
|
|
static bool _InstanceRunning;
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|
|
|
// Scale the pos of the skeleton
|
|
float _CharacterScalePos;
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|
|
|
// Driver in direct3d ?
|
|
bool _Direct3d;
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|
|
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// Fog
|
|
bool _Fog;
|
|
float _FogStart;
|
|
float _FogEnd;
|
|
NLMISC::CRGBA _FogColor;
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|
|
|
// Cloud scape
|
|
NL3D::SCloudScapeSetup _CSS;
|
|
NL3D::CCloudScape *_CS;
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|
|
|
// The root of all objects added to the scene. Rotated for user convenience
|
|
NL3D::CTransform *_SceneRoot;
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|
|
|
|
|
|
|
// load the config file
|
|
void loadConfigFile();
|
|
// get path of the dll
|
|
std::string getModulePath() const;
|
|
// load driver name from the config file
|
|
void loadDriverName();
|
|
|
|
void drawFXUserMatrix();
|
|
void drawFXMatrix();
|
|
void drawSceneMatrix();
|
|
|
|
void drawNamedMatrix(const NLMISC::CMatrix &matrix, const std::string &name, NLMISC::CRGBA color, float textZOffset, float testSize);
|
|
};
|
|
|
|
void setRegisterWindowState (const CWnd *pWnd, const char* keyName);
|
|
void getRegisterWindowState (CWnd *pWnd, const char* keyName, bool resize);
|
|
|
|
/** display a localized message box. Caption an message text are retrieved from the string table
|
|
* \param parentWindow Pointer to initiator of the message box
|
|
* \param messageStringID ID in string table of the message box content
|
|
* \param captionStringID ID in string table of the message box caption
|
|
* \param nType Type of message box (the same as the last parameter of ::MessageBox)
|
|
* \return Same value than ::MessageBox
|
|
*/
|
|
int localizedMessageBox(HWND parentWindow, int messageStringID, int captionStringID, UINT nType);
|
|
int localizedMessageBox(HWND parentWindow, const char *message, int captionStringID, UINT nType);
|
|
|
|
// Return a string from the string table
|
|
CString getStrRsc(uint stringID);
|
|
|
|
|
|
bool browseFolder(const CString &caption, CString &destFolder, HWND parent);
|
|
|
|
|
|
//{{AFX_INSERT_LOCATION}}
|
|
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
|
|
|
|
#endif // !defined(AFX_OBJECT_VIEWER_H__9B22CB84_1929_11D5_9CD4_0050DAC3A412__INCLUDED_)
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