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323 lines
10 KiB
C++
323 lines
10 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_SCENE_USER_H
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#define NL_SCENE_USER_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/driver_user.h"
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#include "nel/3d/landscape_user.h"
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#include "nel/3d/cloud_scape_user.h"
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#include "nel/3d/instance_group_user.h"
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#include "nel/3d/visual_collision_manager_user.h"
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#include "nel/3d/play_list_manager_user.h"
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namespace NL3D {
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class UWaterEnvMap;
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/**
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* TODO Class description
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CSceneUser : public UScene
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{
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private:
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/// update async loading during a call to render
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virtual void updateWaitingInstances();
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protected:
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/// The driver which owns this scene.
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CDriverUser *_DriverUser;
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/// The Scene.
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CScene _Scene;
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// Components List.
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typedef CPtrSet<CLandscapeUser> TLandscapeSet;
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typedef CPtrSet<CCloudScapeUser> TCloudScapeSet;
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typedef CPtrSet<CInstanceGroupUser> TInstanceGroupSet;
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typedef CPtrSet<CVisualCollisionManagerUser> TVisualCollisionManagerSet;
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typedef CPtrSet<CPlayListManagerUser> TPlayListManagerSet;
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TLandscapeSet _Landscapes;
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TCloudScapeSet _CloudScapes;
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TInstanceGroupSet _InstanceGroups;
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TVisualCollisionManagerSet _VisualCollisionManagers;
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TPlayListManagerSet _PlayListManagers;
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std::map<UInstance*,CTransformShape*> _WaitingInstances;
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// IG that wait to be created and added to that scene
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struct CWaitingIG
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{
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UInstanceGroup *IGToLoad;
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UInstanceGroup **CallerPtr;
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NLMISC::CVector Pos;
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NLMISC::CQuat Rot;
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uint SelectedTexture;
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IAsyncLoadCallback *Callback;
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CWaitingIG(UInstanceGroup **callerPtr, const NLMISC::CVector &pos, const NLMISC::CQuat &rot, uint selectedTexture, IAsyncLoadCallback *pCB) : IGToLoad(NULL), CallerPtr(callerPtr), Pos(pos), Rot(rot), SelectedTexture(selectedTexture), Callback(pCB)
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{}
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};
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//
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typedef std::list<CWaitingIG> TWaitingIGList;
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TWaitingIGList _WaitingIGs;
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UWaterEnvMap *_WaterEnvMap;
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public:
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/// \name Object
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// @{
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CSceneUser(CDriverUser *drv, bool bSmallScene);
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virtual ~CSceneUser();
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// @}
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public:
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/// \name Render
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//@{
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// render methods
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virtual void render(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
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virtual void beginPartRender();
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virtual void renderPart(TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false);
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virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = true);
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// update async loading whithout a call to render
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virtual void updateWaitingInstances(double ellapsedTime);
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virtual void animate(TGlobalAnimationTime time);
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//@}
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/// \name Camera/Viewport.
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//@{
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virtual void setCam(UCamera cam);
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virtual UCamera getCam();
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virtual void setViewport(const class CViewport& viewport);
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virtual CViewport getViewport();
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virtual UInstanceGroup *findCameraClusterSystemFromRay(UInstanceGroup *startClusterSystem,
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const NLMISC::CVector &startPos, NLMISC::CVector &endPos);
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//@}
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/// \name Component Mgt.
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//@{
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virtual UCamera createCamera();
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virtual void deleteCamera(UCamera &cam);
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virtual UInstance createInstance(const std::string &shapeName);
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virtual void createInstanceAsync(const std::string &shapeName, UInstance *ppInstance, const NLMISC::CVector &position, uint selectedTexture);
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virtual void deleteInstance(UInstance &inst);
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virtual void createInstanceGroupAndAddToSceneAsync (const std::string &instanceGroup, UInstanceGroup **pIG, const NLMISC::CVector &pos,
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const NLMISC::CQuat &rot, uint selectedTexture, IAsyncLoadCallback *pCB = NULL);
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virtual void stopCreatingAndAddingIG(UInstanceGroup **pIG);
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virtual void deleteInstanceGroup(UInstanceGroup *pIG);
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/// should be called at each render
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void updateWaitingIG();
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virtual UTransform createTransform();
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virtual void deleteTransform(UTransform &tr);
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virtual USkeleton createSkeleton(const std::string &shapeName);
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virtual void deleteSkeleton(USkeleton &skel);
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virtual ULandscape *createLandscape();
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virtual void deleteLandscape(ULandscape *land);
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virtual UCloudScape *createCloudScape();
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virtual void deleteCloudScape(UCloudScape *cs);
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/*
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virtual UInstanceGroup *createInstanceGroup (const std::string &instanceGroup);
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virtual void deleteInstanceGroup (UInstanceGroup *group);
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*/
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virtual void setToGlobalInstanceGroup(UInstanceGroup *pIG);
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virtual UPointLight createPointLight();
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virtual void deletePointLight(UPointLight &light);
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//@}
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/// \name Animation gestion.
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// @{
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/** Set the automatic animation set used by the scene.
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*/
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virtual void setAutomaticAnimationSet(UAnimationSet *as);
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/// Create a new PlayListManager.
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virtual UPlayListManager *createPlayListManager() ;
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/// Delete a PlayListManager.
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virtual void deletePlayListManager(UPlayListManager *playListManager) ;
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// @}
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/// \name Visual Collision manager.
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//@{
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virtual UVisualCollisionManager *createVisualCollisionManager();
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virtual void deleteVisualCollisionManager(UVisualCollisionManager *mgr);
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//@}
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/// \name LoadBalancing mgt.
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//@{
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virtual void setPolygonBalancingMode(TPolygonBalancingMode polBalMode);
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virtual TPolygonBalancingMode getPolygonBalancingMode() const;
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virtual float getNbFaceAsked () const;
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virtual void setGroupLoadMaxPolygon(const std::string &group, uint nFaces);
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virtual uint getGroupLoadMaxPolygon(const std::string &group);
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virtual float getGroupNbFaceAsked (const std::string &group) const;
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virtual void setMaxSkeletonsInNotCLodForm(uint m);
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virtual uint getMaxSkeletonsInNotCLodForm() const;
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//@}
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/// \name Coarse meshes mgt.
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//@{
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virtual void setCoarseMeshManagerTexture (const char *sPath);
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virtual void setCoarseMeshLightingUpdate(uint8 period);
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virtual uint8 getCoarseMeshLightingUpdate() const;
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//@}
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/// \name transparent Layers mgt
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//@{
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virtual void setLayersRenderingOrder(bool directOrder = true) { _Scene.setLayersRenderingOrder(directOrder); }
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virtual bool getLayersRenderingOrder() const { return _Scene.getLayersRenderingOrder(); }
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//@}
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/// \name Global light setup.
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//@{
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virtual void enableLightingSystem(bool enable);
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virtual void setAmbientGlobal(NLMISC::CRGBA ambient);
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virtual void setSunAmbient(NLMISC::CRGBA ambient);
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virtual void setSunDiffuse(NLMISC::CRGBA diffuse);
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virtual void setSunSpecular(NLMISC::CRGBA specular);
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virtual void setSunDirection(const NLMISC::CVector &direction);
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virtual void setLightGroupColor(uint lightmapGroup, NLMISC::CRGBA color);
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virtual NLMISC::CRGBA getAmbientGlobal() const;
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virtual NLMISC::CRGBA getSunAmbient() const;
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virtual NLMISC::CRGBA getSunDiffuse() const;
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virtual NLMISC::CRGBA getSunSpecular() const;
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virtual NLMISC::CVector getSunDirection() const;
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virtual void setMaxLightContribution(uint nlights);
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virtual uint getMaxLightContribution() const;
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virtual void setLightTransitionThreshold(float lightTransitionThreshold);
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virtual float getLightTransitionThreshold() const;
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//@}
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/// \name Weather mgt
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//@{
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virtual void setGlobalWindPower(float gwp);
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virtual float getGlobalWindPower() const;
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virtual void setGlobalWindDirection(const NLMISC::CVector &gwd);
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virtual const NLMISC::CVector &getGlobalWindDirection() const;
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//@}
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/// \name CLod / Character Lod mgt
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//@{
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virtual void resetCLodManager();
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virtual uint32 loadCLodShapeBank(const std::string &fileName);
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virtual void deleteCLodShapeBank(uint32 bankId);
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virtual sint32 getCLodShapeIdByName(const std::string &name) const;
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virtual sint32 getCLodAnimIdByName(uint32 shapeId, const std::string &name) const;
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//@}
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/// \name Profiling and Render Filtering
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// @{
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virtual void enableElementRender(TRenderFilter elt, bool state);
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virtual void profileNextRender();
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virtual void getProfileResults(CBenchResults &results);
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virtual void profileQuadGridClipManager();
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// @}
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/// \name Flare contexts
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// @{
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virtual uint getNumFlareContexts() const;
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virtual void setFlareContext(uint context);
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virtual uint getFlareContext() const;
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// @}
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/// \name ShadowMapping Options
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// @{
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virtual uint getShadowMapTextureSize() const;
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virtual void setShadowMapTextureSize(uint size);
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virtual uint getShadowMapBlurSize() const;
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virtual void setShadowMapBlurSize(uint bs);
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virtual void enableShadowPolySmooth(bool enable);
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virtual bool getEnableShadowPolySmooth() const;
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virtual void setShadowMapDistFadeStart(float dist);
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virtual float getShadowMapDistFadeStart() const;
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virtual void setShadowMapDistFadeEnd(float dist);
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virtual float getShadowMapDistFadeEnd() const;
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virtual void setShadowMapMaxCasterInScreen(uint num);
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virtual uint getShadowMapMaxCasterInScreen() const;
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virtual void setShadowMapMaxCasterAround(uint num);
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virtual uint getShadowMapMaxCasterAround() const;
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virtual void setVisualCollisionManagerForShadow(UVisualCollisionManager *vcm);
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// @}
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void setWaterCallback(IWaterSurfaceAddedCallback *wcb);
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IWaterSurfaceAddedCallback *getWaterCallback() const;
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void setLandscapePolyDrawingCallback(ILandscapePolyDrawingCallback *lpd);
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ILandscapePolyDrawingCallback *getLandscapePolyDrawingCallback() const;
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//
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virtual void setupTransparencySorting(uint8 maxPriority = 0, uint NbDistanceEntries = 1024);
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/// \name Water envmaps
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// @{
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virtual void setWaterEnvMap(UWaterEnvMap *waterEnvMap);
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virtual UWaterEnvMap *getWaterEnvMap() const { return _WaterEnvMap; }
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virtual void updateWaterEnvMaps(TGlobalAnimationTime time);
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// @}
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public:
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/// \name Accessor for CSceneUser.
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// @{
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CScene &getScene()
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{
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return _Scene;
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}
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// @}
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};
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} // NL3D
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#endif // NL_SCENE_USER_H
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/* End of scene_user.h */
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