khanat-opennel-code/code/nel/include/nel/3d/cloud.h
Guillaume Dupuy 6f1197d633 Allow target to work with sheetName and a quiet option
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2016-11-28 00:54:33 +01:00

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C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_CLOUD_H
#define NL_CLOUD_H
// ------------------------------------------------------------------------------------------------
#include "nel/3d/camera.h"
#include "nel/3d/material.h"
#include "nel/3d/texture.h"
#include "nel/3d/texture_mem.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/geom_ext.h"
namespace NL3D
{
// ------------------------------------------------------------------------------------------------
class CNoise3d;
class CCloudScape;
struct SCloudTexture3D;
struct SCloudTextureClamp;
// ------------------------------------------------------------------------------------------------
class CCloud
{
public:
CCloud (CCloudScape *pCloudScape);
~CCloud ();
void init (uint32 nVoxelW, uint32 nVoxelH, uint32 nVoxelD, float rBaseFreq, uint32 nNbOctave);
void generate (CNoise3d &noise);
void light ();
void reset (NL3D::CCamera *pViewer);
void anim (double dt, double dt2);
// Debug
void disp ();
void dispXYZ (NL3D::CMaterial *pMat = NULL);
// Debug
// Create the billboard (in the screen at pos (NbW*Width, 0)
void genBill (NL3D::CCamera *pViewer, uint32 nBillSize=128);
// Display billboard to the screen
void dispBill (NL3D::CCamera *pViewer);
// Accessors
float getX() { return _Pos.x; }
float getLastX() { return _LastX; }
float getY() { return _Pos.y; }
float getZ() { return _Pos.z; }
float getSizeX() { return _Size.x; }
float getSizeY() { return _Size.y; }
float getSizeZ() { return _Size.z; }
void setX(float x) { _Pos.x = x; _LastX = x; }
void setY(float y) { _Pos.y = y; }
void setZ(float z) { _Pos.z = z; }
void setSizeX(float x) { _Size.x = x; }
void setSizeY(float y) { _Size.y = y; }
void setSizeZ(float z) { _Size.z = z; }
void setTexClamp (SCloudTextureClamp &t) { _CloudTexClamp = &t; }
void setTex3DTemp (SCloudTexture3D &t) { _CloudTexTmp = &t; }
void setLooping () { _WaitState = 2; }
uint32 getBillSize() { return _BillSize; }
uint32 getMemSize ()
{
return _OldBillSize*_OldBillSize*4 + _BillSize*_BillSize*4;
}
//uint32 Trans, TransTotal;
double Time, FuturTime;
NLMISC::CRGBA CloudDiffuse;
NLMISC::CRGBA CloudAmbient;
uint8 CloudPower;
uint8 CloudDistAtt;
uint8 LastCloudPower; // Cloud power of the old bill board
private:
void setMode2D ();
// in ; viewer, center
// out I,J,K, left,right,top,bottom,near,far
void calcBill (const NLMISC::CVector &Viewer, const NLMISC::CVector &Center, const NLMISC::CVector &Size,
NLMISC::CVector &I, NLMISC::CVector &J, NLMISC::CVector &K,
float &Left, float &Right, float &Top, float &Bottom, float &Near, float &Far);
private:
uint32 _Width, _Height, _Depth;
uint32 _NbW, _NbH; // Number of slice in width and height (NbW*NbH = Depth
NLMISC::CVector _Size;
NLMISC::CVector _Pos;
float _LastX;
float _BaseFreq; // 1 -> 1 voxel is 1 noise3d pixel 0.5 -> 2 voxels are 1 noise3d pixel (Lowest octave freq)
uint32 _NbOctave;
double *_UStart, *_VStart, *_WStart; // 1st Lowest octave
CCloudScape *_CloudScape;
SCloudTexture3D *_CloudTexTmp; // Temporary cloud texture 3D
SCloudTextureClamp *_CloudTexClamp;
// BillBoard
public:
// The billboard is a texture where the cloud is rendered
uint32 _BillSize; // ( The texture is always sqare)
uint8 *_MemBill;
NLMISC::CSmartPtr<NL3D::CTextureMem> _TexBill;
// The last texture
uint32 _OldBillSize;
uint8 *_MemOldBill;
NLMISC::CSmartPtr<NL3D::CTextureMem> _TexOldBill;
uint8 _WaitState;
// Accel for calc bill
NLMISC::CVector _BillViewer, _BillCenter, _BillOldCenter;
private:
NL3D::IDriver *_Driver;
};
// ------------------------------------------------------------------------------------------------
} // namespace NL3D
#endif // NL_CLOUD_H