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162 lines
4.5 KiB
C++
162 lines
4.5 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_CLOUD_H
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#define NL_CLOUD_H
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// ------------------------------------------------------------------------------------------------
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#include "nel/3d/camera.h"
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#include "nel/3d/material.h"
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#include "nel/3d/texture.h"
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#include "nel/3d/texture_mem.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/geom_ext.h"
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namespace NL3D
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{
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// ------------------------------------------------------------------------------------------------
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class CNoise3d;
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class CCloudScape;
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struct SCloudTexture3D;
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struct SCloudTextureClamp;
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// ------------------------------------------------------------------------------------------------
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class CCloud
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{
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public:
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CCloud (CCloudScape *pCloudScape);
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~CCloud ();
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void init (uint32 nVoxelW, uint32 nVoxelH, uint32 nVoxelD, float rBaseFreq, uint32 nNbOctave);
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void generate (CNoise3d &noise);
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void light ();
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void reset (NL3D::CCamera *pViewer);
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void anim (double dt, double dt2);
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// Debug
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void disp ();
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void dispXYZ (NL3D::CMaterial *pMat = NULL);
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// Debug
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// Create the billboard (in the screen at pos (NbW*Width, 0)
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void genBill (NL3D::CCamera *pViewer, uint32 nBillSize=128);
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// Display billboard to the screen
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void dispBill (NL3D::CCamera *pViewer);
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// Accessors
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float getX() { return _Pos.x; }
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float getLastX() { return _LastX; }
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float getY() { return _Pos.y; }
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float getZ() { return _Pos.z; }
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float getSizeX() { return _Size.x; }
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float getSizeY() { return _Size.y; }
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float getSizeZ() { return _Size.z; }
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void setX(float x) { _Pos.x = x; _LastX = x; }
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void setY(float y) { _Pos.y = y; }
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void setZ(float z) { _Pos.z = z; }
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void setSizeX(float x) { _Size.x = x; }
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void setSizeY(float y) { _Size.y = y; }
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void setSizeZ(float z) { _Size.z = z; }
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void setTexClamp (SCloudTextureClamp &t) { _CloudTexClamp = &t; }
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void setTex3DTemp (SCloudTexture3D &t) { _CloudTexTmp = &t; }
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void setLooping () { _WaitState = 2; }
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uint32 getBillSize() { return _BillSize; }
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uint32 getMemSize ()
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{
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return _OldBillSize*_OldBillSize*4 + _BillSize*_BillSize*4;
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}
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//uint32 Trans, TransTotal;
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double Time, FuturTime;
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NLMISC::CRGBA CloudDiffuse;
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NLMISC::CRGBA CloudAmbient;
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uint8 CloudPower;
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uint8 CloudDistAtt;
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uint8 LastCloudPower; // Cloud power of the old bill board
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private:
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void setMode2D ();
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// in ; viewer, center
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// out I,J,K, left,right,top,bottom,near,far
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void calcBill (const NLMISC::CVector &Viewer, const NLMISC::CVector &Center, const NLMISC::CVector &Size,
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NLMISC::CVector &I, NLMISC::CVector &J, NLMISC::CVector &K,
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float &Left, float &Right, float &Top, float &Bottom, float &Near, float &Far);
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private:
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uint32 _Width, _Height, _Depth;
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uint32 _NbW, _NbH; // Number of slice in width and height (NbW*NbH = Depth
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NLMISC::CVector _Size;
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NLMISC::CVector _Pos;
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float _LastX;
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float _BaseFreq; // 1 -> 1 voxel is 1 noise3d pixel 0.5 -> 2 voxels are 1 noise3d pixel (Lowest octave freq)
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uint32 _NbOctave;
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double *_UStart, *_VStart, *_WStart; // 1st Lowest octave
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CCloudScape *_CloudScape;
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SCloudTexture3D *_CloudTexTmp; // Temporary cloud texture 3D
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SCloudTextureClamp *_CloudTexClamp;
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// BillBoard
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public:
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// The billboard is a texture where the cloud is rendered
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uint32 _BillSize; // ( The texture is always sqare)
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uint8 *_MemBill;
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NLMISC::CSmartPtr<NL3D::CTextureMem> _TexBill;
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// The last texture
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uint32 _OldBillSize;
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uint8 *_MemOldBill;
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NLMISC::CSmartPtr<NL3D::CTextureMem> _TexOldBill;
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uint8 _WaitState;
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// Accel for calc bill
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NLMISC::CVector _BillViewer, _BillCenter, _BillOldCenter;
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private:
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NL3D::IDriver *_Driver;
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};
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// ------------------------------------------------------------------------------------------------
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} // namespace NL3D
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#endif // NL_CLOUD_H
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