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ryzom-core/ryzom/client/src/sky_object.h

166 lines
6.6 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 CL_SKY_OBJECT_H
#define CL_SKY_OBJECT_H
#include "nel/misc/bitmap.h"
//
#include "nel/3d/u_instance.h"
#include "nel/3d/u_particle_system_instance.h"
//
#include "client_sheets/sky_object_sheet.h"
//
#include "time_client.h"
namespace NL3D
{
class UAnimationSet;
class UPlayListManager;
class UPlayManager;
}
class CSkyObject
{
public:
////////////////////////////////////////////////
// tells how a color is computed in the shape //
////////////////////////////////////////////////
class CColorInfo
{
public:
NLMISC::CBitmap *Map; // color computed from a map depending on hour & weather (NULL if color is unseted)
TSkyColorMode Mode; // how the color is to be used
public:
CColorInfo() : Map(NULL) {}
/** Init color map from its name. Eventually load the bitmap if itsn't found in the map
* \param bitmapByName already build bitmap, sorted by their name
* \param buildBitmap list of used bitmap (to be completed if required bitmap id not in "bitmapByName")
*/
void init(const CSkyObjectSheet::CColorInfoSheet &ci,
std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
std::vector<NLMISC::CBitmap *> &buildBitmap);
// compute color depending on hour & weather & fog color
NLMISC::CRGBA computeColor(float dayPart, float weatherLevel, NLMISC::CRGBA fogColor);
};
////////////////////////////////////////////////////////////////////////////////
// tells how a color gradient is computed in the shape (-> sky dome gradient) //
////////////////////////////////////////////////////////////////////////////////
class CColorGradientInfo
{
public:
sint32 TargetTextureStage; // the texture stage to which the gradient must be applied.
/** each bitmap in the following list gives the gradient depending on light level. The V coordinate gives the gradient values, end U gives the light level
* each bitmap match a weather state. First bitmap maps to weather value = 0 and last bitmap maps to weather value = 1
* for intermediary weather values, the two nearest bitmap are blended to get the value of the gradient
*/
std::vector<NLMISC::CBitmap *> WeatherToGradient;
NLMISC::CBitmap Slice0[2]; // 2 column for slice 0
NLMISC::CBitmap Slice1[2]; // 2 columns for slice 1
NLMISC::CBitmap Final;
public:
// ctor
CColorGradientInfo() : TargetTextureStage(0) {}
/** Init from a sheet.
* Init color gradient from its bitmap names. Eventually load the bitmap if itsn't found in the map
* \param bitmapByName already build bitmap, sorted by their name
* \param buildBitmap list of used bitmap (to be completed if required bitmaps are not in "bitmapByName")
*/
void init(const CSkyObjectSheet::CColorGradientInfoSheet &cgi,
std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
std::vector<NLMISC::CBitmap *> &buildBitmap);
void setup(NL3D::UInstance instance, float dayPart, float weatherLevel, NLMISC::CBitmap &gradientCache, NLMISC::CBitmap &gradientCacheBlurred);
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
NL3D::UInstance Instance; // Instance of object to be displayed
NL3D::UParticleSystemInstance PS; // If the object is also a particle system, keep a pointer on it.
//
CColorInfo DiffuseColor; // map for diffuse color (or fx color), depending on light level and weather
CColorInfo ParticleEmitters; // map whose R channel control emitters activation
CColorInfo ConstantColor[SKY_MAX_NUM_STAGE]; // map for constant color at each stage
CColorGradientInfo ColorGradient;
TSkyRefColor RefColor; // tells which color info is used to test if object is visible (when alpha is 0, the object must be hidden)
// cache last colors
NLMISC::CRGBA LastDiffuseColor;
NLMISC::CRGBA LastParticleEmittersColor;
NLMISC::CRGBA LastConstantColor[SKY_MAX_NUM_STAGE];
// cache last gradient
NLMISC::CBitmap GradientCache;
NLMISC::CBitmap GradientCacheBlurred;
NLMISC::CUV TexPanner[SKY_MAX_NUM_STAGE];
NLMISC::CUV OffsetFactor[SKY_MAX_NUM_STAGE];
NLMISC::CBitmap *FXUserParams[SKY_MAX_NUM_FX_USER_PARAMS];
// texture scaling depending on weather and time
NLMISC::CBitmap *OffsetUBitmap[SKY_MAX_NUM_STAGE];
NLMISC::CBitmap *OffsetVBitmap[SKY_MAX_NUM_STAGE];
std::string Name;
bool Active;
//
bool VisibleInMainScene;
bool VisibleInEnvMap;
public:
// ctor
CSkyObject() : Instance(NULL),
PS(NULL),
Active(false),
VisibleInMainScene(true),
VisibleInEnvMap(true)
{
LastDiffuseColor.set(0, 0, 0, 0);
LastParticleEmittersColor.set(0, 0, 0, 0);
for(uint k = 0; k < SKY_MAX_NUM_STAGE; ++k)
{
LastConstantColor[k].set(0, 0, 0, 0);
OffsetUBitmap[k] = NULL;
OffsetVBitmap[k] = NULL;
TexPanner[k].set(0.f, 0.f);
OffsetFactor[k].set(1.f, 1.f);
}
for(uint k = 0; k < SKY_MAX_NUM_FX_USER_PARAMS; ++k)
{
FXUserParams[k] = NULL;
}
}
// dtor
~CSkyObject();
/** Init sky object from a sheet (main or fallback version)
* \param sheet to init from
* \param instance Instance of the object in the scene
* \param bitmapByName already build bitmap, sorted by their name
* \param buildBitmap list of used bitmap (to be completed if required bitmap id not in "bitmapByName")
*/
void init(const CSkyObjectSheet::CVersionSheet &sheet,
NL3D::UInstance instance,
std::map<std::string, NLMISC::CBitmap *> &bitmapByName,
std::vector<NLMISC::CBitmap *> &builtBitmaps,
bool visibleInMainScene,
bool visibleInEnvMap
);
/** setup the given instance to reflect the given hour & weather
* \param duskSetup true if the setup os for the dusk (dawn otherwise)
* \return true if the object is visible
*/
bool setup(const CClientDate &date, const CClientDate &animationDate, float numHoursInDay, float weatherLevel, NLMISC::CRGBA fogColor, bool envMapScene);
};
#endif