You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
ryzom-core/code/ryzom/client/src/decal.h

142 lines
5.0 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 RY_DECAL_H
#define RY_DECAL_H
#include "nel/misc/vector.h"
#include "nel/misc/singleton.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/vector_2f.h"
#include "nel/misc/vector_h.h"
//
#include "nel/3d/material.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/shadow_poly_receiver.h"
//
#include "custom_matrix.h"
namespace NLMISC
{
class CPlane;
}
namespace NL3D
{
class CScene;
class CShadowMap;
class CShadowPolyReceiver;
//
class UScene;
class UDriver;
}
const uint DECAL_NUM_PRIORITIES = 8;
// Helper class to display a decal on a poly receiver
// Default decal is a unit rectangle (0, 0) - (1, 1)
// TODO nico : put this in NL3D when working ? ...
class CDecal : public NLMISC::CRefCount
{
public:
typedef NLMISC::CRefPtr<CDecal> TRefPtr;
typedef NLMISC::CSmartPtr<CDecal> TSmartPtr;
CDecal();
~CDecal();
// Set a texture from its filename. It name match a global texture in the view renderer, it will be used ,first
void setTexture(const std::string &fileName, bool clampU = true, bool clampV = true, bool filtered = true);
NL3D::ITexture *getTexture() { return _Material.getTexture(0); }
const std::string &getTextureFileName() const;
void setTextureMatrix(const NLMISC::CMatrix &matrix) { _TextureMatrix = matrix; }
void setDiffuse(NLMISC::CRGBA diffuse);
NLMISC::CRGBA getDiffuse() const;
void setEmissive(NLMISC::CRGBA emissive);
//
void setWorldMatrix(const NLMISC::CMatrix &matrix);
void setWorldMatrixForArrow(const NLMISC::CVector2f &start, const NLMISC::CVector2f &end, float halfWidth);
void setWorldMatrixForSpot(const NLMISC::CVector2f &pos, float radius, float angleInRadians = 0.f);
// should be called if the decal should be made visible this frame
void addToRenderList(uint priority = 0);
// test if a point intersect with this decal
bool contains(const NLMISC::CVector2f &pos) const;
// set a custom uv matrix (from world to uvs)
void setCustomUVMatrix(bool on, const NLMISC::CMatrix &matrix = NLMISC::CMatrix::Identity);
//
void setClipDownFacing(bool clipDownFacing);
bool getClipDownFacing() const { return _ClipDownFacing; }
//
void setBottomBlend(float zMin, float zMax);
void setTopBlend(float zMin, float zMax);
private:
mutable NL3D::CMaterial _Material;
NLMISC::CMatrix _WorldMatrix;
float _WorldMatrixFlat[16];
NLMISC::CVector _ClipCorners[8];
NLMISC::CMatrix _InvertedWorldMatrix;
NLMISC::CMatrix _TextureMatrix;
CCustomMatrix _CustomUVMatrix;
float _WorldToUVMatrix[4][4];
NL3D::CShadowMap *_ShadowMap;
std::vector<NL3D::CShadowPolyReceiver::CRGBAVertex> _TriCache;
NLMISC::CVector _LastCamPos;
static NLMISC::CAABBox _ClipBBox;
static NL3D::CVertexBuffer _VB;
static bool _VBInitialized;
NLMISC::CRGBA _Diffuse;
NLMISC::CRGBA _Emissive;
NLMISC::CVector _RefPosition; // position for model matrix, computed near camera pos to avoid z-fight
// (big translation in the final MVP matrix leads to z precision problems)
bool _Touched;
bool _ClipDownFacing;
//
float _BottomBlendZMin;
float _BottomBlendZMax;
float _TopBlendZMin;
float _TopBlendZMax;
private:
friend class CDecalRenderList;
void render(NL3D::UDriver &drv,
NL3D::CShadowPolyReceiver &receiver,
const std::vector<NLMISC::CPlane> &worldPyramid,
const std::vector<NLMISC::CVector> &pyramidCorners,
bool useVertexProgram
);
void renderTriCache(NL3D::IDriver &drv, NL3D::CShadowPolyReceiver &receiver, bool useVertexProgram);
bool clipFront(const NLMISC::CPlane &p) const;
void setupMaterialColor();
};
// list of all decals to be rendered after the landscape
class CDecalRenderList : public NLMISC::CSingleton<CDecalRenderList>
{
public:
CDecalRenderList() : _Empty(true) {}
void renderAllDecals();
void clearRenderList();
private:
friend class CDecal;
std::vector<CDecal::TRefPtr> _RenderList[DECAL_NUM_PRIORITIES];
bool _Empty;
std::vector<NLMISC::CPlane> _WorldCamPyramid;
std::vector<NLMISC::CVector> _WorldCamPyramidCorners;
// scale / bias for color attenuation
float _DistScale;
float _DistBias;
};
#endif