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136 lines
3.7 KiB
C++
136 lines
3.7 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_MESH_MULTI_LOD_INSTANCE_H
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#define NL_MESH_MULTI_LOD_INSTANCE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/class_id.h"
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#include "nel/3d/mesh_base_instance.h"
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namespace NL3D
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{
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class CMeshGeom;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId MeshMultiLodInstanceId=NLMISC::CClassId(0x1ade6ef8, 0x75c5a84);
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// ***************************************************************************
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/**
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* An instance of CMeshMulitLod
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*
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CMeshMultiLodInstance : public CMeshBaseInstance
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{
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public:
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/// Ctor
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CMeshMultiLodInstance ();
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/// Dstructor
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~CMeshMultiLodInstance ();
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/** Change MRM Distance setup. See CMeshBaseInstance::changeMRMDistanceSetup()
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*/
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virtual void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
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enum
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{
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Lod0Blend = 0x1,
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};
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/// Call at the beginning of the program, to register the model
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static void registerBasic();
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/// Last Matrix date for Lods
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uint64 _LastLodMatrixDate;
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/// Last Lighting date for Lods
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sint64 _LastLodLightingDate;
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// return the contribution of lights (for Coarse Mesh render).
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const CLightContribution &getLightContribution() {return _LightContribution;}
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// Override the shape coarse mesh distance (-1 if not overriden)
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void setCoarseMeshDist(float dist) { _CoarseMeshDistance = dist; }
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float getCoarseMeshDist() const { return _CoarseMeshDistance; }
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// From CTransformShape
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virtual float getNumTriangles (float distance);
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// called at instanciation
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void initRenderFilterType();
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/// \name CTransform traverse specialisation
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// @{
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/** Additionally to std loadBalancing, it compues Lod related states
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*/
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virtual void traverseLoadBalancing();
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// @}
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private:
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/// Computed first lod to display for this distance
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uint Lod0;
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uint Lod1;
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/// Active blending on lod 0
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uint Flags;
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/// Coarse mesh transformed and Lighted. NB: array allocated at instanciation. => no allocation during time.
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std::vector<uint8> _CoarseMeshVB;
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CMeshGeom *_LastCoarseMesh;
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uint _LastCoarseMeshNumVertices;
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/// Computed polygon count for the load balancing result
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float PolygonCountLod0;
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float PolygonCountLod1;
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/// Alpha blending to use
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float BlendFactor;
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/// Corse mesh distance (-1 is the one for the mesh is used)
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float _CoarseMeshDistance;
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static CTransform *creator() {return new CMeshMultiLodInstance;}
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friend class CMeshMultiLod;
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/// get average color for Sun lighting. Get result from _LightContribution
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CRGBA getCoarseMeshLighting();
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// Methods to fill The coarse VBuffer
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void setUVCoarseMesh( CMeshGeom &geom, uint vtDstSize, uint dstUvOff );
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void setPosCoarseMesh( CMeshGeom &geom, const CMatrix &matrix, uint vtDstSize );
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void setColorCoarseMesh( CRGBA color, uint vtDstSize, uint dstColorOff );
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};
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} // NL3D
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#endif // NL_MESH_MULTI_LOD_INSTANCE_H
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/* End of mesh_multi_lod_instance.h */
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