khanat-code-old/code/nel/include/nel/3d/mesh_block_manager.h
2010-05-06 02:08:41 +02:00

139 lines
4.3 KiB
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_MESH_BLOCK_MANAGER_H
#define NL_MESH_BLOCK_MANAGER_H
#include "nel/misc/types_nl.h"
#include "nel/3d/mesh_geom.h"
#include "nel/3d/vertex_buffer_heap.h"
namespace NL3D
{
class CMeshBaseInstance;
class IDriver;
class CScene;
class CRenderTrav;
// ***************************************************************************
/**
* A class used to render instances sorted by MeshGeom first, then per material, where possible.
* This allow optimisation because less renderState swapping are needed.
* WARNING: if you add MeshGeom to 2 different CMeshBlockManager at same times, it won't work, and will
* certainly crashes (not checked/assert).
*
* NB VBHeap part works, even if no User interface use it. It don't give greate performance Add, but will may be used.
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CMeshBlockManager
{
public:
/// Constructor
CMeshBlockManager();
~CMeshBlockManager();
/** Add an instance of a MeshGeom to render. Only CMeshBaseInstance can be added.
* For now, only CMeshGeom and CMeshMRMGeom are known to work.
*/
void addInstance(IMeshGeom *meshGeom, CMeshBaseInstance *inst, float polygonCount);
/** Flush the manager and effectively render.
*/
void flush(IDriver *drv, CScene *scene, CRenderTrav *renderTrav);
/// \name VBHeap part.
// @{
/// release all Heaps => clear memory of meshs registered.
void releaseVBHeaps();
/** Add a Heap for a given vertexFormat. Any meshGeom added with addInstance() which has this vertex Format
* may fit in this heap.
* return false and fail if the heap can't be allocated or if the heap with same vertexFormat still exist.
*/
bool addVBHeap(IDriver *drv, uint vertexFormat, uint maxVertices);
/// Called by ~IMeshGeom()
void freeMeshVBHeap(IMeshGeom *mesh);
// @}
// ************************
private:
// An instance information.
struct CInstanceInfo
{
IMeshGeom *MeshGeom;
CMeshBaseInstance *MBI;
float PolygonCount;
// Next instance to render in the list. -1 if end of list.
sint32 NextInstance;
};
// A VBHeap information.
struct CVBHeapBlock
{
/// List of instances. small realloc are performed, since same vector used each frame.
std::vector<CInstanceInfo> RdrInstances;
/// List of MeshGeom. small realloc are performed, since same vector used each frame.
std::vector<IMeshGeom*> RdrMeshGeoms;
#if 0 // todo hulud remove / restore VBHeap
/// The actual VertexBufferHeap
CVertexBufferHeap VBHeap;
#endif // todo hulud remove / restore VBHeap
/// List of MeshGeom to clear VBHeap info.
std::vector<IMeshGeom*> AllocatedMeshGeoms;
/// List of Id free in AllocatedMeshGeoms
std::vector<uint> FreeIds;
};
/// Heap Map from vertexFormat to VBHeap Id. NB: do not contains 0th.
typedef std::map<uint, uint> TVBHeapMap;
TVBHeapMap _VBHeapMap;
/** List of Heaps.
* NB: 0th heap is special: contains all meshs which can't fit in any VBHeap.
*/
std::vector<CVBHeapBlock*> _VBHeapBlocks;
/// Try to allocate a MeshGeom into a specific Heap.
void allocateMeshVBHeap(IMeshGeom *mesh);
// render all instance of this meshGeoms, sorting by material, VP etc....
void render(CVBHeapBlock *hb, IMeshGeom *meshGeom, std::vector<CInstanceInfo> &rdrInstances);
// current flush setup
CMeshGeomRenderContext _RenderCtx;
};
} // NL3D
#endif // NL_MESH_BLOCK_MANAGER_H
/* End of mesh_block_manager.h */