khanat-code-old/code/nel/include/nel/3d/load_balancing_trav.h

208 lines
5.5 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_LOAD_BALANCING_TRAV_H
#define NL_LOAD_BALANCING_TRAV_H
#include "nel/misc/types_nl.h"
#include "nel/misc/matrix.h"
#include "nel/misc/plane.h"
#include "nel/3d/trav_scene.h"
#include "nel/misc/value_smoother.h"
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CPlane;
using NLMISC::CMatrix;
class CClipTrav;
class CLoadBalancingTrav;
class CTransform;
// ***************************************************************************
/**
* A LoadBalancing Group. Models are owned by a group.
* Groups are created in CLoadBalancingTrav.
*
* \sa CScene CLoadBalancingTrav
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CLoadBalancingGroup
{
public:
// see CScene.
enum TPolygonBalancingMode {PolygonBalancingOff=0, PolygonBalancingOn, PolygonBalancingClamp, CountPolygonBalancing };
public:
// Name of the group.
std::string Name;
public:
CLoadBalancingGroup();
void setNbFaceWanted(uint nFaces) {_NbFaceWanted= nFaces;}
uint getNbFaceWanted() const {return _NbFaceWanted;}
float getNbFaceAsked () const {return _NbFacePass0;}
public:
// ONLY FOR MODEL TRAVERSING.
void addNbFacesPass0(float v) {_NbFacePass0+= v;}
/// Compute the number of face to be rendered for thismodel, according to the number of faces he want to draw
float computeModelNbFace(float faceIn) {return faceIn * _FaceRatio;}
private:
friend class CLoadBalancingTrav;
// DefaultGroup means LoadBalancing disabled.
bool _DefaultGroup;
// The number of faces count in Pass0.
float _NbFacePass0;
// The number of face the user want
uint _NbFaceWanted;
// use this ratio into Pass 1 to reduce faces.
float _FaceRatio;
// To smooth the faceRatio
NLMISC::CValueSmoother _ValueSmoother;
// Balancing Mode
TPolygonBalancingMode _PrecPolygonBalancingMode;
// as it sounds..
void computeRatioAndSmooth(TPolygonBalancingMode polMode);
};
// ***************************************************************************
/**
* The LoadBalancing traversal. It needs a camera setup (see CTravCameraScene).
*
* NB: see CScene for 3d conventions (orthonormal basis...)
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CLoadBalancingTrav : public CTravCameraScene
{
public:
/// Constructor
CLoadBalancingTrav();
/// \name ITrav/ITravScene Implementation.
//@{
void traverse();
//@}
/// \name LoadBalancing mgt.
//@{
// The PolygonBalancingMode
typedef CLoadBalancingGroup::TPolygonBalancingMode TPolygonBalancingMode;
TPolygonBalancingMode PolygonBalancingMode;
/** Set the number of faces wanted for a LoadBlancingGroup.
* The Group is created if did not exist.
*/
void setGroupNbFaceWanted(const std::string &group, uint nFaces);
/** Get the number of faces wanted for a LoadBlancingGroup.
* The Group is created if did not exist.
*/
uint getGroupNbFaceWanted(const std::string &group);
/** Get the last face count asked from the instances before reduction. only for the given group
* return 0 if the Group does not exist.
*/
float getGroupNbFaceAsked (const std::string &group) const;
/// Get the last face count asked from the instances before reduction. Sum of all groups
float getNbFaceAsked () const;
//@}
public:
// ONLY FOR MODEL TRAVERSING.
uint getLoadPass() {return _LoadPass;}
CLoadBalancingGroup *getDefaultGroup() {return _DefaultGroup;}
// Get a group by name, create if needed.
CLoadBalancingGroup *getOrCreateGroup(const std::string &group);
// For clipTrav. cleared at beginning of CClipTrav::traverse
void clearVisibleList();
// For ClipTrav only. NB: list is cleared at begining of traverse().
void addVisibleModel(CTransform *model)
{
_VisibleList[_CurrentNumVisibleModels]= model;
_CurrentNumVisibleModels++;
}
// for createModel().
void reserveVisibleList(uint numModels);
// **************
private:
// Pass: 0 (compute faceCount from all models) or 1 (setup wanted faceCount).
uint _LoadPass;
// The sum of all Pass0 groups.
float _SumNbFacePass0;
// The loadBalancing balance only visible objects.
void traverseVisibilityList();
// The groups.
CLoadBalancingGroup *_DefaultGroup;
typedef std::map<std::string, CLoadBalancingGroup> TGroupMap;
typedef TGroupMap::iterator ItGroupMap;
TGroupMap _GroupMap;
// traverse list of model visible and useful to loadBalance.
std::vector<CTransform*> _VisibleList;
uint32 _CurrentNumVisibleModels;
};
} // NL3D
#endif // NL_LOAD_BALANCING_TRAV_H
/* End of load_balancing_trav.h */