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

118 lines
3.5 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_PATCH_RDR_PASS_H
#define NL_PATCH_RDR_PASS_H
#include "nel/misc/types_nl.h"
#include "nel/misc/debug.h"
#include "nel/3d/driver.h"
#include "nel/3d/landscape_def.h"
#include "nel/3d/patch.h"
#include <vector>
namespace NL3D
{
// ***************************************************************************
/**
* A render pass for a landscape material (tile or texture far).
* Has list of Patch / TileId.
*/
class CPatchRdrPass : public CRefCount
{
public:
// The refcount to know how many tiles use it (init at 0).
sint RefCount;
/// \name The Tiny material for this pass.
// @{
// The diffuse texture (for Far and tiles).
NLMISC::CSmartPtr<ITexture> TextureDiffuse;
// The Alpha texture (for tiles only).
NLMISC::CSmartPtr<ITexture> TextureAlpha;
// @}
/// \name The Patch/Tile List for this pass.. updated at each render(), (in CPatch::preRender() and CLandscape::render()).
/**
* maxRenderedFaces is used to over-estimate the number of faces that will be rendered in this pass.
* Since all Far0/Far1/Tiles are added, this is REALLY over-estimated because in CLandscape::render(),
* Far0/Far1/Tiles render are split.
*/
// @{
void clearAllRenderList();
void appendRdrPatchFar0(CPatch *rdrPatch)
{
_MaxRenderedFaces+= rdrPatch->NumRenderableFaces;
rdrPatch->_NextRdrFar0= _Far0ListRoot;
_Far0ListRoot= rdrPatch;
}
void appendRdrPatchFar1(CPatch *rdrPatch)
{
_MaxRenderedFaces+= rdrPatch->NumRenderableFaces;
rdrPatch->_NextRdrFar1= _Far1ListRoot;
_Far1ListRoot= rdrPatch;
}
void appendRdrPatchTile(uint pass, CRdrTileId *rdrTile, uint maxRenderedFaces)
{
_MaxRenderedFaces+= maxRenderedFaces;
rdrTile->_Next= _TileListRoot[pass];
_TileListRoot[pass]= rdrTile;
}
CPatch *getRdrPatchFar0() {return _Far0ListRoot;}
CPatch *getRdrPatchFar1() {return _Far1ListRoot;}
CRdrTileId *getRdrTileRoot(uint pass) {return _TileListRoot[pass];}
uint getMaxRenderedFaces() const {return _MaxRenderedFaces;}
// @}
public:
CPatchRdrPass();
// The operator which compare the material.
bool operator<(const CPatchRdrPass &o) const
{
// Compare first the Alphatext, so minmum changes are made during render...
if(TextureAlpha!=o.TextureAlpha)
return (void*)TextureAlpha<(void*)o.TextureAlpha;
else
return (void*)TextureDiffuse<(void*)o.TextureDiffuse;
}
private:
/* NB: for faster Cache Access during preRender(), you must leave those variables packed like this
_MaxRenderedFaces, _Far0ListRoot, _Far1ListRoot, _TileListRoot
*/
uint _MaxRenderedFaces;
// The list for Far0 and Far1 to render.
CPatch *_Far0ListRoot;
CPatch *_Far1ListRoot;
// The list for each pass of Tiles to render.
CRdrTileId *_TileListRoot[NL3D_MAX_TILE_PASS];
};
} // NL3D
#endif // NL_PATCH_RDR_PASS_H
/* End of patch_rdr_pass.h */