mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-29 15:16:01 +00:00
118 lines
3.5 KiB
C++
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 */
|