khanat-opennel-code/code/nel/include/nel/3d/landscape_profile.h
2014-02-13 22:02:25 +01:00

69 lines
2 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_LANDSCAPE_PROFILE_H
#define NL_LANDSCAPE_PROFILE_H
#include "nel/misc/types_nl.h"
#include "nel/3d/tessellation.h"
#ifdef NL_NO_DEBUG
# undef NL3D_PROFILE_LAND
#else
# define NL3D_PROFILE_LAND
#endif
#ifdef NL3D_PROFILE_LAND
# define NL3D_PROFILE_LAND_SET(_x_, _y_) _x_=_y_
# define NL3D_PROFILE_LAND_ADD(_x_, _y_) _x_+=_y_
#else
# define NL3D_PROFILE_LAND_SET(_x_, _y_)
# define NL3D_PROFILE_LAND_ADD(_x_, _y_)
#endif
namespace NL3D
{
// ***************************************************************************
// Yoyo: for profile only.
extern sint ProfNTessFace;
extern sint ProfNRdrFar0;
extern sint ProfNRdrFar1;
extern sint ProfNRdrTile[NL3D_MAX_TILE_PASS];
extern sint ProfNRefineFaces;
extern sint ProfNRefineComputeFaces;
extern sint ProfNRefineLeaves;
extern sint ProfNSplits;
extern sint ProfNMerges;
// New PriorityList vars.
extern sint ProfNRefineInTileTransition;
extern sint ProfNRefineWithLowDistance;
extern sint ProfNSplitsPass;
// Material setup Profile
extern sint ProfNTileSetupMaterial;
extern sint ProfNFar0SetupMaterial;
extern sint ProfNFar1SetupMaterial;
// Patch render
extern sint ProfNPatchRdrFar0;
extern sint ProfNPatchRdrFar1;
} // NL3D
#endif // NL_LANDSCAPE_PROFILE_H
/* End of landscape_profile.h */