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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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c3b3db07f1
--HG-- branch : develop
398 lines
10 KiB
C++
398 lines
10 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/tess_block.h"
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#include "nel/3d/patch_rdr_pass.h"
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#include "nel/3d/landscape_face_vector_manager.h"
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D
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{
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CPlane CTessBlock::CurrentPyramid[NL3D_TESSBLOCK_NUM_CLIP_PLANE];
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// ***************************************************************************
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CTessBlock::CTessBlock()
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{
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_Patch= NULL;
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// init bounding info.
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Empty= true;
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// By default, the tessBlock is clipped.
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Clipped= true;
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FullFar1= false;
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EmptyFar1= false;
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// init vert/face list.
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for(sint i=0;i<NL3D_TESSBLOCK_TILESIZE;i++)
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{
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RdrTileRoot[i]=NULL;
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}
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// init LightMap.
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LightMapRefCount= 0;
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Far0FaceVector= NULL;
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Far1FaceVector= NULL;
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_PrecToModify= NULL;
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_NextToModify= NULL;
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FaceTileMaterialRefCount= 0;
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TileMaterialRefCount= 0;
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// Micro-vegetation.
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VegetableBlock= NULL;
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}
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// ***************************************************************************
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CTessBlock::~CTessBlock()
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{
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if(isInModifyList())
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{
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removeFromModifyList();
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}
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// LightMap should be released
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nlassert(LightMapRefCount==0);
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}
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// ***************************************************************************
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void CTessBlock::init(CPatch *patch)
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{
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_Patch= patch;
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}
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// ***************************************************************************
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CPatch *CTessBlock::getPatch()
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{
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return _Patch;
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}
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// ***************************************************************************
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void CTessBlock::extendSphereFirst(const CVector &vec)
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{
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if(Empty)
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{
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Empty= false;
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BBox.setCenter(vec);
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BBox.setHalfSize(CVector::Null);
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}
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else
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extendSphereAdd(vec);
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}
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// ***************************************************************************
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void CTessBlock::extendSphereAdd(const CVector &vec)
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{
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if( !BBox.include(vec) )
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BBox.extend(vec);
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}
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// ***************************************************************************
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void CTessBlock::extendSphereCompile()
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{
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BSphere.Center= BBox.getCenter();
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BSphere.Radius= BBox.getRadius();
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}
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// ***************************************************************************
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void CTessBlock::resetClip()
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{
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Clipped= false;
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FullFar1= false;
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EmptyFar1= false;
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}
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// ***************************************************************************
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void CTessBlock::forceClip()
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{
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Clipped= true;
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}
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// ***************************************************************************
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void CTessBlock::clip()
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{
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Clipped= false;
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for(sint i=0;i<NL3D_TESSBLOCK_NUM_CLIP_PLANE;i++)
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{
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// If entirely out.
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if(!BSphere.clipBack( CTessBlock::CurrentPyramid[i] ))
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{
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Clipped= true;
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break;
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}
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}
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}
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// ***************************************************************************
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void CTessBlock::clipFar(const CVector &refineCenter, float tileDistNear, float farTransition)
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{
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float r= (refineCenter-BSphere.Center).norm();
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if( (r-BSphere.Radius) > tileDistNear)
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{
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FullFar1= true;
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}
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else
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{
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if( (r+BSphere.Radius) < (tileDistNear-farTransition) )
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EmptyFar1= true;
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}
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}
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// ***************************************************************************
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void CTessBlock::refillFaceVectorFar0()
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{
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// If size is not 0.
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if(FarFaceList.size()>0)
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{
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nlassert(Far0FaceVector!=NULL);
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// Fill this faceVector, with FarFaceList
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CTessFace *pFace;
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TLandscapeIndexType *dest= Far0FaceVector+1;
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for(pFace= FarFaceList.begin(); pFace; pFace= (CTessFace*)pFace->Next)
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{
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#if defined(NL_DEBUG) && defined(NL_LANDSCAPE_INDEX16)
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nlassert(pFace->FVBase->Index0 <= 0xffff);
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nlassert(pFace->FVLeft->Index0 <= 0xffff);
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nlassert(pFace->FVRight->Index0 <= 0xffff);
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#endif
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*(dest++)= (TLandscapeIndexType) pFace->FVBase->Index0;
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*(dest++)= (TLandscapeIndexType) pFace->FVLeft->Index0;
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*(dest++)= (TLandscapeIndexType) pFace->FVRight->Index0;
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}
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}
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}
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// ***************************************************************************
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void CTessBlock::createFaceVectorFar0(CLandscapeFaceVectorManager &mgr)
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{
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nlassert(Far0FaceVector==NULL);
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// If size is not 0.
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if(FarFaceList.size()>0)
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{
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// Create a faceVector of the wanted triangles size.
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Far0FaceVector= mgr.createFaceVector(FarFaceList.size());
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// init.
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refillFaceVectorFar0();
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}
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}
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// ***************************************************************************
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void CTessBlock::deleteFaceVectorFar0(CLandscapeFaceVectorManager &mgr)
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{
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if(Far0FaceVector)
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{
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mgr.deleteFaceVector(Far0FaceVector);
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Far0FaceVector= NULL;
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}
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}
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// ***************************************************************************
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void CTessBlock::refillFaceVectorFar1()
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{
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// If size is not 0.
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if(FarFaceList.size()>0)
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{
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nlassert(Far1FaceVector!=NULL);
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// Fill this faceVector, with FarFaceList
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CTessFace *pFace;
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TLandscapeIndexType *dest= Far1FaceVector+1;
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for(pFace= FarFaceList.begin(); pFace; pFace= (CTessFace*)pFace->Next)
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{
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#if defined(NL_DEBUG) && defined(NL_LANDSCAPE_INDEX16)
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nlassert(pFace->FVBase->Index1 <= 0xffff);
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nlassert(pFace->FVLeft->Index1 <= 0xffff);
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nlassert(pFace->FVRight->Index1 <= 0xffff);
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#endif
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*(dest++)= (TLandscapeIndexType) pFace->FVBase->Index1;
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*(dest++)= (TLandscapeIndexType) pFace->FVLeft->Index1;
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*(dest++)= (TLandscapeIndexType) pFace->FVRight->Index1;
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}
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}
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}
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// ***************************************************************************
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void CTessBlock::createFaceVectorFar1(CLandscapeFaceVectorManager &mgr)
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{
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nlassert(Far1FaceVector==NULL);
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// If size is not 0.
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if(FarFaceList.size()>0)
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{
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// Create a faceVector of the wanted triangles size.
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Far1FaceVector= mgr.createFaceVector(FarFaceList.size());
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// init.
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refillFaceVectorFar1();
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}
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}
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// ***************************************************************************
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void CTessBlock::deleteFaceVectorFar1(CLandscapeFaceVectorManager &mgr)
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{
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if(Far1FaceVector)
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{
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mgr.deleteFaceVector(Far1FaceVector);
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Far1FaceVector= NULL;
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}
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}
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// ***************************************************************************
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void CTessBlock::refillFaceVectorTile()
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{
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// For all tiles existing, and for all facePass existing, fill the faceVector.
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for(uint tileId=0; tileId<NL3D_TESSBLOCK_TILESIZE; tileId++)
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{
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// if tile exist.
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if(RdrTileRoot[tileId])
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{
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// For all Pass faces of the tile.
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for(uint facePass=0; facePass<NL3D_MAX_TILE_FACE; facePass++)
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{
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CTessList<CTileFace> &faceList= RdrTileRoot[tileId]->TileFaceList[facePass];
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TLandscapeIndexType *faceVector= RdrTileRoot[tileId]->TileFaceVectors[facePass];
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// If some triangles create them.
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if(faceList.size()>0)
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{
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nlassert( faceVector!=NULL );
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// Fill this faceVector, with the TileFaceList
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CTileFace *pFace;
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TLandscapeIndexType *dest= faceVector+1;
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for(pFace= faceList.begin(); pFace; pFace= (CTileFace*)pFace->Next)
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{
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#if defined(NL_DEBUG) && defined(NL_LANDSCAPE_INDEX16)
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nlassert(pFace->V[CTessFace::IdUvBase]->Index <= 0xffff);
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nlassert(pFace->V[CTessFace::IdUvLeft]->Index <= 0xffff);
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nlassert(pFace->V[CTessFace::IdUvRight]->Index <= 0xffff);
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#endif
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*(dest++)= (TLandscapeIndexType) pFace->V[CTessFace::IdUvBase]->Index;
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*(dest++)= (TLandscapeIndexType) pFace->V[CTessFace::IdUvLeft]->Index;
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*(dest++)= (TLandscapeIndexType) pFace->V[CTessFace::IdUvRight]->Index;
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}
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}
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}
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}
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}
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}
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// ***************************************************************************
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void CTessBlock::createFaceVectorTile(CLandscapeFaceVectorManager &mgr)
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{
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// For all tiles existing, and for all facePass existing, create the faceVector.
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for(uint tileId=0; tileId<NL3D_TESSBLOCK_TILESIZE; tileId++)
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{
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// if tile exist.
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if(RdrTileRoot[tileId])
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{
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// For all Pass faces of the tile.
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for(uint facePass=0; facePass<NL3D_MAX_TILE_FACE; facePass++)
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{
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CTessList<CTileFace> &faceList= RdrTileRoot[tileId]->TileFaceList[facePass];
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TLandscapeIndexType *&faceVector= RdrTileRoot[tileId]->TileFaceVectors[facePass];
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// If some triangles create them.
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if(faceList.size()>0)
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{
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// Create a faceVector of the wanted triangles size.
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faceVector= mgr.createFaceVector(faceList.size());
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}
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}
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}
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}
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// init.
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refillFaceVectorTile();
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}
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// ***************************************************************************
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void CTessBlock::deleteFaceVectorTile(CLandscapeFaceVectorManager &mgr)
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{
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// For all tiles existing, and for all facePass existing, delete the faceVector.
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for(uint tileId=0; tileId<NL3D_TESSBLOCK_TILESIZE; tileId++)
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{
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// if tile exist.
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if(RdrTileRoot[tileId])
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{
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// For all Pass faces of the tile.
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for(uint facePass=0; facePass<NL3D_MAX_TILE_FACE; facePass++)
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{
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TLandscapeIndexType *&faceVector= RdrTileRoot[tileId]->TileFaceVectors[facePass];
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// If the faceVector exist, delete it.
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if(faceVector)
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{
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mgr.deleteFaceVector(faceVector);
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faceVector= NULL;
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}
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}
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}
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}
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}
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// ***************************************************************************
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void CTessBlock::appendToModifyListAndDeleteFaceVector(CTessBlock &root, CLandscapeFaceVectorManager &mgr)
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{
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// If already appened, return.
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if(isInModifyList())
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return;
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// append to root.
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_PrecToModify= &root;
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_NextToModify= root._NextToModify;
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if(root._NextToModify)
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root._NextToModify->_PrecToModify= this;
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root._NextToModify= this;
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// Then delete All faceVector that may exist.
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deleteFaceVectorFar0(mgr);
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deleteFaceVectorFar1(mgr);
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deleteFaceVectorTile(mgr);
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}
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// ***************************************************************************
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void CTessBlock::removeFromModifyList()
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{
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// If already removed, return.
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// _PrecToModify must be !NULL
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if(!isInModifyList())
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return;
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// unlink.
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_PrecToModify->_NextToModify= _NextToModify;
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if(_NextToModify)
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_NextToModify->_PrecToModify= _PrecToModify;
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_PrecToModify= NULL;
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_NextToModify= NULL;
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}
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} // NL3D
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