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99 lines
3.7 KiB
C++
99 lines
3.7 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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#ifndef NL_FLARE_MODEL_H
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#define NL_FLARE_MODEL_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/vertex_buffer.h"
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namespace NL3D {
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struct IOcclusionQuery;
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class CMesh;
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/**
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* TODO Class description
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CFlareModel : public CTransformShape
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{
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public:
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enum { MaxNumContext = 4 };
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enum { OcclusionTestFrameDelay = 2 }; // number of frame to wait before occlusion result is collected
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/// Constructor
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CFlareModel();
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// dtor
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~CFlareModel();
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// register this model
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static void registerBasic();
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static CTransform *creator() { return new CFlareModel; }
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/// \name CTransform traverse specialisation
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// @{
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virtual void traverseRender();
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// @}
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// From CTransform
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virtual bool isFlare() const { return true; }
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// Debugging aid : if an occlusion test mesh is used, display it using the current material
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void renderOcclusionTestMesh(IDriver &drv);
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private:
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friend class CFlareShape;
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float _Intensity[MaxNumContext];
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CScene *_Scene;
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IOcclusionQuery *_OcclusionQuery[MaxNumContext][OcclusionTestFrameDelay]; // delay real test by a whole frame to avoid any stall
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IOcclusionQuery *_DrawQuery[MaxNumContext][OcclusionTestFrameDelay]; // querries to retrieve the surface that would have been drawned if there were no occlusion
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NLMISC::CRefPtr<IDriver> _LastDrv; // last driver used for render
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uint64 _LastRenderIntervalBegin[MaxNumContext]; // Interval of frames during which this flare was traversed for render
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uint64 _LastRenderIntervalEnd[MaxNumContext];
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uint64 _NumFrameForOcclusionQuery[MaxNumContext]; // number of frames that were necessary to get the occlusion query result
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static CMaterial _OcclusionQueryMaterial;
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static CMaterial _DrawQueryMaterial;
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static bool _OcclusionQuerySettuped;
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static CVertexBuffer _OcclusionQueryVB;
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private:
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void resetOcclusionQuerries();
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// Issue an occlusion query with the given mesh to get the visibility ratio
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void occlusionTest(CMesh &mesh, IDriver &drv);
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public:
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CFlareModel *Next; // linked list of flare model to test at each frame
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public:
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static void initStatics();
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static void updateOcclusionQueryBegin(IDriver *drv);
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static void updateOcclusionQueryEnd(IDriver *drv);
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/** Update state of occlusion query at the end of the frame. For private use by the CScene class
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* updateOcclusionQueryBegin() should have been called
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*/
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void updateOcclusionQuery(IDriver *drv);
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/** Render all primitives of a mesh using the current material / metrix etc ...
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* NB : this does NOT activate the vertex buffer of the mesh
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* it must be activated prior to the call
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*/
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void renderOcclusionMeshPrimitives(CMesh &mesh, IDriver &drv);
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// setup matrix of the occlusion test mesh in the driver
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void setupOcclusionMeshMatrix(IDriver &drv, CScene &scene) const;
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};
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} // NL3D
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#endif // NL_FLARE_MODEL_H
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/* End of flare_model.h */
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