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208 lines
5.3 KiB
C++
208 lines
5.3 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_LOAD_BALANCING_TRAV_H
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#define NL_LOAD_BALANCING_TRAV_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/plane.h"
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#include "nel/3d/trav_scene.h"
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#include "nel/misc/value_smoother.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CPlane;
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using NLMISC::CMatrix;
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class CClipTrav;
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class CLoadBalancingTrav;
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class CTransform;
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// ***************************************************************************
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/**
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* A LoadBalancing Group. Models are owned by a group.
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* Groups are created in CLoadBalancingTrav.
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*
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* \sa CScene CLoadBalancingTrav
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CLoadBalancingGroup
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{
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public:
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// see CScene.
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enum TPolygonBalancingMode {PolygonBalancingOff=0, PolygonBalancingOn, PolygonBalancingClamp, CountPolygonBalancing };
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public:
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// Name of the group.
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std::string Name;
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public:
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CLoadBalancingGroup();
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void setNbFaceWanted(uint nFaces) {_NbFaceWanted= nFaces;}
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uint getNbFaceWanted() const {return _NbFaceWanted;}
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float getNbFaceAsked () const {return _NbFacePass0;}
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public:
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// ONLY FOR MODEL TRAVERSING.
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void addNbFacesPass0(float v) {_NbFacePass0+= v;}
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/// Compute the number of face to be rendered for thismodel, according to the number of faces he want to draw
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float computeModelNbFace(float faceIn) {return faceIn * _FaceRatio;}
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private:
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friend class CLoadBalancingTrav;
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// DefaultGroup means LoadBalancing disabled.
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bool _DefaultGroup;
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// The number of faces count in Pass0.
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float _NbFacePass0;
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// The number of face the user want
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uint _NbFaceWanted;
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// use this ratio into Pass 1 to reduce faces.
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float _FaceRatio;
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// To smooth the faceRatio
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NLMISC::CValueSmoother _ValueSmoother;
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// Balancing Mode
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TPolygonBalancingMode _PrecPolygonBalancingMode;
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// as it sounds..
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void computeRatioAndSmooth(TPolygonBalancingMode polMode);
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};
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// ***************************************************************************
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/**
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* The LoadBalancing traversal. It needs a camera setup (see CTravCameraScene).
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*
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* NB: see CScene for 3d conventions (orthonormal basis...)
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CLoadBalancingTrav : public CTravCameraScene
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{
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public:
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/// Constructor
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CLoadBalancingTrav();
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/// \name ITrav/ITravScene Implementation.
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//@{
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void traverse();
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//@}
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/// \name LoadBalancing mgt.
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//@{
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// The PolygonBalancingMode
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typedef CLoadBalancingGroup::TPolygonBalancingMode TPolygonBalancingMode;
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TPolygonBalancingMode PolygonBalancingMode;
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/** Set the number of faces wanted for a LoadBlancingGroup.
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* The Group is created if did not exist.
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*/
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void setGroupNbFaceWanted(const std::string &group, uint nFaces);
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/** Get the number of faces wanted for a LoadBlancingGroup.
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* The Group is created if did not exist.
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*/
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uint getGroupNbFaceWanted(const std::string &group);
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/** Get the last face count asked from the instances before reduction. only for the given group
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* return 0 if the Group does not exist.
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*/
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float getGroupNbFaceAsked (const std::string &group) const;
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/// Get the last face count asked from the instances before reduction. Sum of all groups
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float getNbFaceAsked () const;
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//@}
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public:
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// ONLY FOR MODEL TRAVERSING.
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uint getLoadPass() {return _LoadPass;}
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CLoadBalancingGroup *getDefaultGroup() {return _DefaultGroup;}
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// Get a group by name, create if needed.
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CLoadBalancingGroup *getOrCreateGroup(const std::string &group);
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// For clipTrav. cleared at beginning of CClipTrav::traverse
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void clearVisibleList();
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// For ClipTrav only. NB: list is cleared at beginning of traverse().
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void addVisibleModel(CTransform *model)
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{
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_VisibleList[_CurrentNumVisibleModels]= model;
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_CurrentNumVisibleModels++;
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}
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// for createModel().
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void reserveVisibleList(uint numModels);
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// **************
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private:
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// Pass: 0 (compute faceCount from all models) or 1 (setup wanted faceCount).
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uint _LoadPass;
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// The sum of all Pass0 groups.
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float _SumNbFacePass0;
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// The loadBalancing balance only visible objects.
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void traverseVisibilityList();
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// The groups.
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CLoadBalancingGroup *_DefaultGroup;
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typedef std::map<std::string, CLoadBalancingGroup> TGroupMap;
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typedef TGroupMap::iterator ItGroupMap;
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TGroupMap _GroupMap;
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// traverse list of model visible and useful to loadBalance.
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std::vector<CTransform*> _VisibleList;
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uint32 _CurrentNumVisibleModels;
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};
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} // NL3D
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#endif // NL_LOAD_BALANCING_TRAV_H
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/* End of load_balancing_trav.h */
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