114 lines
3.7 KiB
C++
114 lines
3.7 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/>.
|
||
|
|
||
|
#include "std3d.h"
|
||
|
|
||
|
#include "nel/3d/landscape_face_vector_manager.h"
|
||
|
#include "nel/misc/debug.h"
|
||
|
|
||
|
|
||
|
using namespace std;
|
||
|
using namespace NLMISC;
|
||
|
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
#define NL3D_FACE_VECTOR_NUMBLOCK 33
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CLandscapeFaceVectorManager::CLandscapeFaceVectorManager()
|
||
|
{
|
||
|
// Allow 2^32 triangles at max. each list has at max 2^i triangles.
|
||
|
_Blocks.resize(NL3D_FACE_VECTOR_NUMBLOCK, NULL);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CLandscapeFaceVectorManager::~CLandscapeFaceVectorManager()
|
||
|
{
|
||
|
purge();
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLandscapeFaceVectorManager::purge()
|
||
|
{
|
||
|
for(uint i=0; i<NL3D_FACE_VECTOR_NUMBLOCK; i++)
|
||
|
{
|
||
|
TLandscapeIndexType *ptr= _Blocks[i];
|
||
|
// For each node in list, delete.
|
||
|
while(ptr)
|
||
|
{
|
||
|
// Get the ptr on next free list.
|
||
|
TLandscapeIndexType *next= *(TLandscapeIndexType**)ptr;
|
||
|
delete [] ptr;
|
||
|
ptr= next;
|
||
|
}
|
||
|
// list is empty.
|
||
|
_Blocks[i]= NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
uint CLandscapeFaceVectorManager::getBlockIdFromNumTri(uint numTris)
|
||
|
{
|
||
|
return getPowerOf2(numTris);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
TLandscapeIndexType *CLandscapeFaceVectorManager::createFaceVector(uint numTri)
|
||
|
{
|
||
|
// get the BlockId from the number of tri in this fv
|
||
|
uint blockId= getBlockIdFromNumTri(numTri);
|
||
|
|
||
|
// If no more free FaceVector, allocate.
|
||
|
if(_Blocks[blockId]==NULL)
|
||
|
{
|
||
|
// Allocate a block of max tris. +1 is for the NumTris entry at index 0.
|
||
|
uint numTriMax= 1<<blockId;
|
||
|
// allocate max of (sizeof(uint32*), (numTriMax*3+1)*sizeof(uint32));
|
||
|
uint sizeInByteToAllocate= (uint)max(sizeof(TLandscapeIndexType*), (numTriMax*3 + 1)*sizeof(TLandscapeIndexType));
|
||
|
_Blocks[blockId]= new TLandscapeIndexType[(sizeInByteToAllocate + (sizeof(TLandscapeIndexType) - 1)) /sizeof(TLandscapeIndexType)];
|
||
|
// Init it as a free faceVector, with no Next.
|
||
|
*(TLandscapeIndexType**)_Blocks[blockId]= NULL;
|
||
|
}
|
||
|
|
||
|
// Pop a FaceVector from the free list.
|
||
|
TLandscapeIndexType *ret= _Blocks[blockId];
|
||
|
// Make the head list point to next
|
||
|
_Blocks[blockId]= *(TLandscapeIndexType**)ret;
|
||
|
|
||
|
// There is numTri triangles.
|
||
|
*ret= numTri;
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CLandscapeFaceVectorManager::deleteFaceVector(TLandscapeIndexType *fv)
|
||
|
{
|
||
|
// get the BlockId from the number of tri in this fv (ie *fv)
|
||
|
uint blockId= getBlockIdFromNumTri(*fv);
|
||
|
|
||
|
// Append this block to the free list. Write the ptr directly on fv.
|
||
|
*(TLandscapeIndexType**)fv= _Blocks[blockId];
|
||
|
_Blocks[blockId]= fv;
|
||
|
}
|
||
|
|
||
|
|
||
|
} // NL3D
|