289 lines
8.5 KiB
C++
289 lines
8.5 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_MESH_MULTI_LOD_H
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#define NL_MESH_MULTI_LOD_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_base.h"
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#include "nel/3d/mesh_geom.h"
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#include "nel/3d/mrm_parameters.h"
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namespace NL3D
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{
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class CMeshMultiLodInstance;
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class CCoarseMeshManager;
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/**
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* Mesh with several LOD meshes.
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*
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* This mesh handle several meshes of any kind of shape (MRM, standard, coarse meshes..)
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* At run time, it chooses what LOD meshes it must render according to its settings.
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*
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CMeshMultiLod : public CMeshBase
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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public:
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/// \name Structures for building a multi lod mesh.
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//@{
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/// Class used to build a multi lod mesh
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class CMeshMultiLodBuild
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{
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public:
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CMeshMultiLodBuild() : StaticLod(false) { }
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/// A slot of mesh for the build
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class CBuildSlot
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{
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public:
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CBuildSlot() : MeshGeom(NULL), DistMax(0.0f), BlendLength(0.0f), Flags(0) { }
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/**
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* Flags for the build of a slot
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*
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* BlendIn: if this flag is specified, this mesh will blend before be displayed.
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* BlendOut: if this flag is specified, this mesh will blend before disapear.
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* CoarseMesh: if this flag is specified, this mesh is a coarse mesh.
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*/
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enum
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{
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BlendIn = 0x01,
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BlendOut = 0x02,
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CoarseMesh = 0x04,
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IsOpaque = 0x08,
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IsTransparent = 0x10,
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};
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/**
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* A mesh base build to describe the mesh. Can't be NULL. The pointer is owned by the CMeshMultiLod
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* after the call.
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*/
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IMeshGeom *MeshGeom;
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/// Distance before which this lod is displayed
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float DistMax;
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/// Length of the blend used to show this mesh
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float BlendLength;
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/// Flags for the build. See flags description.
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uint8 Flags;
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};
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/// True if this mesh is a static lod (static means it doesn't move at each frame), else false for dynamic.
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bool StaticLod;
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/// The mesh base build structure
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CMeshBase::CMeshBaseBuild BaseMesh;
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/// An array of basic mesh build
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std::vector<CBuildSlot> LodMeshes;
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};
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/// Build a mesh from material info, and a builded MeshGeom. WARNING: This has a side effect of deleting AnimatedMaterials.
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void build(CMeshMultiLodBuild &mbuild);
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// @}
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/// \name From IShape
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// @{
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/// Create a CMeshInstance, which contains materials.
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virtual CTransformShape *createInstance(CScene &scene);
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/// clip this mesh in a driver.
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virtual bool clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix) ;
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/// render() this mesh in a driver.
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virtual void render(IDriver *drv, CTransformShape *trans, bool passOpaque);
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/// Get bbox.
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virtual void getAABBox(NLMISC::CAABBox &bbox) const;
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/// serial this mesh.
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virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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/// Declare name of the shape
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NLMISC_DECLARE_CLASS(CMeshMultiLod);
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/// profiling
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virtual void profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, bool opaquePass);
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/// System Mem Geometry Copy, built at load time
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virtual void buildSystemGeometry();
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// @}
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/// Geometry accessor
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const IMeshGeom& getMeshGeom (uint slot) const;
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/// Get slot mesh count.
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uint getNumSlotMesh () const
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{
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return (uint)_MeshVector.size();
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}
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/// Get a slot mesh.
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IMeshGeom *getSlotMesh (uint i, bool& coarseMesh)
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{
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// Coarse mesh ?
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coarseMesh=(_MeshVector[i].Flags&CMeshSlot::CoarseMesh)!=0;
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// Return the mesh pointer
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return _MeshVector[i].MeshGeom;
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}
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/// Is static mesh ?
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bool isStatic () const
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{
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return _StaticLod;
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}
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/** Change MRM Distance setup of the Lod 0 only. No op if the lod0 is not a CMeshMRMGeom
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* NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
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* \param distanceFinest The MRM has its max faces when dist<=distanceFinest.
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* \param distanceMiddle The MRM has 50% of its faces at dist==distanceMiddle.
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* \param distanceCoarsest The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.
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*/
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void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
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/// \name Mesh Block Render Interface
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// @{
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virtual IMeshGeom *supportMeshBlockRendering (CTransformShape *trans, float &polygonCount ) const;
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// @}
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/// should not be called direclty as the intance of this shape will use 'getNumTrianglesWithCoarsestDist' themselves to get the correct distance.
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virtual float getNumTriangles (float distance)
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{
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return getNumTrianglesWithCoarsestDist(distance, -1);
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}
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// The same as getNumTriangles, but a coarsest dist is provided. When not -1, it overrides the dist of the coarsest mesh
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float getNumTrianglesWithCoarsestDist(float distance, float coarsestMeshDist) const;
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private:
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/**
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* This is a slot of the mesh base list
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*
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* A LOD "currentLOD" is displayed between distances:
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*
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* [previousLOD->DistMax - currentLOD->BlendLength ; currentLOD->DistMax]
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*/
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class CMeshSlot
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{
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public:
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/// Flags of CMeshSlot
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enum
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{
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BlendIn = 0x01,
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BlendOut = 0x02,
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CoarseMesh = 0x04,
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IsOpaque = 0x08,
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IsTransparent = 0x10,
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};
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/// Ctor
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CMeshSlot ();
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~CMeshSlot ();
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/// The mesh base. Can be NULL if the geom mesh has not been loaded.
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IMeshGeom *MeshGeom;
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/// Factor of distance to polycount function. polyCount = A * distance + B
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float A;
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/// Constant of distance to polycount function. polyCount = A * distance + B
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float B;
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/// Dist max to show this mesh
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float DistMax;
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/// Polygon count at dist max for this slot
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float EndPolygonCount;
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/// Length of the blend used to show this mesh
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float BlendLength;
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/// Blend On/Off, misc flags
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uint8 Flags;
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// For Coarse Mesh only. Precomputed Triangles indexes.
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uint CoarseNumTris;
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std::vector<TCoarseMeshIndexType> CoarseTriangles;
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/// Serial
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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/// Is Opaque ?
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bool isOpaque() { return (Flags&IsOpaque)!=0; }
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/// Is Transparent ?
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bool isTransparent() { return (Flags&IsTransparent)!=0; }
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};
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/// Static or dynamic load ? Yoyo: no more used, but leave for possible usage later...
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bool _StaticLod;
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/// Vector of meshes
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std::vector<CMeshSlot> _MeshVector;
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/// Clear the mesh
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void clear ();
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/// Render the MeshGeom of a slot, even if coarseMesh
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void renderMeshGeom (uint slot, IDriver *drv, CMeshMultiLodInstance *trans, float numPoylgons, uint32 rdrFlags, float alpha, CCoarseMeshManager *manager);
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/// Render the CoarseMesh of a slot. must be a coarseMesh, and shoudl be called only in passOpaque.
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void renderCoarseMesh (uint slot, IDriver *drv, CMeshMultiLodInstance *trans, CCoarseMeshManager *manager);
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/// Profile the MeshGeom of a slot, even if coarseMesh
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void profileMeshGeom (uint slot, CRenderTrav *rdrTrav, CMeshMultiLodInstance *trans, float numPoylgons, uint32 rdrFlags);
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/// compile misc things, like distMax, Coarse meshes, collision mesh at load time...
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void compileRunTime();
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/// copileDistMax called by compileRunTime
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void compileDistMax();
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/// compile Coarse Meshs called by compileRunTime
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void compileCoarseMeshes();
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/// called at createInstance() time
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void instanciateCoarseMeshSpace(CMeshMultiLodInstance *mi);
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friend class CMeshMultiLodInstance;
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};
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} // NL3D
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#endif // NL_MESH_MULTI_LOD_H
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/* End of mesh_multi_lod.h */
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