210 lines
5.9 KiB
C++
210 lines
5.9 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_VEGETABLE_INSTANCE_GROUP_H
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#define NL_VEGETABLE_INSTANCE_GROUP_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/object_vector.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/rgba.h"
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#include "nel/3d/tess_list.h"
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#include "nel/3d/vegetable_instance_group.h"
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#include "nel/3d/vegetable_def.h"
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#include "nel/3d/vegetable_light_ex.h"
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#include "nel/3d/vegetable_uv8.h"
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#include "nel/3d/index_buffer.h"
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#include <vector>
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namespace NL3D
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{
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class CVegetableManager;
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class CVegetableClipBlock;
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class CVegetableSortBlock;
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class CVegetableVBAllocator;
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class CVegetableShape;
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// ***************************************************************************
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/**
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* A block of vegetable instances. Instaces are added to an IG, and deleted when the ig is deleted.
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* Internal to VegetableManager. Just an Handle for public.
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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 CVegetableInstanceGroup : public CTessNodeList
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{
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public:
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/// Constructor
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CVegetableInstanceGroup();
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~CVegetableInstanceGroup();
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/// tells if the instanceGroup has no faces at all.
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bool isEmpty() const;
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/** The Vegetable Light Information. Contains list of PointLights which influence the vegetIg.
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* NB: PointLights ptrs are kept so the ig must be deleted when the lights are deleted.
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*/
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CVegetableLightEx VegetableLightEx;
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// ***************
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private:
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friend class CVegetableManager;
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friend class CVegetableClipBlock;
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friend class CVegetableSortBlock;
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// Who owns us.
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CVegetableClipBlock *_ClipOwner;
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CVegetableSortBlock *_SortOwner;
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/** a reference to an instance which is lighted (precomputed or not).
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* Useful for Lighting updates.
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*/
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struct CVegetableLightedInstance
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{
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// The shape use to create the instance
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CVegetableShape *Shape;
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// the matrix to multiply normal (useful for precomputeLighting only)
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NLMISC::CMatrix NormalMat;
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// The color (not modulated by global ambients/diffuses).
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NLMISC::CRGBA MatAmbient;
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NLMISC::CRGBA MatDiffuse;
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// The UV to lookup in landscape Dynamic Lightmap
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CVegetableUV8 DlmUV;
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// The index on the first index in CVegetableRdrPass::Vertices array.
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uint StartIdInRdrPass;
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};
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// a rdrPass to render pack of triangles in one time.
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struct CVegetableRdrPass
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{
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// vertices are in VBSoft or VBHard ??
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bool HardMode;
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// List of vertices used (used for deletion of the ig, and also for change of HardMode).
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NLMISC::CObjectVector<uint32, false> Vertices;
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// List of faces indices to render. They points to vertex in VBuffer.
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CIndexBuffer TriangleIndices;
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// List of faces indices to render. They points to Vertices in this.
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NLMISC::CObjectVector<uint32, false> TriangleLocalIndices;
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// List of faces indices to render. for lighting updates.
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NLMISC::CObjectVector<CVegetableLightedInstance> LightedInstances;
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// the number of triangles currently setuped, ie _TriangleIndices.size()/3.
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uint32 NTriangles;
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// the number of vertices currently setuped.
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uint32 NVertices;
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// the number of Lighted instances currently setuped.
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uint32 NLightedInstances;
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CVegetableRdrPass()
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{
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HardMode= true;
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NTriangles= 0;
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NVertices= 0;
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NLightedInstances= 0;
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NL_SET_IB_NAME(TriangleIndices, "CVegetableRdrPass");
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}
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};
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// For now, there is only 5 render pass: Lighted and Unlit combined with 2Sided or not + the ZSort one.
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CVegetableRdrPass _RdrPass[NL3D_VEGETABLE_NRDRPASS];
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// list of triangles order, for quadrant ZSorting. only for NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT rdrpass.
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// this is why this don't appear in CVegetableRdrPass
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NLMISC::CObjectVector<sint16, false> _TriangleQuadrantOrderArray;
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uint _TriangleQuadrantOrderNumTriangles;
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sint16 *_TriangleQuadrantOrders[NL3D_VEGETABLE_NUM_QUADRANT];
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// If the Igs contains some instance in NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT rdrpass, this flag is true.
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bool _HasZSortPassInstances;
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/// \name UpdateLighting management
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// @{
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// Circular list. at ctor, init to this. At dtor, unlinkUL.
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CVegetableInstanceGroup *_ULPrec;
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CVegetableInstanceGroup *_ULNext;
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// Sum of all lighted vertices in this IG.
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uint _ULNumVertices;
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/// insert this before igNext.
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void linkBeforeUL(CVegetableInstanceGroup *igNext);
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/// unlink
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void unlinkUL();
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// @}
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};
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// ***************************************************************************
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/**
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* Mirror struct of CVegetableInstanceGroup, for reserveIg system in CVegetableManager.
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* Internal to VegetableManager.
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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 CVegetableInstanceGroupReserve
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{
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public:
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/// Constructor
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CVegetableInstanceGroupReserve();
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// ********************
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private:
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friend class CVegetableManager;
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// For each rdrPass, the number of Vertices and Triangles to reserve.
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struct CVegetableRdrPass
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{
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uint NTriangles;
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uint NVertices;
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uint NLightedInstances;
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CVegetableRdrPass()
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{
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NVertices= 0;
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NTriangles= 0;
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NLightedInstances= 0;
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}
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};
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// space to be reserved for all rdrPass.
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CVegetableRdrPass _RdrPass[NL3D_VEGETABLE_NRDRPASS];
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};
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} // NL3D
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#endif // NL_VEGETABLE_INSTANCE_GROUP_H
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/* End of vegetable_instance_group.h */
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