khanat-code-old/code/nel/include/nel/3d/mesh_multi_lod_instance.h
2013-02-08 13:17:44 +01:00

136 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/>.
#ifndef NL_MESH_MULTI_LOD_INSTANCE_H
#define NL_MESH_MULTI_LOD_INSTANCE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/class_id.h"
#include "nel/3d/mesh_base_instance.h"
namespace NL3D
{
class CMeshGeom;
// ***************************************************************************
// ClassIds.
const NLMISC::CClassId MeshMultiLodInstanceId=NLMISC::CClassId(0x1ade6ef8, 0x75c5a84);
// ***************************************************************************
/**
* An instance of CMeshMulitLod
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2001
*/
class CMeshMultiLodInstance : public CMeshBaseInstance
{
public:
/// Ctor
CMeshMultiLodInstance ();
/// Dstructor
~CMeshMultiLodInstance ();
/** Change MRM Distance setup. See CMeshBaseInstance::changeMRMDistanceSetup()
*/
virtual void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
enum
{
Lod0Blend = 0x1,
};
/// Call at the beginning of the program, to register the model
static void registerBasic();
/// Last Matrix date for Lods
uint64 _LastLodMatrixDate;
/// Last Lighting date for Lods
sint64 _LastLodLightingDate;
// return the contribution of lights (for Coarse Mesh render).
const CLightContribution &getLightContribution() {return _LightContribution;}
// Override the shape coarse mesh distance (-1 if not overriden)
void setCoarseMeshDist(float dist) { _CoarseMeshDistance = dist; }
float getCoarseMeshDist() const { return _CoarseMeshDistance; }
// From CTransformShape
virtual float getNumTriangles (float distance);
// called at instanciation
void initRenderFilterType();
/// \name CTransform traverse specialisation
// @{
/** Additionally to std loadBalancing, it compues Lod related states
*/
virtual void traverseLoadBalancing();
// @}
private:
/// Computed first lod to display for this distance
uint Lod0;
uint Lod1;
/// Active blending on lod 0
uint Flags;
/// Coarse mesh transformed and Lighted. NB: array allocated at instanciation. => no allocation during time.
std::vector<uint8> _CoarseMeshVB;
CMeshGeom *_LastCoarseMesh;
uint _LastCoarseMeshNumVertices;
/// Computed polygon count for the load balancing result
float PolygonCountLod0;
float PolygonCountLod1;
/// Alpha blending to use
float BlendFactor;
/// Corse mesh distance (-1 is the one for the mesh is used)
float _CoarseMeshDistance;
static CTransform *creator() {return new CMeshMultiLodInstance;}
friend class CMeshMultiLod;
/// get average color for Sun lighting. Get result from _LightContribution
CRGBA getCoarseMeshLighting();
// Methods to fill The coarse VBuffer
void setUVCoarseMesh( CMeshGeom &geom, uint vtDstSize, uint dstUvOff );
void setPosCoarseMesh( CMeshGeom &geom, const CMatrix &matrix, uint vtDstSize );
void setColorCoarseMesh( CRGBA color, uint vtDstSize, uint dstColorOff );
};
} // NL3D
#endif // NL_MESH_MULTI_LOD_INSTANCE_H
/* End of mesh_multi_lod_instance.h */