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178 lines
5.3 KiB
C++
178 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_VEGETABLEVB_ALLOCATOR_H
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#define NL_VEGETABLEVB_ALLOCATOR_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/driver.h"
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namespace NL3D
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{
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// ***************************************************************************
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// Vegetable VertexProgram: Position of vertices in VertexBuffer.
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#define NL3D_VEGETABLE_VPPOS_POS (CVertexBuffer::Position)
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#define NL3D_VEGETABLE_VPPOS_NORMAL (CVertexBuffer::Normal)
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#define NL3D_VEGETABLE_VPPOS_COLOR0 (CVertexBuffer::PrimaryColor)
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#define NL3D_VEGETABLE_VPPOS_COLOR1 (CVertexBuffer::SecondaryColor)
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#define NL3D_VEGETABLE_VPPOS_TEX0 (CVertexBuffer::TexCoord0)
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#define NL3D_VEGETABLE_VPPOS_BENDINFO (CVertexBuffer::TexCoord1)
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#define NL3D_VEGETABLE_VPPOS_CENTER (CVertexBuffer::TexCoord2)
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// ***************************************************************************
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/**
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* A VB allocator (landscape like).
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* Big difference is that here, we do not really matter about reallocation because both software
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* and hardware VB are present. Also, VertexProgram MUST be supported by driver here.
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* NB: unlike Landscape VBAllocator, the VertexProgram is not managed by this class.
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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 CVegetableVBAllocator
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{
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public:
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enum TVBType {VBTypeLighted=0, VBTypeUnlit, VBTypeCount};
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/// Constructor
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CVegetableVBAllocator();
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~CVegetableVBAllocator();
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/** init the VB allocator, with the good type. must do it first.
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* maxVertexInBufferHard is the number of AGP vertex allocated. if 0 => buffer soft only
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*/
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void init(TVBType vbType, uint maxVertexInBufferHard);
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/** setup driver, and test for possible VBHard reallocation. if reallocation, refill the VBHard
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* to do anytime you're not sure of change of the driver/vbHard state.
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*
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* \param driver must not be NULL.
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*/
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void updateDriver(IDriver *driver);
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// delete all VB, and free driver ressources (if RefPtr driver not deleted). clear list too.
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void clear();
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/// \name Allocation.
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// @{
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/** if I add numAddVerts vertices, will it overide _MaxVertexInBufferHard ??
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*/
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bool exceedMaxVertexInBufferHard(uint numAddVerts) const;
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/** return number of vertices allocated with allocateVertex() (NB: do not return the actual number of
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* vertices allocated in VBuffer, but the number of vertices asked to be allocated).
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*/
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uint getNumUserVerticesAllocated() const;
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/// Allocate free vertices in VB. (RAM and AGP if possible). work with locked or unlocked buffer.
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uint allocateVertex();
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/// Delete free vertices in VB. (AGP or RAM).
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void deleteVertex(uint vid);
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// @}
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/// \name Buffer access.
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// @{
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// return soft VB, for info only.
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CVertexBuffer &getSoftwareVertexBuffer() {return _VBSoft;}
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// return soft VB, for info only.
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const CVertexBuffer &getSoftwareVertexBuffer() const {return _VBSoft;}
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/// If VBHard ok, copy the vertex in AGP. Warning: buffer must be locked!
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void flushVertex(uint i);
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/// if any, lock the AGP buffer.
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void lockBuffer();
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/// if any, unlock the AGP buffer.
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void unlockBuffer();
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bool bufferLocked() const {return _VBHard.isLocked();}
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/// true if the VBHard is in BGRA mode
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bool isBGRA() const {return _VBHard.getVertexColorFormat()==CVertexBuffer::TBGRA;}
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/** activate the VB or the VBHard in Driver setuped. nlassert if driver is NULL or if buffer is locked.
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*/
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void activate();
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// @}
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// ******************
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private:
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// For Debug.
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struct CVertexInfo
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{
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bool Free;
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};
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private:
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TVBType _Type;
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// List of vertices free.
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std::vector<uint> _VertexFreeMemory;
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std::vector<CVertexInfo> _VertexInfos;
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uint _NumVerticesAllocated;
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/// \name VB mgt .
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// @{
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// Our software VB. always here, and always correct.
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CVertexBuffer _VBSoft;
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CVertexBuffer _VBHard;
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CVertexBufferRead _VBASoft;
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CVertexBufferReadWrite _VBAHard;
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// a refPtr on the driver, to delete VBuffer Hard at clear().
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NLMISC::CRefPtr<IDriver> _Driver;
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// tell if VBHard is possible.
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bool _VBHardOk;
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const uint8 *_RAMBufferPtr;
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uint8 *_AGPBufferPtr;
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/// Maximum vertices in BufferHard allowed for this VBAllocator
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uint _MaxVertexInBufferHard;
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/// delete only the Vertexbuffer hard.
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void deleteVertexBufferHard();
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/* create a VertexBufferSoft, and try to create a vertexBufferHard
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After this call, the vertexBufferHard may be NULL.
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if VBHard allocation, copy from soft.
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*/
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void allocateVertexBufferAndFillVBHard(uint32 numVertices);
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// init VB according to type. called in cons() only.
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void setupVBFormat();
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// @}
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};
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} // NL3D
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#endif // NL_VEGETABLEVB_ALLOCATOR_H
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/* End of vegetablevb_allocator.h */
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