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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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1824 lines
57 KiB
C++
1824 lines
57 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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#include "std3d.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/tessellation.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/landscape_profile.h"
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#include "nel/3d/patchdlm_context.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/common.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// Patch Texture computation.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CPatch::computeNewFar(const NLMISC::CBSphere &patchSphere, sint &newFar0, sint &newFar1)
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{
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// Classify the patch.
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//========================
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float r= (CLandscapeGlobals::RefineCenter-patchSphere.Center).norm() - patchSphere.Radius;
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float rr=0.0;
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if(r<CLandscapeGlobals::TileDistNear)
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rr= r-CLandscapeGlobals::TileDistNear, newFar0= 0;
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else if(r<CLandscapeGlobals::Far0Dist)
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rr= r-CLandscapeGlobals::Far0Dist, newFar0= 1;
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else if(r<CLandscapeGlobals::Far1Dist)
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rr= r-CLandscapeGlobals::Far1Dist, newFar0= 2;
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else
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newFar0= 3;
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// Transition with the next level.
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newFar1=0;
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if(newFar0<3 && rr>-(CLandscapeGlobals::FarTransition+2*patchSphere.Radius))
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{
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newFar1= newFar0+1;
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}
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// Update Texture Info.
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//========================
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if(newFar0!=Far0 || newFar1!=Far1)
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{
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// Backup old pass0
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CPatchRdrPass *oldPass0=_PatchRdrPassFar0;
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CPatchRdrPass *oldPass1=_PatchRdrPassFar1;
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// Checks
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if (oldPass0==NULL)
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nlassert (Far0<=0);
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if (oldPass1==NULL)
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nlassert (Far1<=0);
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float oldFar0UScale=Far0UScale;
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float oldFar0VScale=Far0VScale;
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float oldFar0UBias=Far0UBias;
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float oldFar0VBias=Far0VBias;
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uint8 oldFlags=Flags;
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// Don't delete the pass0 if the new newFar1 will use it
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if ((newFar1==Far0)&&(Far0>0))
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_PatchRdrPassFar0=NULL;
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// Don't delete the pass1 if the new newFar0 will use it
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if ((newFar0==Far1)&&(Far1>0))
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_PatchRdrPassFar1=NULL;
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// Pass0 have changed ?
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if (newFar0!=Far0)
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{
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// Compute / get the texture Far.
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if(newFar0>0)
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{
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// Free the old pass, don't used any more
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if (_PatchRdrPassFar0)
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Zone->Landscape->freeFarRenderPass (this, _PatchRdrPassFar0, Far0);
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// Can we use the old pass1 ?
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if (newFar0==Far1)
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{
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// Yes, recycle it!
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_PatchRdrPassFar0=oldPass1;
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// Copy uv coordinates
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Far0UScale=Far1UScale;
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Far0VScale=Far1VScale;
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Far0UBias=Far1UBias;
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Far0VBias=Far1VBias;
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// Copy rotation flag
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Flags&=~NL_PATCH_FAR0_ROTATED; // erase it
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if (Flags&NL_PATCH_FAR1_ROTATED)
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Flags|=NL_PATCH_FAR0_ROTATED; // copy it
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}
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else // get a new render pass
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{
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// Rotation boolean
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bool bRot;
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_PatchRdrPassFar0=Zone->Landscape->getFarRenderPass(this, newFar0, Far0UScale, Far0VScale, Far0UBias, Far0VBias, bRot);
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// Flags is set if the far texture is rotated of 90deg to the left
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if (bRot)
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Flags|=NL_PATCH_FAR0_ROTATED;
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else
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Flags&=~NL_PATCH_FAR0_ROTATED;
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}
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}
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else // no more far pass0
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{
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if (_PatchRdrPassFar0)
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{
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Zone->Landscape->freeFarRenderPass (this, _PatchRdrPassFar0, Far0);
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_PatchRdrPassFar0=NULL;
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}
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}
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}
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// Pass1 have changed ?
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if (newFar1!=Far1)
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{
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// Now let's go with pass1
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if(newFar1>0)
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{
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// Delete the pass1 if not used any more
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if (_PatchRdrPassFar1)
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Zone->Landscape->freeFarRenderPass (this, _PatchRdrPassFar1, Far1);
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// Can we use the old pass1 ?
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if (newFar1==Far0)
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{
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// Yes, recycle it!
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_PatchRdrPassFar1= oldPass0;
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nlassert (_PatchRdrPassFar1);
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// Copy uv coordinates
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Far1UScale=oldFar0UScale;
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Far1VScale=oldFar0VScale;
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Far1UBias=oldFar0UBias;
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Far1VBias=oldFar0VBias;
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// Copy rotation flag
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Flags&=~NL_PATCH_FAR1_ROTATED; // erase it
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if (oldFlags&NL_PATCH_FAR0_ROTATED)
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Flags|=NL_PATCH_FAR1_ROTATED; // copy it
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}
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else // get a new render pass
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{
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// Rotation boolean
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bool bRot;
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_PatchRdrPassFar1=Zone->Landscape->getFarRenderPass(this, newFar1, Far1UScale, Far1VScale, Far1UBias, Far1VBias, bRot);
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nlassert (_PatchRdrPassFar1);
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// Flags is set if the far texture is rotated of 90deg to the left
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if (bRot)
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Flags|=NL_PATCH_FAR1_ROTATED;
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else
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Flags&=~NL_PATCH_FAR1_ROTATED;
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}
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// Compute info for transition.
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float farDist = 0.f;
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switch(newFar1)
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{
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case 1: farDist= CLandscapeGlobals::TileDistNear; break;
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case 2: farDist= CLandscapeGlobals::Far0Dist; break;
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case 3: farDist= CLandscapeGlobals::Far1Dist; break;
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default: nlstop;
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};
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TransitionSqrMin= sqr(farDist-CLandscapeGlobals::FarTransition);
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OOTransitionSqrDelta= 1.0f/(sqr(farDist)-TransitionSqrMin);
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}
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else // no more far pass1
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{
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if (_PatchRdrPassFar1)
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{
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Zone->Landscape->freeFarRenderPass (this, _PatchRdrPassFar1, Far1);
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_PatchRdrPassFar1=NULL;
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}
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}
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}
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}
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// Don't copy Far0 and Far1.
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}
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// ***************************************************************************
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void CPatch::updateTextureFarOnly(const NLMISC::CBSphere &patchSphere)
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{
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sint newFar0,newFar1;
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// compute new Far0 and new Far1.
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computeNewFar(patchSphere, newFar0, newFar1);
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// Far change.
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//------------------
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// Set new far values
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Far0= newFar0;
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Far1= newFar1;
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}
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// ***************************************************************************
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// ***************************************************************************
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// Patch / Face rendering.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CPatch::preRender(const NLMISC::CBSphere &patchSphere)
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{
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// 0. Classify the patch, and update TextureInfo.
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//=======================
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sint newFar0,newFar1;
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// compute new Far0 and new Far1.
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computeNewFar(patchSphere, newFar0, newFar1);
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// 2. Update vertices in VB
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//========================
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sint oldFar0= Far0, oldFar1= Far1;
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// Test if go in or go out tileMode.
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bool changeTileMode;
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// this is true if a change is made, and if old or current is in TileMode.
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changeTileMode= (newFar0!=oldFar0) && (newFar0==0 || oldFar0==0);
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// Or this is true if Far0 / Far1 was invalid before.
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changeTileMode= changeTileMode || oldFar0==-1 || oldFar1==-1;
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// Pre VB change.
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//------------------
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// In this case, major change: delete all VB, then recreate after.
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if(changeTileMode)
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{
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// delete the old VB (NB: isRenderClipped()==false here).
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// NB: Far0 and Far1 are still unmodified, so deleteVB() will do the good job.
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deleteVBAndFaceVector();
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}
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else
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{
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// minor change: Far0 UV, or Far1.
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// Far0 UV: do nothing here.
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// If change in Far1, must delete Far1
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if(newFar1!=oldFar1)
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{
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// NB: Far1 is still unmodified, so deleteVB() will do the good job.
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deleteVBAndFaceVectorFar1Only();
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}
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}
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// Far change.
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//------------------
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// Set new far values
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Far0= newFar0;
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Far1= newFar1;
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// Post VB change.
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//------------------
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if(changeTileMode)
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{
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// major change: recreate all the VB.
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allocateVBAndFaceVector();
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// Then try to refill if possible.
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fillVB();
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}
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else
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{
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// minor change: Far0 UV, or Far1.
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// If change in Far0
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if(newFar0!=oldFar0)
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{
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// Then must recompute VB with good UVs.
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// An optimisation is to check if UVs had really change (see UScale ...)
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// but the case they don't change is very rare: 1/16.
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fillVBFar0Only();
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}
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// If change in Far1, must allcoate and recompute UVs.
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if(newFar1!=oldFar1)
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{
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allocateVBAndFaceVectorFar1Only();
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// try to fill if no reallocation problem
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fillVBFar1Only();
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}
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}
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// 3. Append patch to renderList.
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//=====================
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// This patch is visible. So if good far, append.
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if(Far0>0)
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{
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_PatchRdrPassFar0->appendRdrPatchFar0(this);
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}
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// Same for Far1.
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if(Far1>0)
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{
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_PatchRdrPassFar1->appendRdrPatchFar1(this);
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}
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// 4. Clip tess blocks.
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//=====================
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// If we are in Tile/FarTransition
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bool doClipFar= Far0==0 && Far1==1;
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// Parse all TessBlocks.
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uint nTessBlock= TessBlocks.size();
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CTessBlock *pTessBlock= nTessBlock>0? &TessBlocks[0]: NULL ;
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for(; nTessBlock>0; pTessBlock++, nTessBlock--)
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{
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CTessBlock &tblock= *pTessBlock;
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// bkup the old result for clipping
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bool oldVisibleFar0= tblock.visibleFar0();
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bool oldVisibleTile= tblock.visibleTile();
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bool oldVisibleFar1= tblock.visibleFar1();
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// If this TessBlock is empty, do not need to clip
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if(tblock.FaceTileMaterialRefCount==0)
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{
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// Simply force the clip.
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tblock.forceClip();
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}
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else
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{
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// clip the tessBlock.
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tblock.resetClip();
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tblock.clip();
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// If we are in Tile/FarTransition
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if(doClipFar)
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tblock.clipFar(CLandscapeGlobals::RefineCenter, CLandscapeGlobals::TileDistNear, CLandscapeGlobals::FarTransition);
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// If TileMode, and if tile visible
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if(Far0==0 && tblock.visibleTile() )
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{
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// Append all tiles (if any) to the renderPass list!
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for(uint j=0;j<NL3D_TESSBLOCK_TILESIZE; j++)
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{
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// If tile exist
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if(tblock.RdrTileRoot[j])
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// add it to the renderList
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tblock.RdrTileRoot[j]->appendTileToEachRenderPass(NumRenderableFaces);
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}
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}
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}
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// If change of clip in tessBlock, must update the tessBlock
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if( Far0> 0 && oldVisibleFar0 != tblock.visibleFar0() )
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{
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if( tblock.visibleFar0() )
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{
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// allocate
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updateFar0VBAlloc(tblock.FarVertexList, true);
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// fill only if possible.
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if(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs())
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fillFar0VertexListVB(tblock.FarVertexList);
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// rebuild triangles index list.
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tblock.refillFaceVectorFar0();
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}
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else
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{
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// delete
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updateFar0VBAlloc(tblock.FarVertexList, false);
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}
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}
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if( Far0==0 && oldVisibleTile != tblock.visibleTile() )
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{
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if( tblock.visibleTile() )
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{
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// allocate
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updateTileVBAlloc(tblock.NearVertexList, true);
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// fill only if possible.
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if(!CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs())
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fillTileVertexListVB(tblock.NearVertexList);
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// rebuild triangles index list.
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tblock.refillFaceVectorTile();
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}
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else
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{
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// delete
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updateTileVBAlloc(tblock.NearVertexList, false);
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}
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}
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if( Far1> 0 && oldVisibleFar1 != tblock.visibleFar1() )
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{
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if( tblock.visibleFar1() )
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{
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// allocate
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updateFar1VBAlloc(tblock.FarVertexList, true);
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// fill only if possible.
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if(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs())
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fillFar1VertexListVB(tblock.FarVertexList);
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// rebuild triangles index list.
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tblock.refillFaceVectorFar1();
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}
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else
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{
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// delete
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updateFar1VBAlloc(tblock.FarVertexList, false);
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}
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}
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}
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}
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// Special profiling.
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#ifdef NL3D_PROFILE_LAND
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#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv) \
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if(_fv) \
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{ \
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NL3D_PROFILE_LAND_ADD(_x, *_fv); \
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}
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#else
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#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv)
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#endif
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// ***************************************************************************
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static inline void renderFaceVector(TLandscapeIndexType *fv)
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{
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/*
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Remind that structure of fv is:
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uint32 NumTri
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uint32 index0Tri0
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uint32 index1Tri0
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uint32 index2Tri0
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uint32 index0Tri1
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uint32 index1Tri1
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.....
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*/
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// If not NULL (ie not empty).
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if(fv)
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{
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// TestYoyo: Bench.
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/*
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extern uint TEMP_NRFV;
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extern uint TEMP_NRFVTri;
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extern float TEMP_NRFVMeanTri;
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extern float TEMP_NRFVDeltaTri;
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TEMP_NRFV++;
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TEMP_NRFVTri+= *fv;
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TEMP_NRFVDeltaTri+= sqr(*fv-TEMP_NRFVMeanTri);
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*/
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// here we have NumTri>0, because fv!=NULL.
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// making lot of render() is slower than copy a block, and render it.
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//CLandscapeGlobals::PatchCurrentDriver->renderSimpleTriangles(fv+1, *fv);
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CHECK_IBA_RANGE(CLandscapeGlobals::PassTriArrayIBA, NL3D_LandscapeGlobals_PassTriCurPtr, *fv*3 * sizeof(uint32));
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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#ifndef NL_LANDSCAPE_INDEX16
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__asm
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{
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mov ebx, fv
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mov edi, NL3D_LandscapeGlobals_PassTriCurPtr
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mov edx, NL3D_LandscapeGlobals_PassNTri
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xor eax, eax // Avoid AGI stall.
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mov ecx, [ebx]
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lea esi, [ebx+4]
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mov eax, ecx // eax= bkup NumTris
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lea ecx, [ecx + ecx*2] // ecx= nTriIndex= NumTris*3
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// copy tri indices
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rep movsd
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add edx, eax // edx= NL3D_LandscapeGlobals_PassNTri + NumTri;
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// NL3D_LandscapeGlobals_PassTriCurPtr= edi= new ptr after copy
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mov NL3D_LandscapeGlobals_PassTriCurPtr, edi
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mov NL3D_LandscapeGlobals_PassNTri, edx
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}
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#else
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__asm
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{
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mov ebx, fv
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mov edi, NL3D_LandscapeGlobals_PassTriCurPtr
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mov edx, NL3D_LandscapeGlobals_PassNTri
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xor eax, eax // Avoid AGI stall.
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movzx ecx, word ptr [ebx]
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lea esi, [ebx+2]
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mov eax, ecx // eax= bkup NumTris
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lea ecx, [ecx + ecx*2] // ecx= nTriIndex= NumTris*3
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test ecx, 1
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jne odd_number
|
|
shr ecx, 1
|
|
// for alignment, first copy a single word
|
|
movsw
|
|
dec ecx
|
|
rep movsd
|
|
movsw
|
|
jmp even_number_done
|
|
odd_number:
|
|
shr ecx, 1
|
|
// for alignment, first copy a single word
|
|
movsw
|
|
rep movsd
|
|
even_number_done:
|
|
|
|
add edx, eax // edx= NL3D_LandscapeGlobals_PassNTri + NumTri;
|
|
|
|
// NL3D_LandscapeGlobals_PassTriCurPtr= edi= new ptr after copy
|
|
mov NL3D_LandscapeGlobals_PassTriCurPtr, edi
|
|
mov NL3D_LandscapeGlobals_PassNTri, edx
|
|
}
|
|
#endif
|
|
#else
|
|
uint nTriIndex= *fv*3;
|
|
// Fill and increment the array.
|
|
#ifndef NL_LANDSCAPE_INDEX16
|
|
memcpy( NL3D_LandscapeGlobals_PassTriCurPtr, fv+1, nTriIndex * sizeof(uint32) );
|
|
NL3D_LandscapeGlobals_PassTriCurPtr= (uint32*)NL3D_LandscapeGlobals_PassTriCurPtr + nTriIndex;
|
|
#else
|
|
memcpy( NL3D_LandscapeGlobals_PassTriCurPtr, fv+1, nTriIndex * sizeof(uint16) );
|
|
NL3D_LandscapeGlobals_PassTriCurPtr= (uint16*)NL3D_LandscapeGlobals_PassTriCurPtr + nTriIndex;
|
|
#endif
|
|
NL3D_LandscapeGlobals_PassNTri+= *fv;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::renderFar0()
|
|
{
|
|
NL3D_PROFILE_LAND_ADD(ProfNPatchRdrFar0, 1);
|
|
|
|
#ifdef NL_DEBUG
|
|
// Must be visible, and must be called only if the RdrPass is enabled.
|
|
nlassert(!isRenderClipped() && _PatchRdrPassFar0);
|
|
#endif
|
|
|
|
// Render tris of MasterBlock.
|
|
renderFaceVector(MasterBlock.Far0FaceVector);
|
|
// profile
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrFar0, MasterBlock.Far0FaceVector);
|
|
|
|
// Render tris of TessBlocks.
|
|
uint nTessBlock= TessBlocks.size();
|
|
CTessBlock *pTessBlock= nTessBlock>0? &TessBlocks[0]: NULL ;
|
|
for(; nTessBlock>0; pTessBlock++, nTessBlock--)
|
|
{
|
|
CTessBlock &tblock= *pTessBlock;
|
|
// if block visible, render
|
|
if( tblock.visibleFar0() )
|
|
{
|
|
renderFaceVector(tblock.Far0FaceVector);
|
|
// profile
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrFar0, tblock.Far0FaceVector);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::renderFar1()
|
|
{
|
|
NL3D_PROFILE_LAND_ADD(ProfNPatchRdrFar1, 1);
|
|
|
|
#ifdef NL_DEBUG
|
|
// Must be visible, and must be called only if the RdrPass is enabled.
|
|
nlassert(!isRenderClipped() && _PatchRdrPassFar1);
|
|
#endif
|
|
|
|
// Render tris of MasterBlock.
|
|
renderFaceVector(MasterBlock.Far1FaceVector);
|
|
// profile.
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrFar1, MasterBlock.Far1FaceVector);
|
|
|
|
// Render tris of TessBlocks.
|
|
uint nTessBlock= TessBlocks.size();
|
|
CTessBlock *pTessBlock= nTessBlock>0? &TessBlocks[0]: NULL ;
|
|
for(; nTessBlock>0; pTessBlock++, nTessBlock--)
|
|
{
|
|
CTessBlock &tblock= *pTessBlock;
|
|
// if block visible, render
|
|
if( tblock.visibleFar1() )
|
|
{
|
|
renderFaceVector(tblock.Far1FaceVector);
|
|
// profile.
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrFar1, tblock.Far1FaceVector);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CTileMaterial::renderTile(uint pass)
|
|
{
|
|
// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,
|
|
// If the pass is enabled.
|
|
if(Pass[pass].PatchRdrPass)
|
|
{
|
|
// render tris of the good faceList.
|
|
renderFaceVector(TileFaceVectors[pass]);
|
|
|
|
// profile.
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrTile[pass], TileFaceVectors[pass]);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CTileMaterial::renderTilePassRGB0()
|
|
{
|
|
// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,
|
|
// this pass must be enabled!
|
|
nlassert(Pass[NL3D_TILE_PASS_RGB0].PatchRdrPass);
|
|
// render tris of the good faceList.
|
|
renderFaceVector(TileFaceVectors[NL3D_TILE_PASS_RGB0]);
|
|
|
|
// profile.
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrTile[NL3D_TILE_PASS_RGB0], TileFaceVectors[NL3D_TILE_PASS_RGB0]);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CTileMaterial::renderTilePassLightmap()
|
|
{
|
|
// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,
|
|
// this pass must be enabled!
|
|
nlassert(Pass[NL3D_TILE_PASS_LIGHTMAP].PatchRdrPass);
|
|
// render tris of the good faceList, ie the one of PassRGB0, because vertices are reused.
|
|
renderFaceVector(TileFaceVectors[NL3D_TILE_PASS_RGB0]);
|
|
|
|
// profile.
|
|
NL3D_PROFILE_LAND_ADD_FACE_VECTOR(ProfNRdrTile[NL3D_TILE_PASS_LIGHTMAP], TileFaceVectors[NL3D_TILE_PASS_RGB0]);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// FaceVector Allocation
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::createFaceVectorFar1()
|
|
{
|
|
if(Far1>0)
|
|
{
|
|
// Create the face for all TessBlocks.
|
|
MasterBlock.createFaceVectorFar1(getLandscape()->_FaceVectorManager);
|
|
for(uint i=0; i<TessBlocks.size(); i++)
|
|
TessBlocks[i].createFaceVectorFar1(getLandscape()->_FaceVectorManager);
|
|
}
|
|
}
|
|
// ***************************************************************************
|
|
void CPatch::deleteFaceVectorFar1()
|
|
{
|
|
if(Far1>0)
|
|
{
|
|
// delete the face for all TessBlocks.
|
|
MasterBlock.deleteFaceVectorFar1(getLandscape()->_FaceVectorManager);
|
|
for(uint i=0; i<TessBlocks.size(); i++)
|
|
TessBlocks[i].deleteFaceVectorFar1(getLandscape()->_FaceVectorManager);
|
|
}
|
|
}
|
|
// ***************************************************************************
|
|
void CPatch::createFaceVectorFar0OrTile()
|
|
{
|
|
// If Far Mode.
|
|
if(Far0>0)
|
|
{
|
|
// Create the face for all TessBlocks.
|
|
MasterBlock.createFaceVectorFar0(getLandscape()->_FaceVectorManager);
|
|
for(uint i=0; i<TessBlocks.size(); i++)
|
|
TessBlocks[i].createFaceVectorFar0(getLandscape()->_FaceVectorManager);
|
|
}
|
|
// Or If Tile Mode.
|
|
else if(Far0==0)
|
|
{
|
|
// Create the face for all TessBlocks.
|
|
// No tiles in MasterBlock!
|
|
for(uint i=0; i<TessBlocks.size(); i++)
|
|
TessBlocks[i].createFaceVectorTile(getLandscape()->_FaceVectorManager);
|
|
}
|
|
}
|
|
// ***************************************************************************
|
|
void CPatch::deleteFaceVectorFar0OrTile()
|
|
{
|
|
// If Far Mode.
|
|
if(Far0>0)
|
|
{
|
|
// delete the face for all TessBlocks.
|
|
MasterBlock.deleteFaceVectorFar0(getLandscape()->_FaceVectorManager);
|
|
for(uint i=0; i<TessBlocks.size(); i++)
|
|
TessBlocks[i].deleteFaceVectorFar0(getLandscape()->_FaceVectorManager);
|
|
}
|
|
// Or If Tile Mode.
|
|
else if(Far0==0)
|
|
{
|
|
// delete the face for all TessBlocks.
|
|
// No tiles in MasterBlock!
|
|
for(uint i=0; i<TessBlocks.size(); i++)
|
|
TessBlocks[i].deleteFaceVectorTile(getLandscape()->_FaceVectorManager);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::recreateTessBlockFaceVector(CTessBlock &block)
|
|
{
|
|
// Do it Only if patch is visible.
|
|
if(!isRenderClipped())
|
|
{
|
|
// Far0.
|
|
// If Far Mode.
|
|
if(Far0>0)
|
|
{
|
|
// Create the face for this TessBlock only.
|
|
block.createFaceVectorFar0(getLandscape()->_FaceVectorManager);
|
|
}
|
|
// Or If Tile Mode.
|
|
else if(Far0==0)
|
|
{
|
|
// No tiles in MasterBlock! So no need to call createFaceVectorTile(), if this block is the MasterBlock.
|
|
if(&block != &MasterBlock)
|
|
block.createFaceVectorTile(getLandscape()->_FaceVectorManager);
|
|
}
|
|
|
|
// Far1.
|
|
if(Far1>0)
|
|
{
|
|
// Create the face for this TessBlock only.
|
|
block.createFaceVectorFar1(getLandscape()->_FaceVectorManager);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// VB Allocation
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::updateFar0VBAlloc(CTessList<CTessFarVertex> &vertList, bool alloc)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
if(alloc)
|
|
pVert->Index0= CLandscapeGlobals::CurrentFar0VBAllocator->allocateVertex();
|
|
else
|
|
CLandscapeGlobals::CurrentFar0VBAllocator->deleteVertex(pVert->Index0);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::updateFar1VBAlloc(CTessList<CTessFarVertex> &vertList, bool alloc)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
if(alloc)
|
|
pVert->Index1= CLandscapeGlobals::CurrentFar1VBAllocator->allocateVertex();
|
|
else
|
|
CLandscapeGlobals::CurrentFar1VBAllocator->deleteVertex(pVert->Index1);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::updateTileVBAlloc(CTessList<CTessNearVertex> &vertList, bool alloc)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessNearVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
|
|
{
|
|
if(alloc)
|
|
pVert->Index= CLandscapeGlobals::CurrentTileVBAllocator->allocateVertex();
|
|
else
|
|
CLandscapeGlobals::CurrentTileVBAllocator->deleteVertex(pVert->Index);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::updateVBAlloc(bool alloc)
|
|
{
|
|
// update Far0.
|
|
//=======
|
|
if(Far0>0)
|
|
{
|
|
// alloc Far0 VB.
|
|
updateFar0VBAlloc(MasterBlock.FarVertexList, alloc);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// need update VB only if tessBlock is visible.
|
|
if( tblock.visibleFar0() )
|
|
updateFar0VBAlloc(tblock.FarVertexList, alloc);
|
|
}
|
|
}
|
|
else if (Far0==0)
|
|
{
|
|
// alloc Tile VB.
|
|
// No Tiles in MasterBlock!!
|
|
// Traverse the TessBlocks to add vertices.
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// Add the vertices.
|
|
// need update VB only if tessBlock is visible.
|
|
if( tblock.visibleTile() )
|
|
updateTileVBAlloc(tblock.NearVertexList, alloc);
|
|
}
|
|
}
|
|
|
|
// update Far1.
|
|
//=======
|
|
if(Far1>0)
|
|
{
|
|
// alloc VB.
|
|
updateFar1VBAlloc(MasterBlock.FarVertexList, alloc);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// need update VB only if tessBlock is visible.
|
|
if( tblock.visibleFar1() )
|
|
updateFar1VBAlloc(tblock.FarVertexList, alloc);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::deleteVBAndFaceVector()
|
|
{
|
|
updateVBAlloc(false);
|
|
deleteFaceVectorFar1();
|
|
deleteFaceVectorFar0OrTile();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::allocateVBAndFaceVector()
|
|
{
|
|
updateVBAlloc(true);
|
|
createFaceVectorFar1();
|
|
createFaceVectorFar0OrTile();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::deleteVBAndFaceVectorFar1Only()
|
|
{
|
|
if(Far1>0)
|
|
{
|
|
// alloc VB.
|
|
updateFar1VBAlloc(MasterBlock.FarVertexList, false);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// need update VB only if tessBlock is visible.
|
|
if( tblock.visibleFar1() )
|
|
updateFar1VBAlloc(tblock.FarVertexList, false);
|
|
}
|
|
}
|
|
|
|
deleteFaceVectorFar1();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::allocateVBAndFaceVectorFar1Only()
|
|
{
|
|
if(Far1>0)
|
|
{
|
|
// alloc VB.
|
|
updateFar1VBAlloc(MasterBlock.FarVertexList, true);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// need update VB only if tessBlock is visible.
|
|
if( tblock.visibleFar1() )
|
|
updateFar1VBAlloc(tblock.FarVertexList, true);
|
|
}
|
|
}
|
|
|
|
createFaceVectorFar1();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::debugAllocationMarkIndicesFarList(CTessList<CTessFarVertex> &vertList, uint marker)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
pVert->Index0= marker;
|
|
pVert->Index1= marker;
|
|
}
|
|
}
|
|
|
|
void CPatch::debugAllocationMarkIndicesNearList(CTessList<CTessNearVertex> &vertList, uint marker)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessNearVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
|
|
{
|
|
pVert->Index= marker;
|
|
}
|
|
}
|
|
|
|
void CPatch::debugAllocationMarkIndices(uint marker)
|
|
{
|
|
sint i;
|
|
|
|
// Do it For Far.
|
|
debugAllocationMarkIndicesFarList(MasterBlock.FarVertexList, marker);
|
|
for(i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
debugAllocationMarkIndicesFarList(tblock.FarVertexList, marker);
|
|
}
|
|
// Do it For Near.
|
|
// No Tiles in MasterBlock!!
|
|
for(i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
debugAllocationMarkIndicesNearList(tblock.NearVertexList, marker);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// VB Filling.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
// NB: need to be inlined only for fillFar0VB() in this file.
|
|
inline void CPatch::fillFar0VertexVB(CTessFarVertex *pVert)
|
|
{
|
|
// The Buffers must have been locked
|
|
nlassert(CLandscapeGlobals::CurrentFar0VBAllocator);
|
|
nlassert(CLandscapeGlobals::CurrentFar0VBAllocator->bufferLocked());
|
|
// VBInfo must be OK.
|
|
nlassert(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs());
|
|
|
|
static uint8 *CurVBPtr;
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
|
|
|
|
// NB: the filling order of data is important, for AGP write combiners.
|
|
|
|
// compute Uvs.
|
|
static CUV uv;
|
|
CParamCoord pc= pVert->PCoord;
|
|
if (Flags&NL_PATCH_FAR0_ROTATED)
|
|
{
|
|
uv.U= pc.getT()* Far0UScale + Far0UBias;
|
|
uv.V= (1.f-pc.getS())* Far0VScale + Far0VBias;
|
|
}
|
|
else
|
|
{
|
|
uv.U= pc.getS()* Far0UScale + Far0UBias;
|
|
uv.V= pc.getT()* Far0VScale + Far0VBias;
|
|
}
|
|
|
|
// compute Dynamic lightmap Uv.
|
|
static CUV uvDLM;
|
|
if(_DLMContext) // (NB: Suppose BTB kill this test).
|
|
{
|
|
// compute UV with DLM context info.
|
|
uvDLM.U= pc.getS()* _DLMContext->DLMUScale + _DLMContext->DLMUBias;
|
|
uvDLM.V= pc.getT()* _DLMContext->DLMVScale + _DLMContext->DLMVBias;
|
|
}
|
|
else
|
|
{
|
|
// just set UV so the vertex point to a black pixel (see CTextureDLM).
|
|
uvDLM.U= 1;
|
|
uvDLM.V= 1;
|
|
}
|
|
|
|
// If not VertexProgram (NB: Suppose BTB kill this test).
|
|
if( !CLandscapeGlobals::VertexProgramEnabled )
|
|
{
|
|
// Set Pos. Set it local to the current center of landscape
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr, sizeof(CVector));
|
|
*(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
|
|
// Set Uvs.
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
|
|
}
|
|
else
|
|
{
|
|
// Else must setup Vertex program inputs
|
|
// v[0]== StartPos.
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr, sizeof(CVector));
|
|
*(CVector*)CurVBPtr= pVert->Src->StartPos;
|
|
// v[8]== Tex0
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
|
|
// v[9]== Tex1
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
|
|
|
|
// v[10]== GeomInfo.
|
|
static CUV geomInfo;
|
|
geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
|
|
geomInfo.V= pVert->Src->MaxNearLimit;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.GeomInfoOff, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.GeomInfoOff)= geomInfo;
|
|
|
|
// v[11]== EndPos - StartPos
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.DeltaPosOff, sizeof(CVector))
|
|
*(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.DeltaPosOff)=
|
|
pVert->Src->EndPos - pVert->Src->StartPos;
|
|
}
|
|
}
|
|
// ***************************************************************************
|
|
// NB: need to be inlined only for fillFar1VB() in this file.
|
|
inline void CPatch::fillFar1VertexVB(CTessFarVertex *pVert)
|
|
{
|
|
// The Buffers must have been locked
|
|
nlassert(CLandscapeGlobals::CurrentFar1VBAllocator);
|
|
nlassert(CLandscapeGlobals::CurrentFar1VBAllocator->bufferLocked());
|
|
// VBInfo must be OK.
|
|
nlassert(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs());
|
|
|
|
static uint8 *CurVBPtr;
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
|
|
|
|
// NB: the filling order of data is important, for AGP write combiners.
|
|
|
|
// compute Uvs.
|
|
static CUV uv;
|
|
CParamCoord pc= pVert->PCoord;
|
|
if (Flags&NL_PATCH_FAR1_ROTATED)
|
|
{
|
|
uv.U= pc.getT()* Far1UScale + Far1UBias;
|
|
uv.V= (1.f-pc.getS())* Far1VScale + Far1VBias;
|
|
}
|
|
else
|
|
{
|
|
uv.U= pc.getS()* Far1UScale + Far1UBias;
|
|
uv.V= pc.getT()* Far1VScale + Far1VBias;
|
|
}
|
|
|
|
// compute Dynamic lightmap Uv.
|
|
static CUV uvDLM;
|
|
if(_DLMContext) // (NB: Suppose BTB kill this test).
|
|
{
|
|
// compute UV with DLM context info.
|
|
uvDLM.U= pc.getS()* _DLMContext->DLMUScale + _DLMContext->DLMUBias;
|
|
uvDLM.V= pc.getT()* _DLMContext->DLMVScale + _DLMContext->DLMVBias;
|
|
}
|
|
else
|
|
{
|
|
// just set UV so the vertex point to a black pixel (see CTextureDLM).
|
|
uvDLM.U= 1;
|
|
uvDLM.V= 1;
|
|
}
|
|
|
|
// If not VertexProgram (NB: Suppose BTB kill this test).
|
|
if( !CLandscapeGlobals::VertexProgramEnabled )
|
|
{
|
|
// Set Pos. Set it local to the current center of landscape
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr, sizeof(CVector));
|
|
*(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
|
|
// Set Uvs.
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
|
|
// Set default color.
|
|
static CRGBA col(255,255,255,255);
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff, sizeof(CRGBA));
|
|
*(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
|
|
}
|
|
else
|
|
{
|
|
// Else must setup Vertex program inputs
|
|
// v[0]== StartPos.
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr, sizeof(CVector));
|
|
*(CVector*)CurVBPtr= pVert->Src->StartPos;
|
|
// v[8]== Tex0
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
|
|
// v[9]== Tex1
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
|
|
|
|
// v[10]== GeomInfo.
|
|
static CUV geomInfo;
|
|
geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
|
|
geomInfo.V= pVert->Src->MaxNearLimit;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.GeomInfoOff, sizeof(CUV));
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.GeomInfoOff)= geomInfo;
|
|
|
|
// v[11]== EndPos - StartPos
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.DeltaPosOff, sizeof(CVector))
|
|
*(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.DeltaPosOff)=
|
|
pVert->Src->EndPos - pVert->Src->StartPos;
|
|
|
|
// v[12]== Alpha information
|
|
// Hopefully, fillVBFar1Only() is called each Time the Far1 change, in preRender().
|
|
// So TransitionSqrMin and OOTransitionSqrDelta in CPath are valid.
|
|
geomInfo.U= TransitionSqrMin;
|
|
geomInfo.V= OOTransitionSqrDelta;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.AlphaInfoOff, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.AlphaInfoOff)= geomInfo;
|
|
|
|
}
|
|
}
|
|
// ***************************************************************************
|
|
// NB: need to be inlined only for fillTileVB() in this file.
|
|
inline void CPatch::fillTileVertexVB(CTessNearVertex *pVert)
|
|
{
|
|
// The Buffers must have been locked
|
|
nlassert(CLandscapeGlobals::CurrentTileVBAllocator);
|
|
nlassert(CLandscapeGlobals::CurrentTileVBAllocator->bufferLocked());
|
|
// VBInfo must be OK.
|
|
nlassert(!CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs());
|
|
|
|
static uint8 *CurVBPtr;
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
|
|
|
|
|
|
// NB: the filling order of data is important, for AGP write combiners.
|
|
|
|
// If not VertexProgram (NB: Suppose BTB kill this test).
|
|
if( !CLandscapeGlobals::VertexProgramEnabled )
|
|
{
|
|
// Set Pos. Set it local to the current center of landscape
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr, sizeof(CVector))
|
|
*(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
|
|
// Set Uvs.
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert->PUv0;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert->PUv1;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert->PUv2;
|
|
}
|
|
else
|
|
{
|
|
// Else must setup Vertex program inputs
|
|
// v[0]== StartPos.
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr, sizeof(CVector))
|
|
*(CVector*)CurVBPtr= pVert->Src->StartPos;
|
|
// v[8]== Tex0
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert->PUv0;
|
|
// v[9]== Tex1
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert->PUv1;
|
|
// v[12]== Tex2
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert->PUv2;
|
|
|
|
// v[10]== GeomInfo.
|
|
static CUV geomInfo;
|
|
geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
|
|
geomInfo.V= pVert->Src->MaxNearLimit;
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.GeomInfoOff, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.GeomInfoOff)= geomInfo;
|
|
|
|
// v[11]== EndPos - StartPos
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.DeltaPosOff, sizeof(CVector))
|
|
*(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.DeltaPosOff)=
|
|
pVert->Src->EndPos - pVert->Src->StartPos;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillFar0VertexListVB(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
fillFar0VertexVB(pVert);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillFar1VertexListVB(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
fillFar1VertexVB(pVert);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillTileVertexListVB(CTessList<CTessNearVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessNearVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
|
|
{
|
|
fillTileVertexVB(pVert);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillVB()
|
|
{
|
|
// Fill Far0.
|
|
//=======
|
|
// fill only if no reallcoation occurs
|
|
if(Far0>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill Far0 VB.
|
|
fillFar0VertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleFar0() )
|
|
fillFar0VertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
else if(Far0==0 && !CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill Tile VB.
|
|
// No Tiles in MasterBlock!!
|
|
// Traverse the TessBlocks to add vertices.
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleTile() )
|
|
fillTileVertexListVB(tblock.NearVertexList);
|
|
}
|
|
}
|
|
|
|
// Fill Far1.
|
|
//=======
|
|
if(Far1>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill VB.
|
|
fillFar1VertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleFar1() )
|
|
fillFar1VertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillVBIfVisible()
|
|
{
|
|
if(isRenderClipped()==false)
|
|
fillVB();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillVBFar0Only()
|
|
{
|
|
if(Far0>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill Far0 VB.
|
|
fillFar0VertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleFar0() )
|
|
fillFar0VertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillVBFar1Only()
|
|
{
|
|
if(Far1>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill VB.
|
|
fillFar1VertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleFar1() )
|
|
fillFar1VertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// VB Software Geomorph / Alpha.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeGeomorphVertexList(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
// compute geomorph.
|
|
pVert->Src->computeGeomPos();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeGeomorphFar0VertexListVB(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
static uint8 *CurVBPtr;
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
|
|
|
|
// Set Geomorphed Position. Set it local to the current center of landscape
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr, sizeof(CVector))
|
|
*(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeGeomorphAlphaFar1VertexListVB(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
static uint8 *CurVBPtr;
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
|
|
|
|
// NB: the filling order of data is important, for AGP write combiners.
|
|
|
|
// Set Geomorphed Position. Set it local to the current center of landscape
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr, sizeof(CVector))
|
|
*(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
|
|
|
|
// Set Alpha color.
|
|
static CRGBA col(255,255,255,255);
|
|
// For Far1, use alpha fro transition.
|
|
// Prefer Use Pos, because of caching. So little difference between Soft and VertexProgram mode.
|
|
float f= (pVert->Src->Pos - CLandscapeGlobals::RefineCenter).sqrnorm();
|
|
f= (f-TransitionSqrMin) * OOTransitionSqrDelta;
|
|
clamp(f,0,1);
|
|
col.A= (uint8)(f*255);
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff, sizeof(CRGBA))
|
|
*(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeGeomorphTileVertexListVB(CTessList<CTessNearVertex> &vertList)
|
|
{
|
|
// Traverse the vertList.
|
|
CTessNearVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
|
|
{
|
|
static uint8 *CurVBPtr;
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
|
|
|
|
// Set Geomorphed Position. Set it local to the current center of landscape
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentTileVBInfo.Accessor, CurVBPtr, sizeof(CVector))
|
|
*(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeSoftwareGeomorphAndAlpha()
|
|
{
|
|
if(isRenderClipped())
|
|
return;
|
|
|
|
// Compute Geomorph.
|
|
//=======
|
|
// Need only to fill CTessVertex, so do it only for FarVertices
|
|
// Hence Geomorph is done twice on edges of patches!!.
|
|
// If not too near for precise, fast compute of geomorph.
|
|
if( TessBlocks.size()==0 )
|
|
{
|
|
// Just update all vertices of master block.
|
|
computeGeomorphVertexList(MasterBlock.FarVertexList);
|
|
}
|
|
else
|
|
{
|
|
// update all vertices of master block.
|
|
computeGeomorphVertexList(MasterBlock.FarVertexList);
|
|
// update vertices of others block.
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// Precise Clip.
|
|
if(!tblock.getClipped())
|
|
{
|
|
// compute the geomorph of the vertices in the tessblock.
|
|
computeGeomorphVertexList(tblock.FarVertexList);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Fill Far0.
|
|
//=======
|
|
if(Far0>0)
|
|
{
|
|
// Fill Far0 VB.
|
|
computeGeomorphFar0VertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// Precise Clip.
|
|
if( tblock.visibleFar0() )
|
|
computeGeomorphFar0VertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
else if(Far0==0)
|
|
{
|
|
// Fill Tile VB.
|
|
// No Tiles in MasterBlock!!
|
|
// Traverse the TessBlocks to compute vertices.
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// Precise Clip.
|
|
if( tblock.visibleTile() )
|
|
computeGeomorphTileVertexListVB(tblock.NearVertexList);
|
|
}
|
|
}
|
|
|
|
// Fill Far1.
|
|
//=======
|
|
if(Far1>0)
|
|
{
|
|
// Fill VB.
|
|
computeGeomorphAlphaFar1VertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// Precise Clip.
|
|
if( tblock.visibleFar1() )
|
|
computeGeomorphAlphaFar1VertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// VB clip Allocate/Filling.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::updateClipPatchVB(bool renderClipped)
|
|
{
|
|
// If now the patch is invisible
|
|
if(renderClipped)
|
|
{
|
|
// Then delete vertices.
|
|
deleteVBAndFaceVector();
|
|
|
|
// Now, all vertices in VB are deleted.
|
|
// Force clip state of all TessBlocks, so no allocation will be done on Vertices in VB.
|
|
if(!TessBlocks.empty())
|
|
{
|
|
for(uint i=0; i<TessBlocks.size();i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
tblock.forceClip();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// else allocate / fill them.
|
|
allocateVBAndFaceVector();
|
|
// NB: fillVB() test if any reallocation occurs.
|
|
fillVB();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// VB refine Allocate/Filling.
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::checkCreateVertexVBFar(CTessFarVertex *pVert)
|
|
{
|
|
nlassert(pVert);
|
|
// If visible, and Far0 in !Tile Mode, allocate.
|
|
// NB: must test Far0>0 because vertices are reallocated in preRender() if a change of Far occurs.
|
|
if(!isRenderClipped() && Far0>0 && pVert->OwnerBlock->visibleFar0() )
|
|
{
|
|
pVert->Index0= CLandscapeGlobals::CurrentFar0VBAllocator->allocateVertex();
|
|
}
|
|
|
|
// Idem for Far1
|
|
if(!isRenderClipped() && Far1>0 && pVert->OwnerBlock->visibleFar1())
|
|
{
|
|
pVert->Index1= CLandscapeGlobals::CurrentFar1VBAllocator->allocateVertex();
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::checkFillVertexVBFar(CTessFarVertex *pVert)
|
|
{
|
|
nlassert(pVert);
|
|
// If visible, and Far0 in !Tile Mode, try to fill.
|
|
// NB: must test Far0>0 because vertices are reallocated in preRender() if a change of Far occurs.
|
|
if(!isRenderClipped() && Far0>0 && pVert->OwnerBlock->visibleFar0())
|
|
{
|
|
if( !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
|
|
fillFar0VertexVB(pVert);
|
|
}
|
|
|
|
// Idem for Far1
|
|
if(!isRenderClipped() && Far1>0 && pVert->OwnerBlock->visibleFar1())
|
|
{
|
|
if( !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
|
|
fillFar1VertexVB(pVert);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::checkCreateVertexVBNear(CTessNearVertex *pVert)
|
|
{
|
|
nlassert(pVert);
|
|
// If visible, and Far0 in Tile Mode, allocate.
|
|
// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.
|
|
if(!isRenderClipped() && Far0==0 && pVert->OwnerBlock->visibleTile())
|
|
{
|
|
pVert->Index= CLandscapeGlobals::CurrentTileVBAllocator->allocateVertex();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::checkFillVertexVBNear(CTessNearVertex *pVert)
|
|
{
|
|
nlassert(pVert);
|
|
// If visible, and Far0 in Tile Mode, try to fill.
|
|
// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.
|
|
if(!isRenderClipped()&& Far0==0 && pVert->OwnerBlock->visibleTile() )
|
|
{
|
|
// try to fill.
|
|
if( !CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs() )
|
|
fillTileVertexVB(pVert);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::checkDeleteVertexVBFar(CTessFarVertex *pVert)
|
|
{
|
|
nlassert(pVert);
|
|
// If visible, and Far0 in !Tile Mode, ok, the vertex exist in VB, so delete.
|
|
// NB: must test Far0>0 because vertices are deleted in preRender() if a change of Far occurs.
|
|
if(!isRenderClipped() && Far0>0 && pVert->OwnerBlock->visibleFar0() )
|
|
{
|
|
CLandscapeGlobals::CurrentFar0VBAllocator->deleteVertex(pVert->Index0);
|
|
}
|
|
|
|
// Idem for Far1
|
|
if(!isRenderClipped() && Far1>0 && pVert->OwnerBlock->visibleFar1() )
|
|
{
|
|
CLandscapeGlobals::CurrentFar1VBAllocator->deleteVertex(pVert->Index1);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::checkDeleteVertexVBNear(CTessNearVertex *pVert)
|
|
{
|
|
nlassert(pVert);
|
|
// If visible, and Far0 in Tile Mode, ok, the vertex exist in VB, so delete.
|
|
// NB: must test Far0==0 because vertices are deleted in preRender() if a change of Far occurs.
|
|
if(!isRenderClipped() && Far0==0 && pVert->OwnerBlock->visibleTile() )
|
|
{
|
|
CLandscapeGlobals::CurrentTileVBAllocator->deleteVertex(pVert->Index);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// VB DLM Filling
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillFar0DLMUvOnlyVertexListVB(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// The Buffers must have been locked
|
|
nlassert(CLandscapeGlobals::CurrentFar0VBAllocator);
|
|
nlassert(CLandscapeGlobals::CurrentFar0VBAllocator->bufferLocked());
|
|
// VBInfo must be OK.
|
|
nlassert(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs());
|
|
|
|
static uint8 *CurVBPtr;
|
|
static CUV uvDLM;
|
|
|
|
// If the DLMContext exist
|
|
if(_DLMContext)
|
|
{
|
|
// Traverse the vertList, to compute new uvDLM
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
|
|
|
|
// compute Uvs.
|
|
CParamCoord pc= pVert->PCoord;
|
|
|
|
// compute Dynamic lightmap Uv with DLM context info.
|
|
uvDLM.U= pc.getS()* _DLMContext->DLMUScale + _DLMContext->DLMUBias;
|
|
uvDLM.V= pc.getT()* _DLMContext->DLMVScale + _DLMContext->DLMVBias;
|
|
|
|
// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
|
|
}
|
|
}
|
|
// else, reset all Uvs
|
|
else
|
|
{
|
|
// just set UV so the vertex point to a black pixel (see CTextureDLM).
|
|
uvDLM.U= 1;
|
|
uvDLM.V= 1;
|
|
|
|
// Traverse the vertList, to reset uv
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
|
|
|
|
// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar0VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillFar1DLMUvOnlyVertexListVB(CTessList<CTessFarVertex> &vertList)
|
|
{
|
|
// The Buffers must have been locked
|
|
nlassert(CLandscapeGlobals::CurrentFar1VBAllocator);
|
|
nlassert(CLandscapeGlobals::CurrentFar1VBAllocator->bufferLocked());
|
|
// VBInfo must be OK.
|
|
nlassert(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs());
|
|
|
|
static uint8 *CurVBPtr;
|
|
static CUV uvDLM;
|
|
|
|
// If the DLMContext exist
|
|
if(_DLMContext)
|
|
{
|
|
// Traverse the vertList, to compute new uvDLM
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
|
|
|
|
// compute Uvs.
|
|
CParamCoord pc= pVert->PCoord;
|
|
|
|
// compute Dynamic lightmap Uv with DLM context info.
|
|
uvDLM.U= pc.getS()* _DLMContext->DLMUScale + _DLMContext->DLMUBias;
|
|
uvDLM.V= pc.getT()* _DLMContext->DLMVScale + _DLMContext->DLMVBias;
|
|
|
|
// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
|
|
}
|
|
}
|
|
// else, reset all Uvs
|
|
else
|
|
{
|
|
// just set UV so the vertex point to a black pixel (see CTextureDLM).
|
|
uvDLM.U= 1;
|
|
uvDLM.V= 1;
|
|
|
|
// Traverse the vertList, to reset uv
|
|
CTessFarVertex *pVert;
|
|
for(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
|
|
{
|
|
// Compute/build the new vertex.
|
|
CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
|
|
CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
|
|
|
|
// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).
|
|
CHECK_VBA_RANGE(CLandscapeGlobals::CurrentFar1VBInfo.Accessor, CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1, sizeof(CUV))
|
|
*(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::fillVBFarsDLMUvOnly()
|
|
{
|
|
// Do it for Far0.
|
|
if(Far0>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill Far0 VB.
|
|
fillFar0DLMUvOnlyVertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleFar0() )
|
|
fillFar0DLMUvOnlyVertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
|
|
// Do it for Far1.
|
|
if(Far1>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
|
|
{
|
|
// Fill VB.
|
|
fillFar1DLMUvOnlyVertexListVB(MasterBlock.FarVertexList);
|
|
for(sint i=0; i<(sint)TessBlocks.size(); i++)
|
|
{
|
|
CTessBlock &tblock= TessBlocks[i];
|
|
// fill only if tblock visible.
|
|
if( tblock.visibleFar1() )
|
|
fillFar1DLMUvOnlyVertexListVB(tblock.FarVertexList);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|