khanat-opennel-code/code/nel/include/nel/3d/mrm_level_detail.h
2010-05-06 02:08:41 +02:00

122 lines
3.7 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MRM_LEVEL_DETAIL_H
#define NL_MRM_LEVEL_DETAIL_H
#include "nel/misc/types_nl.h"
#include "nel/misc/common.h"
namespace NL3D
{
// ***************************************************************************
/* This is used to have correct max Polygon count setuped. This suppose that MRM.NumLod==10
Hence, a mean value of 0.5*1/10 is used
*/
#define NL3D_MRM_LD_SHIFT_POLY_COUNT 0.05f
// ***************************************************************************
/**
* Degradation Control for MRM. used by CMeshMRM and CSkeletonModel
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CMRMLevelDetail
{
public:
/// For Load balancing, the min number of faces this MRM use.
uint32 MinFaceUsed;
/// For Load balancing, the max number of faces this MRM use.
uint32 MaxFaceUsed;
/// The MRM has its max faces when dist<=DistanceFinest. nlassert if <0.
float DistanceFinest;
/// The MRM has 50% of its faces at dist==DistanceMiddle. nlassert if <= DistanceFinest.
float DistanceMiddle;
/// The MRM has faces/Divisor when dist>=DistanceCoarsest. nlassert if <= DistanceMiddle.
float DistanceCoarsest;
/// compiled info (public for faster serial)
float OODistanceDelta;
float DistancePow;
public:
/// Constructor
CMRMLevelDetail() {}
/// compile OODistanceDelta and DistancePow
void compileDistanceSetup();
/// return a float [0,1], computed from a distance (should be >0).
float getLevelDetailFromDist(float dist);
/// return number of triangles for a distance
float getNumTriangles (float dist)
{
// return the lod detail [0,1].
float ld= getLevelDetailFromDist(dist);
// return in nb face.
if(ld<=0)
return (float)MinFaceUsed;
else
{
/* over-estimate the number of poly rendered
because this is always the higher Lod which is rendered, geomorphing to the coarser one.
NB: still need to over-estimate if ld==1, because getLevelDetailFromPolyCount() remove the shift...
*/
ld+= NL3D_MRM_LD_SHIFT_POLY_COUNT;
return MinFaceUsed + ld * (MaxFaceUsed - MinFaceUsed);
}
}
/// return a float [0,1], computed from number of poly wanted (should be >0)
float getLevelDetailFromPolyCount(float polygonCount)
{
float ld;
if(MaxFaceUsed > MinFaceUsed)
{
// compute the level of detail we want.
ld= (polygonCount - MinFaceUsed) / (MaxFaceUsed - MinFaceUsed);
/* remove the value added in getNumTriangles(). For the same reason:
this is always the higher Lod which is rendered, geomorphing to the coarser one.
Hence we must degrade a bit.
NB: if polygonCount==MinFaceUsed, then we have here ld= -NL3D_MRM_LD_SHIFT_POLY_COUNT (ie -0.05f)
but it is clamped below
*/
ld-= NL3D_MRM_LD_SHIFT_POLY_COUNT;
NLMISC::clamp(ld, 0, 1);
}
else
ld= 1;
return ld;
}
};
} // NL3D
#endif // NL_MRM_LEVEL_DETAIL_H
/* End of mrm_level_detail.h */