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122 lines
3.7 KiB
C++
122 lines
3.7 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_MRM_LEVEL_DETAIL_H
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#define NL_MRM_LEVEL_DETAIL_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/common.h"
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namespace NL3D
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{
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// ***************************************************************************
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/* This is used to have correct max Polygon count setuped. This suppose that MRM.NumLod==10
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Hence, a mean value of 0.5*1/10 is used
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*/
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#define NL3D_MRM_LD_SHIFT_POLY_COUNT 0.05f
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// ***************************************************************************
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/**
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* Degradation Control for MRM. used by CMeshMRM and CSkeletonModel
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CMRMLevelDetail
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{
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public:
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/// For Load balancing, the min number of faces this MRM use.
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uint32 MinFaceUsed;
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/// For Load balancing, the max number of faces this MRM use.
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uint32 MaxFaceUsed;
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/// The MRM has its max faces when dist<=DistanceFinest. nlassert if <0.
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float DistanceFinest;
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/// The MRM has 50% of its faces at dist==DistanceMiddle. nlassert if <= DistanceFinest.
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float DistanceMiddle;
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/// The MRM has faces/Divisor when dist>=DistanceCoarsest. nlassert if <= DistanceMiddle.
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float DistanceCoarsest;
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/// compiled info (public for faster serial)
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float OODistanceDelta;
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float DistancePow;
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public:
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/// Constructor
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CMRMLevelDetail() {}
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/// compile OODistanceDelta and DistancePow
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void compileDistanceSetup();
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/// return a float [0,1], computed from a distance (should be >0).
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float getLevelDetailFromDist(float dist);
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/// return number of triangles for a distance
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float getNumTriangles (float dist)
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{
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// return the lod detail [0,1].
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float ld= getLevelDetailFromDist(dist);
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// return in nb face.
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if(ld<=0)
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return (float)MinFaceUsed;
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else
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{
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/* over-estimate the number of poly rendered
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because this is always the higher Lod which is rendered, geomorphing to the coarser one.
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NB: still need to over-estimate if ld==1, because getLevelDetailFromPolyCount() remove the shift...
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*/
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ld+= NL3D_MRM_LD_SHIFT_POLY_COUNT;
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return MinFaceUsed + ld * (MaxFaceUsed - MinFaceUsed);
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}
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}
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/// return a float [0,1], computed from number of poly wanted (should be >0)
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float getLevelDetailFromPolyCount(float polygonCount)
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{
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float ld;
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if(MaxFaceUsed > MinFaceUsed)
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{
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// compute the level of detail we want.
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ld= (polygonCount - MinFaceUsed) / (MaxFaceUsed - MinFaceUsed);
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/* remove the value added in getNumTriangles(). For the same reason:
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this is always the higher Lod which is rendered, geomorphing to the coarser one.
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Hence we must degrade a bit.
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NB: if polygonCount==MinFaceUsed, then we have here ld= -NL3D_MRM_LD_SHIFT_POLY_COUNT (ie -0.05f)
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but it is clamped below
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*/
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ld-= NL3D_MRM_LD_SHIFT_POLY_COUNT;
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NLMISC::clamp(ld, 0, 1);
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}
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else
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ld= 1;
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return ld;
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}
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};
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} // NL3D
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#endif // NL_MRM_LEVEL_DETAIL_H
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/* End of mrm_level_detail.h */
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