khanat-opennel-code/code/nel/include/nel/3d/mesh_geom.h

239 lines
7.9 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MESH_GEOM_H
#define NL_MESH_GEOM_H
#include "nel/misc/types_nl.h"
#include "nel/misc/stream.h"
#include "nel/misc/plane.h"
#include "nel/misc/matrix.h"
namespace NLMISC
{
class CAABBoxExt;
}
namespace NL3D
{
class IDriver;
class CTransformShape;
class CMeshBaseInstance;
class CMeshBlockManager;
class CScene;
class CRenderTrav;
using NLMISC::CPlane;
using NLMISC::CMatrix;
// ***************************************************************************
/**
* A render Context used to render MeshGeom. Contains any useful information
*/
class CMeshGeomRenderContext
{
public:
IDriver *Driver;
CScene *Scene;
CRenderTrav *RenderTrav;
// true if the mesh is rendered through a VBHeap currently activated in driver.
bool RenderThroughVBHeap;
};
// ***************************************************************************
/**
* Interface for MeshGeom.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class IMeshGeom : public NLMISC::IStreamable
{
public:
/// Render Flags, used in render
enum TRenderFlag
{
RenderOpaqueMaterial= 1, // set when the mesh geom must render opaque material
RenderTransparentMaterial= 2, // set when the mesh geom must render transparent material
RenderPassOpaque=4, // set when the current traversal rdrPass is the opaque pass
RenderGlobalAlpha= 8, // set when the caller wants to draw material with global alpha
RenderGADisableZWrite= 16, // only when globalAlpha is used. set if must disable ZWrite
};
public:
/// Constructor
IMeshGeom();
/// dtor
virtual ~IMeshGeom();
/** store useful information for this meshGeom in the instance. Used for IMeshVertexProgram as example
*/
virtual void initInstance(CMeshBaseInstance *mbi) =0;
/** clip this shape with a pyramid.
* the pyramid is given in world space.The world matrix of the object is given.
* \param pyramid the clipping polytope, planes are normalized.
* \param worldMatrix the world matrix of the instance.
* \return true if the object is visible, false otherwise. The default behavior is to return true (never clipped).
*/
virtual bool clip(const std::vector<CPlane> &/* pyramid */, const CMatrix &/* worldMatrix */) {return true;}
/** render() this meshGeom in a driver, with the specified TransformShape instance information.
* NB: the meshGeom is ensured to not be skinned to a skeleton, but CMeshGeom may still have skin information.
*/
virtual void render(IDriver *drv, CTransformShape *trans, float polygonCount, uint32 rdrFlags, float globalAlpha) =0;
/** render this meshGeom as a skin, with the specified TransformShape instance information (which gives the driver)
* NB: trans->isSkinned() is ensured to be true.
* All the materials must be rendered.
*/
virtual void renderSkin(CTransformShape *trans, float alphaMRM) =0;
/// True if this mesh has a vertexProgram
virtual bool hasMeshVertexProgram() const {return false;}
/** Profile the render of this meshGeom.
*/
virtual void profileSceneRender(CRenderTrav *rdrTrav, CTransformShape *trans, float polygonCount, uint32 rdrFlags) =0;
/// \name Load balancing methods
// @{
/** get an approximation of the number of triangles this instance will render for a fixed distance.
*
* \param distance is the distance of the shape from the eye.
* \return the approximate number of triangles this instance will render at this distance. This
* number can be a float. The function MUST be decreasing or constant with the distance but don't
* have to be continus.
*/
virtual float getNumTriangles (float distance) =0;
/** get the extended axis aligned bounding box of the mesh
*/
virtual const NLMISC::CAABBoxExt& getBoundingBox() const =0;
// @}
/// \name Mesh Block Render Interface
/**
* NB: Mesh Block render cannot occurs if the Mesh is Skinned/MeshMorphed.
* NB: Mesh Block render can occurs only in Opaque pass => globalAlpha is not used.
*/
// @{
/** true if this meshGeom support meshBlock rendering.
* eg: return false if skinned/meshMorphed.
*/
virtual bool supportMeshBlockRendering () const =0;
/** true if the sort criterion must be by material. Else, sort per instance.
*
*/
virtual bool sortPerMaterial() const =0;
/** return the number of renderPasses for this mesh.
* Used only if sortPerMaterial()) is true
*/
virtual uint getNumRdrPassesForMesh() const =0;
/** return the number of renderPasses for this instance. Called after activateInstance()
* Used only if sortPerMaterial()) is false
*/
virtual uint getNumRdrPassesForInstance(CMeshBaseInstance *inst) const =0;
/** The framework call this method when he will render instances of this meshGeom soon.
*
*/
virtual void beginMesh(CMeshGeomRenderContext &rdrCtx) =0;
/** The framework call this method any time a change of instance occurs.
*
*/
virtual void activeInstance(CMeshGeomRenderContext &rdrCtx, CMeshBaseInstance *inst, float polygonCount, void *vbDst) =0;
/** The framework call this method to render the current renderPass, with the current instance
* NB: if the material is blended, DON'T render it!!
*/
virtual void renderPass(CMeshGeomRenderContext &rdrCtx, CMeshBaseInstance *inst, float polygonCount, uint rdrPass) =0;
/** The framework call this method when it has done with this meshGeom
*
*/
virtual void endMesh(CMeshGeomRenderContext &rdrCtx) =0;
/** The framework call this method to know if the mesh can fit in VBHeap.
* if yes, deriver must return mesh vertexFormat and num of vertices.
*/
virtual bool getVBHeapInfo(uint &/* vertexFormat */, uint &/* numVertices */) {return false;}
/** When the framework succes to allocate a VBHeap space, it call this method to fill this space and compute
* shifted Primitive block.
* \param the dest VertexBuffer. NB: start to fill at dst[0]
* \param indexStart used to shift primitive block.
*/
virtual void computeMeshVBHeap(void * /* dst */, uint /* indexStart */) {}
/** Return true if the meshGeom has to Fill some Vertices at activeInstance() time
* if VBHeap enabled at this time, then vbDst in activeInstance(,,,vbDst) will contains the vb to write to.
*/
virtual bool isActiveInstanceNeedVBFill() const {return false;}
// Return True if the mesh fit in a VBHeap
bool isMeshInVBHeap() const {return _MeshVBHeapId!=0;}
// @}
// *****************
private:
/// \name Mesh Block Render access
// @{
friend class CMeshBlockManager;
/// This is the head of the list of instances to render in the CMeshBlockManager. -1 if NULL
sint32 _RootInstanceId;
/// The manager which owns our VBHeap data. NULL means manager must try to setup VBHeap
CMeshBlockManager *_MeshBlockManager;
/// This is the Heap Id setuped in CMeshBlockManager::allocateMeshVBHeap()
uint _MeshVBHeapId;
/// Delta of index for mesh into VBHeap.
uint _MeshVBHeapIndexStart;
/// Number of vertices for mesh into VBHeap.
uint _MeshVBHeapNumVertices;
// @}
};
} // NL3D
#endif // NL_MESH_GEOM_H
/* End of mesh_geom.h */