Torque3D/Engine/source/ts/tsSortedMesh.h

81 lines
3.3 KiB
C
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _TSSORTEDMESH_H_
#define _TSSORTEDMESH_H_
#ifndef _TSMESH_H_
#include "ts/tsMesh.h"
#endif
/// TSSortedMesh is for meshes that need sorting (obviously). Such meshes
/// are usually partially or completely composed of translucent/parent polygons.
class TSSortedMesh : public TSMesh
{
public:
typedef TSMesh Parent;
/// This is a group of primitives that belong "together" in the rendering sequence.
/// For example, if a player model had a helmet with a translucent visor, the visor
/// would be a Cluster.
struct Cluster
{
S32 startPrimitive;
S32 endPrimitive;
Point3F normal;
F32 k;
S32 frontCluster; ///< go to this cluster if in front of plane, if frontCluster<0, no cluster
S32 backCluster; ///< go to this cluster if in back of plane, if backCluster<0, no cluster
///< if frontCluster==backCluster, no plane to test against...
};
2015-03-04 00:55:30 +00:00
Vector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
Vector<S32> startCluster; ///< indexed by frame number
Vector<S32> firstVerts; ///< indexed by frame number
Vector<S32> numVerts; ///< indexed by frame number
Vector<S32> firstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both)
2012-09-19 15:15:01 +00:00
/// sometimes, we want to write the depth value to the frame buffer even when object is translucent
2015-03-04 00:55:30 +00:00
bool alwaysWriteDepth;
2012-09-19 15:15:01 +00:00
// render methods..
void render(S32 frame, S32 matFrame, TSMaterialList *);
bool buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
bool castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials );
bool buildConvexHull(); ///< does nothing, skins don't use this
///
/// @returns false ALWAYS
S32 getNumPolys();
void assemble(bool skip);
void disassemble();
TSSortedMesh() {
2015-03-04 00:55:30 +00:00
meshType = SortedMeshType;
2012-09-19 15:15:01 +00:00
}
};
#endif // _TS_SORTED_MESH