tsSortedMesh.h

Engine/source/ts/tsSortedMesh.h

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Classes:

class

TSSortedMesh is for meshes that need sorting (obviously).

class

This is a group of primitives that belong "together" in the rendering sequence.

Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _TSSORTEDMESH_H_
25#define _TSSORTEDMESH_H_
26
27#ifndef _TSMESH_H_
28#include "ts/tsMesh.h"
29#endif
30
31/// TSSortedMesh is for meshes that need sorting (obviously).  Such meshes
32/// are usually partially or completely composed of translucent/parent polygons.
33class TSSortedMesh : public TSMesh
34{
35public:
36   typedef TSMesh Parent;
37
38   /// This is a group of primitives that belong "together" in the rendering sequence.
39   /// For example, if a player model had a helmet with a translucent visor, the visor
40   /// would be a Cluster.
41   struct Cluster
42   {
43      S32 startPrimitive;
44      S32 endPrimitive;
45      Point3F normal;
46      F32 k;
47      S32 frontCluster; ///< go to this cluster if in front of plane, if frontCluster<0, no cluster
48      S32 backCluster;  ///< go to this cluster if in back of plane, if backCluster<0, no cluster
49                        ///< if frontCluster==backCluster, no plane to test against...
50   };
51
52   Vector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
53   Vector<S32> startCluster; ///< indexed by frame number
54   Vector<S32> firstVerts;   ///< indexed by frame number
55   Vector<S32> numVerts;     ///< indexed by frame number
56   Vector<S32> firstTVerts;  ///< indexed by frame number or matFrame number, depending on which one animates (never both)
57
58   /// sometimes, we want to write the depth value to the frame buffer even when object is translucent
59   bool alwaysWriteDepth;
60
61   // render methods..
62   void render(S32 frame, S32 matFrame, TSMaterialList *);
63
64   bool buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
65   bool castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials );
66   bool buildConvexHull(); ///< does nothing, skins don't use this
67                           ///
68                           ///  @returns false ALWAYS
69   S32 getNumPolys();
70
71   void assemble(bool skip);
72   void disassemble();
73
74   TSSortedMesh() {
75      alwaysWriteDepth = false;
76      mMeshType = SortedMeshType;
77   }
78};
79
80#endif // _TS_SORTED_MESH
81
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83