predlod.h 3.4 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586
  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***************************************************************************
  21. * *
  22. * Project Name : G *
  23. * *
  24. * $Archive:: /Commando/Code/ww3d2/predlod.h $*
  25. * *
  26. * $Author:: Jani_p $*
  27. * *
  28. * $Modtime:: 8/23/01 5:04p $*
  29. * *
  30. * $Revision:: 2 $*
  31. * *
  32. *-------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef PREDLOD_H
  39. #define PREDLOD_H
  40. // This file contains the classes which support predictive LOD management
  41. // similar to that outlined in "Adaptive Display Algorithm for Interactive
  42. // Frame Rates During Visualization of Complex Virtual Environments",
  43. // Thomas Funkhouser & Carlo Sequin, SIGGRAPH '93 Proceedings, pp. 247-253.
  44. // To this "pure predictive" LOD we have added distance (actually screensize)
  45. // clamping to control quality degradation.
  46. #include "rendobj.h"
  47. #include "float.h"
  48. #include "vector.h"
  49. class LODHeapNode;
  50. /*
  51. ** PredictiveLODOptimizerClass: Class which performs the predictive LOD
  52. ** optimization. All the members of this class are static.
  53. */
  54. class PredictiveLODOptimizerClass {
  55. public:
  56. static void Clear(void);
  57. static void Add_Object(RenderObjClass *robj);
  58. static void Add_Cost(float cost) { TotalCost += cost; }
  59. static void Optimize_LODs(float max_cost);
  60. static float Get_Total_Cost(void) { return TotalCost; }
  61. static void Free(void); // frees all memory
  62. private:
  63. static void AllocVisibleObjArrays(int num_objects);
  64. static RenderObjClass ** ObjectArray;
  65. static int ArraySize;
  66. static int NumObjects;
  67. static float TotalCost;
  68. static LODHeapNode *VisibleObjArray1;
  69. static LODHeapNode *VisibleObjArray2;
  70. static int NumVisibleObjects;
  71. };
  72. #endif