tsSortedMesh.h 3.3 KB

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