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- //-----------------------------------------------------------------------------
- // 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...
- };
- 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)
- /// sometimes, we want to write the depth value to the frame buffer even when object is translucent
- bool alwaysWriteDepth;
- // 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() {
- alwaysWriteDepth = false;
- mMeshType = SortedMeshType;
- }
- };
- #endif // _TS_SORTED_MESH
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