tge/lib/dtsSDKPlus/translucentSort.h
2017-04-17 06:17:10 -06:00

105 lines
3.3 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TRANS_SORT
#define _TRANS_SORT
#include "DTSTypes.h"
#include "DTSShape.h"
#include "DTSPlusTypes.h"
#include "DTSUtil.h"
namespace DTS
{
typedef std::vector<bool> IntegerSet;
class TranslucentSort
{
std::vector<IntegerSet*> frontClusters;
std::vector<IntegerSet*> backClusters;
std::vector<S32> middleCluster;
Point3D splitNormal;
F32 splitK;
S32 mNumBigFaces;
S32 mMaxDepth;
bool mZLayerUp;
bool mZLayerDown;
S32 currentDepth;
TranslucentSort * frontSort;
TranslucentSort * backSort;
struct FaceInfo
{
bool used;
S32 priority;
S32 parentFace;
S32 childFace1;
S32 childFace2;
S32 childFace3;
Point3D normal;
F32 k;
IntegerSet isInFrontOfMe;
IntegerSet isBehindMe;
IntegerSet isCutByMe;
IntegerSet isCoplanarWithMe;
};
std::vector<FaceInfo*> faceInfoList;
std::vector<FaceInfo*> saveFaceInfoList;
std::vector<Primitive> & mFaces;
std::vector<U16> & mIndices;
std::vector<Point3D> & mVerts;
std::vector<Point3D> & mNorms;
std::vector<Point2D> & mTVerts;
void initFaces();
void initFaceInfo(Primitive & face, FaceInfo & faceInfo, bool setPriority = true);
void setFaceInfo(Primitive & face, FaceInfo & faceInfo);
void clearFaces(IntegerSet &);
void saveFaceInfo();
void restoreFaceInfo();
void addFaces(IntegerSet *, std::vector<Primitive> & faces, std::vector<U16> & indices, bool continueLast = false);
void addFaces(std::vector<IntegerSet *> &, std::vector<Primitive> & faces, std::vector<U16> & indices, bool continueLast = false);
void addOrderedFaces(std::vector<S32> &, std::vector<Primitive> &, std::vector<U16> & indices, bool continueLast = false);
void splitFace(S32 faceIndex, Point3D normal, F32 k);
void splitFace2(S32 faceIndex, Point3D normal, F32 k);
void sort();
// routines for sorting faces when there is no perfect solution for all cases
void copeSort(std::vector<S32> &);
void layerSort(std::vector<S32> &, bool upFirst);
// these are for debugging
bool anyInFrontOfPlane(Point3D normal, F32 k);
bool anyBehindPlane(Point3D normal, F32 k);
//
void generateClusters(std::vector<Cluster> & clusters, std::vector<Primitive> & faces, std::vector<U16> & indices, S32 retIndex = -1);
TranslucentSort(TranslucentSort *);
TranslucentSort(std::vector<Primitive> & faces,
std::vector<U16> & indices,
std::vector<Point3D> & verts,
std::vector<Point3D> & norms,
std::vector<Point2D> & tverts,
S32 numBigFaces, S32 maxDepth, bool zLayerUp, bool zLayerDown);
~TranslucentSort();
public:
static void generateSortedMesh(Mesh * mesh, S32 numBigFaces, S32 maxDepth, bool zLayerUp, bool zLayerDown);
};
};
#endif // _TRANS_SORT