tge/engine/ts/tsSortedMesh.h
2017-04-17 06:17:10 -06:00

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2.3 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#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...
};
ToolVector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
ToolVector<S32> startCluster; ///< indexed by frame number
ToolVector<S32> firstVerts; ///< indexed by frame number
ToolVector<S32> numVerts; ///< indexed by frame number
ToolVector<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 *);
void renderFog(S32 frame);
bool buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey);
bool castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo);
bool buildConvexHull(); ///< does nothing, skins don't use this
///
/// @returns false ALWAYS
S32 getNumPolys();
void assemble(bool skip);
void disassemble();
TSSortedMesh() {
meshType = SortedMeshType;
}
};
#endif // _TS_SORTED_MESH