65 lines
2.3 KiB
C++
Executable File
65 lines
2.3 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _TSSORTEDMESH_H_
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#define _TSSORTEDMESH_H_
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#ifndef _TSMESH_H_
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#include "ts/tsMesh.h"
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#endif
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/// TSSortedMesh is for meshes that need sorting (obviously). Such meshes
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/// are usually partially or completely composed of translucent/parent polygons.
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class TSSortedMesh : public TSMesh
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{
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public:
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typedef TSMesh Parent;
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/// This is a group of primitives that belong "together" in the rendering sequence.
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/// For example, if a player model had a helmet with a translucent visor, the visor
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/// would be a Cluster.
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struct Cluster
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{
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S32 startPrimitive;
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S32 endPrimitive;
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Point3F normal;
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F32 k;
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S32 frontCluster; ///< go to this cluster if in front of plane, if frontCluster<0, no cluster
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S32 backCluster; ///< go to this cluster if in back of plane, if backCluster<0, no cluster
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///< if frontCluster==backCluster, no plane to test against...
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};
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ToolVector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
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ToolVector<S32> startCluster; ///< indexed by frame number
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ToolVector<S32> firstVerts; ///< indexed by frame number
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ToolVector<S32> numVerts; ///< indexed by frame number
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ToolVector<S32> firstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both)
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/// sometimes, we want to write the depth value to the frame buffer even when object is translucent
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bool alwaysWriteDepth;
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// render methods..
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void render(S32 frame, S32 matFrame, TSMaterialList *);
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void renderFog(S32 frame);
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bool buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey);
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bool castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo);
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bool buildConvexHull(); ///< does nothing, skins don't use this
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///
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/// @returns false ALWAYS
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S32 getNumPolys();
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void assemble(bool skip);
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void disassemble();
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TSSortedMesh() {
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meshType = SortedMeshType;
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}
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};
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#endif // _TS_SORTED_MESH
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