You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
175 lines
9.6 KiB
175 lines
9.6 KiB
/*==LICENSE==* |
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools |
|
Copyright (C) 2011 Cyan Worlds, Inc. |
|
|
|
This program is free software: you can redistribute it and/or modify |
|
it under the terms of the GNU General Public License as published by |
|
the Free Software Foundation, either version 3 of the License, or |
|
(at your option) any later version. |
|
|
|
This program is distributed in the hope that it will be useful, |
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
GNU General Public License for more details. |
|
|
|
You should have received a copy of the GNU General Public License |
|
along with this program. If not, see <http://www.gnu.org/licenses/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com |
|
or by snail mail at: |
|
Cyan Worlds, Inc. |
|
14617 N Newport Hwy |
|
Mead, WA 99021 |
|
|
|
*==LICENSE==*/ |
|
|
|
#ifndef plAccessGeometry_inc |
|
#define plAccessGeometry_inc |
|
|
|
#include "hsTemplates.h" |
|
|
|
class plDrawable; |
|
class plDrawableSpans; |
|
class plGeometrySpan; |
|
class plDrawInterface; |
|
class plAccessSpan; |
|
class plSpan; |
|
class plParticleSpan; |
|
class plIcicle; |
|
class plVertexSpan; |
|
|
|
class plPipeline; |
|
|
|
class plAccessGeometry : public hsRefCnt |
|
{ |
|
protected: |
|
void Nilify() { fPipe = nil; } |
|
|
|
plPipeline* fPipe; |
|
|
|
static plAccessGeometry* fInstance; |
|
public: |
|
// You're welcome to make your own, |
|
// but this is normally just called by the global plAccessGeometry's Init() function. |
|
// You should normally just use the instance supplied by Instance(); |
|
plAccessGeometry(plPipeline* pipe=nil); |
|
|
|
static plAccessGeometry* Instance() { return fInstance; } |
|
|
|
// App will initialize, which will create the global instance. |
|
// DeInit will nil the global instance. |
|
static void Init(plPipeline* pipe); |
|
static void DeInit(); |
|
|
|
// External DLL's will share the same plAccessGeometry. After the main App has |
|
// DeInited the AccessGeometry, |
|
// all calls to Instance()->Function() will return nil in one form or another (e.g. |
|
// empty triangle lists). The external DLL needs to either not try to use these |
|
// accessor functions after PythonInterface::WeAreInShutdown() (it won't do any good |
|
// anyway as any work done will be thrown away), or else be prepared for receiving |
|
// empty data where there was data before. |
|
static void SetTheIntance(plAccessGeometry* i); |
|
|
|
// You have 2 options in opening the data. |
|
// RO - Read Only. |
|
// If you specify useSnapShot=true, then for channels which have had a snapshot |
|
// taken, you will get pointers to this constant original snapshot form. For |
|
// channels which have no snapshot data, or if useSnapShot=false, you will get |
|
// pointers to the current (possibly modified since load) data. See SnapShot functions |
|
// below. |
|
// RW - Read/Write access to the source data. After closing, this modified source data |
|
// will be used to update the buffer data used for rendering. |
|
// In the normal case of reading the original (disk image) data, performing some operation |
|
// on it and updating the renderable data, you need to open the same data twice, once |
|
// RO(useSnapShot=true) (to get the constant source data) and once RW (for destination data). Note that |
|
// the memory returned by RO will may be the same as returned by RW if there has been no snapshot |
|
// taken. |
|
// The RW permutation by itself is useful when performing a one-time operation on the data (e.g. |
|
// loadtime), so the modified source data is, to everyone else, what was read from disk. |
|
// The only way to retrieve the original source data is to read it from disk again, |
|
// unless you've made a snapshot. Normally you would do a RW modify the original data, |
|
// then take the snapshot if you are going to be performing more modifications. |
|
// In ALL MODIFICATION CASES, if the modified data is paged out, and the original paged back in, you will |
|
// need to perform your operation again - your modifications aren't saved anywhere. |
|
void OpenRO(plDrawable* drawable, uint32_t spanIdx, plAccessSpan& acc, bool useSnapShot=true) const; |
|
void OpenRW(plDrawable* drawable, uint32_t spanIdx, plAccessSpan& acc, bool idxToo=false) const; |
|
|
|
// What do we need to close up here? |
|
void Close(plAccessSpan& acc) const; |
|
|
|
// Second set. You have a SceneObject's DrawInterface. This can reference into |
|
// multiple drawables, and multiple spans within each drawable. You would rather |
|
// not deal with it. So you can open by passing in a DrawInterface, and get back |
|
// a list of geometry corresponding to that SceneObject/DrawInterface. |
|
// NOTE: the list is in no way suggested to be homogenous. In fact, it's guaranteed |
|
// not to be, because the reason the single object resolved into multiple geometry spans |
|
// (possibly across multiple drawables) is that the conceptual single object is composed |
|
// of multiple types of data that can't be batched into a single drawprimitive call. |
|
// At the least, the different AccessSpans will have different materials. But it's just |
|
// as likely that they will have different underlying formats (number of UVs, etc.). |
|
// Again, if you are using the iterators supplied, you probably don't care, but sometimes |
|
// you will (like if you are messing with the UVs). |
|
void OpenRO(const plDrawInterface* di, hsTArray<plAccessSpan>& accs, bool useSnapShot=true) const; |
|
void OpenRW(const plDrawInterface* di, hsTArray<plAccessSpan>& accs, bool idxToo=false) const; |
|
|
|
void Close(hsTArray<plAccessSpan>& accs) const; |
|
|
|
// SnapShot functions. |
|
// If you need to generate channel values based on the original values (e.g. normal perterbation) |
|
// you need to reserve a copy of the original data. Only the channels specified will be copied. |
|
// Only one snapshot is ever taken, and it is the union of all channels requested. For example, |
|
// taking a snapshot of positions AFTER taking a snapshot of positions/normals is a no-op, |
|
// but taking a snapshot of positions/normals AFTER a snapshot of just positions will result in |
|
// a copy of positions from the old snapshot, then a copy of normals from the buffergroup |
|
// into the new snapshot, then freeing of the old snapshot. |
|
// Still, you should only snapshot the minimum set of channels you will need to be reading in their |
|
// original form later. |
|
// The snapshot data is refcounted. You need to match your TakeSnapShots with FreeSnapShots. |
|
// SnapShot data is stored interleaved for efficiency, but don't count on it. Use an iterator. |
|
// RestoreSnapShot will copy the stored channels back into the buffer group, resetting those channels to |
|
// the state when the snapshot was taken. Note that channels not SnapShotted might have been modified |
|
// via OpenRW. |
|
// |
|
void TakeSnapShot(plDrawable* drawable, uint32_t spanIdx, uint32_t channels) const; |
|
void RestoreSnapShot(plDrawable* drawable, uint32_t spanIdx, uint32_t channels) const; |
|
void ReleaseSnapShot(plDrawable* drawable, uint32_t spanIdx) const; |
|
|
|
void TakeSnapShot(const plDrawInterface* di, uint32_t channels) const; |
|
void RestoreSnapShot(const plDrawInterface* di, uint32_t channels) const; |
|
void ReleaseSnapShot(const plDrawInterface* di) const; |
|
|
|
// We often have geometry spans just sitting around devoid of any DI's, drawables or sceneobjects. |
|
// They aren't too bad to access directly (not like diving through the drawable into buffergroups), |
|
// but this let's them be accessed in a manner consistent with other geometry manipulations. |
|
void AccessSpanFromGeometrySpan(plAccessSpan& dst, const plGeometrySpan* src) const { IAccessSpanFromSourceSpan(dst, src); } |
|
|
|
protected: |
|
void IAccessSpanFromSourceSpan(plAccessSpan& dst, const plGeometrySpan* src) const; |
|
void IAccessSpanFromSpan(plAccessSpan& dst, plDrawableSpans* drawable, const plSpan* span, bool useSnap, bool readOnly) const; |
|
void IAccessSpanFromVertexSpan(plAccessSpan& dst, plDrawableSpans* drawable, const plVertexSpan* span, bool readOnly) const; |
|
void IAccessConnectivity(plAccessSpan& dst, plDrawableSpans* drawable, const plSpan* src) const; |
|
void IAccessSpanFromIcicle(plAccessSpan& dst, plDrawableSpans* drawable, const plIcicle* span, bool readOnly) const; |
|
void IAccessSpanFromParticle(plAccessSpan& dst, plDrawableSpans* drawable, const plParticleSpan* span, bool readOnly) const; |
|
void IAccessSpanFromSnap(plAccessSpan& dst, plDrawableSpans* drawable, const plSpan* src) const; |
|
|
|
void IOpen(plDrawable* d, uint32_t spanIdx, plAccessSpan& acc, bool useSnap, bool readOnly, bool idxToo=true) const; |
|
}; |
|
|
|
#endif // plAccessGeometry_inc
|
|
|