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161 lines
8.5 KiB
161 lines
8.5 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef plAccessGeometry_inc |
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#define plAccessGeometry_inc |
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#include "hsTemplates.h" |
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class plDrawable; |
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class plDrawableSpans; |
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class plGeometrySpan; |
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class plDrawInterface; |
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class plAccessSpan; |
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class plSpan; |
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class plParticleSpan; |
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class plIcicle; |
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class plVertexSpan; |
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class plPipeline; |
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class plAccessGeometry : public hsRefCnt |
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{ |
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protected: |
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void Nilify() { fPipe = nil; } |
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friend class plAccessGeometry; |
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plPipeline* fPipe; |
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static plAccessGeometry* fInstance; |
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public: |
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// You're welcome to make your own, |
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// but this is normally just called by the global plAccessGeometry's Init() function. |
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// You should normally just use the instance supplied by Instance(); |
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plAccessGeometry(plPipeline* pipe=nil); |
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static plAccessGeometry* Instance() { return fInstance; } |
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// App will initialize, which will create the global instance. |
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// DeInit will nil the global instance. |
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static void Init(plPipeline* pipe); |
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static void DeInit(); |
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// External DLL's will share the same plAccessGeometry. After the main App has |
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// DeInited the AccessGeometry, |
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// all calls to Instance()->Function() will return nil in one form or another (e.g. |
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// empty triangle lists). The external DLL needs to either not try to use these |
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// accessor functions after PythonInterface::WeAreInShutdown() (it won't do any good |
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// anyway as any work done will be thrown away), or else be prepared for receiving |
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// empty data where there was data before. |
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static void SetTheIntance(plAccessGeometry* i); |
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// You have 2 options in opening the data. |
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// RO - Read Only. |
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// If you specify useSnapShot=true, then for channels which have had a snapshot |
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// taken, you will get pointers to this constant original snapshot form. For |
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// channels which have no snapshot data, or if useSnapShot=false, you will get |
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// pointers to the current (possibly modified since load) data. See SnapShot functions |
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// below. |
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// RW - Read/Write access to the source data. After closing, this modified source data |
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// will be used to update the buffer data used for rendering. |
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// In the normal case of reading the original (disk image) data, performing some operation |
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// on it and updating the renderable data, you need to open the same data twice, once |
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// RO(useSnapShot=true) (to get the constant source data) and once RW (for destination data). Note that |
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// the memory returned by RO will may be the same as returned by RW if there has been no snapshot |
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// taken. |
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// The RW permutation by itself is useful when performing a one-time operation on the data (e.g. |
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// loadtime), so the modified source data is, to everyone else, what was read from disk. |
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// The only way to retrieve the original source data is to read it from disk again, |
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// unless you've made a snapshot. Normally you would do a RW modify the original data, |
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// then take the snapshot if you are going to be performing more modifications. |
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// In ALL MODIFICATION CASES, if the modified data is paged out, and the original paged back in, you will |
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// need to perform your operation again - your modifications aren't saved anywhere. |
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void OpenRO(plDrawable* drawable, UInt32 spanIdx, plAccessSpan& acc, hsBool useSnapShot=true) const; |
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void OpenRW(plDrawable* drawable, UInt32 spanIdx, plAccessSpan& acc, hsBool idxToo=false) const; |
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// What do we need to close up here? |
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void Close(plAccessSpan& acc) const; |
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// Second set. You have a SceneObject's DrawInterface. This can reference into |
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// multiple drawables, and multiple spans within each drawable. You would rather |
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// not deal with it. So you can open by passing in a DrawInterface, and get back |
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// a list of geometry corresponding to that SceneObject/DrawInterface. |
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// NOTE: the list is in no way suggested to be homogenous. In fact, it's guaranteed |
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// not to be, because the reason the single object resolved into multiple geometry spans |
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// (possibly across multiple drawables) is that the conceptual single object is composed |
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// of multiple types of data that can't be batched into a single drawprimitive call. |
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// At the least, the different AccessSpans will have different materials. But it's just |
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// as likely that they will have different underlying formats (number of UVs, etc.). |
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// Again, if you are using the iterators supplied, you probably don't care, but sometimes |
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// you will (like if you are messing with the UVs). |
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void OpenRO(const plDrawInterface* di, hsTArray<plAccessSpan>& accs, hsBool useSnapShot=true) const; |
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void OpenRW(const plDrawInterface* di, hsTArray<plAccessSpan>& accs, hsBool idxToo=false) const; |
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void Close(hsTArray<plAccessSpan>& accs) const; |
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// SnapShot functions. |
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// If you need to generate channel values based on the original values (e.g. normal perterbation) |
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// you need to reserve a copy of the original data. Only the channels specified will be copied. |
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// Only one snapshot is ever taken, and it is the union of all channels requested. For example, |
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// taking a snapshot of positions AFTER taking a snapshot of positions/normals is a no-op, |
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// but taking a snapshot of positions/normals AFTER a snapshot of just positions will result in |
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// a copy of positions from the old snapshot, then a copy of normals from the buffergroup |
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// into the new snapshot, then freeing of the old snapshot. |
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// Still, you should only snapshot the minimum set of channels you will need to be reading in their |
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// original form later. |
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// The snapshot data is refcounted. You need to match your TakeSnapShots with FreeSnapShots. |
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// SnapShot data is stored interleaved for efficiency, but don't count on it. Use an iterator. |
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// RestoreSnapShot will copy the stored channels back into the buffer group, resetting those channels to |
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// the state when the snapshot was taken. Note that channels not SnapShotted might have been modified |
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// via OpenRW. |
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// |
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void TakeSnapShot(plDrawable* drawable, UInt32 spanIdx, UInt32 channels) const; |
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void RestoreSnapShot(plDrawable* drawable, UInt32 spanIdx, UInt32 channels) const; |
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void ReleaseSnapShot(plDrawable* drawable, UInt32 spanIdx) const; |
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void TakeSnapShot(const plDrawInterface* di, UInt32 channels) const; |
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void RestoreSnapShot(const plDrawInterface* di, UInt32 channels) const; |
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void ReleaseSnapShot(const plDrawInterface* di) const; |
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// We often have geometry spans just sitting around devoid of any DI's, drawables or sceneobjects. |
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// They aren't too bad to access directly (not like diving through the drawable into buffergroups), |
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// but this let's them be accessed in a manner consistent with other geometry manipulations. |
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void AccessSpanFromGeometrySpan(plAccessSpan& dst, const plGeometrySpan* src) const { IAccessSpanFromSourceSpan(dst, src); } |
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protected: |
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void IAccessSpanFromSourceSpan(plAccessSpan& dst, const plGeometrySpan* src) const; |
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void IAccessSpanFromSpan(plAccessSpan& dst, plDrawableSpans* drawable, const plSpan* span, hsBool useSnap, hsBool readOnly) const; |
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void IAccessSpanFromVertexSpan(plAccessSpan& dst, plDrawableSpans* drawable, const plVertexSpan* span, hsBool readOnly) const; |
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void IAccessConnectivity(plAccessSpan& dst, plDrawableSpans* drawable, const plSpan* src) const; |
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void IAccessSpanFromIcicle(plAccessSpan& dst, plDrawableSpans* drawable, const plIcicle* span, hsBool readOnly) const; |
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void IAccessSpanFromParticle(plAccessSpan& dst, plDrawableSpans* drawable, const plParticleSpan* span, hsBool readOnly) const; |
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void IAccessSpanFromSnap(plAccessSpan& dst, plDrawableSpans* drawable, const plSpan* src) const; |
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void IOpen(plDrawable* d, UInt32 spanIdx, plAccessSpan& acc, hsBool useSnap, hsBool readOnly, hsBool idxToo=true) const; |
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}; |
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#endif // plAccessGeometry_inc
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