blender/source/gameengine/Rasterizer/RAS_BucketManager.h
Kester Maddock e78ef29a59 Depth sorting for alpha mesh objects.
- Mesh Objects are sorted by depth (based on object centre.)  Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
2004-05-21 08:55:12 +00:00

96 lines
2.5 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
// this will be put in a class later on
#ifndef __RAS_BUCKETMANAGER
#define __RAS_BUCKETMANAGER
#include "MT_Transform.h"
#include "RAS_MaterialBucket.h"
#include "GEN_Map.h"
#include <vector>
class RAS_BucketManager
{
//GEN_Map<class RAS_IPolyMaterial,class RAS_MaterialBucket*> m_MaterialBuckets;
typedef std::vector<class RAS_MaterialBucket*> BucketList;
BucketList m_MaterialBuckets;
BucketList m_AlphaBuckets;
/**
* struct alphamesh holds a mesh, (m_ms) it's depth, (m_z) and the bucket it came from (m_bucket.)
*/
struct alphamesh
{
public:
MT_Scalar m_z;
RAS_MaterialBucket::T_MeshSlotList::iterator m_ms;
RAS_MaterialBucket *m_bucket;
alphamesh(MT_Scalar z, RAS_MaterialBucket::T_MeshSlotList::iterator &ms, RAS_MaterialBucket *bucket) :
m_z(z),
m_ms(ms),
m_bucket(bucket)
{}
};
struct backtofront
{
bool operator()(const alphamesh &a, const alphamesh &b)
{
return a.m_z < b.m_z;
}
};
public:
RAS_BucketManager();
virtual ~RAS_BucketManager();
void RenderAlphaBuckets(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
void Renderbuckets(const MT_Transform & cameratrans,
RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools);
RAS_MaterialBucket* RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material);
private:
void RAS_BucketManagerClearAll();
};
#endif //__RAS_BUCKETMANAGER