blender/source/gameengine/Rasterizer/RAS_BucketManager.h
Campbell Barton 14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00

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2.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 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
{
typedef std::vector<class RAS_MaterialBucket*> BucketList;
BucketList m_SolidBuckets;
BucketList m_AlphaBuckets;
struct sortedmeshslot;
struct backtofront;
struct fronttoback;
public:
RAS_BucketManager();
virtual ~RAS_BucketManager();
void Renderbuckets(const MT_Transform & cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated);
void OptimizeBuckets(MT_Scalar distance);
void ReleaseDisplayLists(RAS_IPolyMaterial * material = NULL);
void ReleaseMaterials(RAS_IPolyMaterial * material = NULL);
private:
void OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha);
void RenderSolidBuckets(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
void RenderAlphaBuckets(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_BucketManager"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__RAS_BUCKETMANAGER