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RAS_BucketManager.h « Rasterizer « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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);

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);
};

#endif //__RAS_BUCKETMANAGER