86 lines
3.4 KiB
C++
86 lines
3.4 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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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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**
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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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**
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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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*/
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/***************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***************************************************************************
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* *
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* Project Name : G *
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* *
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* $Archive:: /Commando/Code/ww3d2/predlod.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 9/20/01 10:10a $*
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* *
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* $Revision:: 3 $*
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* *
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*-------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef PREDLOD_H
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#define PREDLOD_H
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// This file contains the classes which support predictive LOD management
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// similar to that outlined in "Adaptive Display Algorithm for Interactive
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// Frame Rates During Visualization of Complex Virtual Environments",
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// Thomas Funkhouser & Carlo Sequin, SIGGRAPH '93 Proceedings, pp. 247-253.
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// To this "pure predictive" LOD we have added distance (actually screensize)
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// clamping to control quality degradation.
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#include "rendobj.h"
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#include "float.h"
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#include "vector.h"
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class LODHeapNode;
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/*
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** PredictiveLODOptimizerClass: Class which performs the predictive LOD
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** optimization. All the members of this class are static.
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*/
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class PredictiveLODOptimizerClass {
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public:
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static void Clear(void);
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static void Add_Object(RenderObjClass *robj);
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static void Add_Cost(float cost) { TotalCost += cost; }
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static void Optimize_LODs(float max_cost);
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static float Get_Total_Cost(void) { return TotalCost; }
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static void Free(void); // frees all memory
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private:
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static void AllocVisibleObjArrays(int num_objects);
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static RenderObjClass ** ObjectArray;
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static int ArraySize;
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static int NumObjects;
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static float TotalCost;
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static LODHeapNode *VisibleObjArray1;
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static LODHeapNode *VisibleObjArray2;
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static int VisibleObjArraySize;
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};
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#endif
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