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CnC_Renegade/Code/ww3d2/predlod.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/***************************************************************************
*** 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 ***
***************************************************************************
* *
* Project Name : G *
* *
* $Archive:: /Commando/Code/ww3d2/predlod.h $*
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 9/20/01 10:10a $*
* *
* $Revision:: 3 $*
* *
*-------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PREDLOD_H
#define PREDLOD_H
// This file contains the classes which support predictive LOD management
// similar to that outlined in "Adaptive Display Algorithm for Interactive
// Frame Rates During Visualization of Complex Virtual Environments",
// Thomas Funkhouser & Carlo Sequin, SIGGRAPH '93 Proceedings, pp. 247-253.
// To this "pure predictive" LOD we have added distance (actually screensize)
// clamping to control quality degradation.
#include "rendobj.h"
#include "float.h"
#include "vector.h"
class LODHeapNode;
/*
** PredictiveLODOptimizerClass: Class which performs the predictive LOD
** optimization. All the members of this class are static.
*/
class PredictiveLODOptimizerClass {
public:
static void Clear(void);
static void Add_Object(RenderObjClass *robj);
static void Add_Cost(float cost) { TotalCost += cost; }
static void Optimize_LODs(float max_cost);
static float Get_Total_Cost(void) { return TotalCost; }
static void Free(void); // frees all memory
private:
static void AllocVisibleObjArrays(int num_objects);
static RenderObjClass ** ObjectArray;
static int ArraySize;
static int NumObjects;
static float TotalCost;
static LODHeapNode *VisibleObjArray1;
static LODHeapNode *VisibleObjArray2;
static int VisibleObjArraySize;
};
#endif