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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>mesh_block_manager.cpp</h1><a href="mesh__block__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="mesh__block__manager_8h.html">3d/mesh_block_manager.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font> +00030 +00031 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00032 +00033 <font class="keyword">namespace </font>NL3D +00034 { +00035 +00036 +<a name="l00037"></a><a class="code" href="mesh__block__manager_8cpp.html#a0">00037</a> <font class="preprocessor">#define NL3D_MBM_MAX_VBHEAP 255</font> +<a name="l00038"></a><a class="code" href="mesh__block__manager_8cpp.html#a1">00038</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_MESH_SHIFT 8</font> +<a name="l00039"></a><a class="code" href="mesh__block__manager_8cpp.html#a2">00039</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_MESH_MASK 0xFFFFFF00</font> +<a name="l00040"></a><a class="code" href="mesh__block__manager_8cpp.html#a3">00040</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_HEAP_MASK 0x000000FF</font> +00041 <font class="preprocessor"></font> +00042 +00043 <font class="comment">// ***************************************************************************</font> +<a name="l00044"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a0">00044</a> CMeshBlockManager::CMeshBlockManager() +00045 { +00046 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Driver= NULL; +00047 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Scene= NULL; +00048 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderTrav= NULL; +00049 +00050 <font class="comment">// Allocate at least the 0th heap</font> +00051 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.resize(1); +00052 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]= <font class="keyword">new</font> CVBHeapBlock; +00053 <font class="comment">// some reserve, avoiding first reallocation.</font> +00054 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]->RdrInstances.reserve(100); +00055 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]->RdrMeshGeoms.reserve(100); +00056 } +00057 +00058 <font class="comment">// ***************************************************************************</font> +<a name="l00059"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a1">00059</a> CMeshBlockManager::~CMeshBlockManager() +00060 { +00061 <font class="comment">// must release any user heap.</font> +00062 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_0">releaseVBHeaps</a>(); +00063 <font class="comment">// Release the 0th one.</font> +00064 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]; +00065 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.clear(); +00066 } +00067 +00068 <font class="comment">// ***************************************************************************</font> +<a name="l00069"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a2">00069</a> <font class="keywordtype">void</font> CMeshBlockManager::addInstance(IMeshGeom *meshGeom, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount) +00070 { +00071 <font class="comment">// If the meshGeom has never been added to the manager, may do some precalc</font> +00072 <font class="keywordflow">if</font>(meshGeom->_MeshBlockManager==NULL) +00073 { +00074 <font class="comment">// Fill </font> +00075 meshGeom->_MeshBlockManager= <font class="keyword">this</font>; +00076 <font class="comment">// try to fit the meshGeom in one of our VBHeap.</font> +00077 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#c0">allocateMeshVBHeap</a>(meshGeom); +00078 } +00079 +00080 <font class="comment">// TestYoyo</font> +00081 <font class="comment">/*extern uint TEMP_Yoyo_NInstVBHeap;</font> +00082 <font class="comment"> extern uint TEMP_Yoyo_NInstNoVBHeap;</font> +00083 <font class="comment"> if( meshGeom->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK )</font> +00084 <font class="comment"> TEMP_Yoyo_NInstVBHeap++; </font> +00085 <font class="comment"> else</font> +00086 <font class="comment"> TEMP_Yoyo_NInstNoVBHeap++;*/</font> +00087 <font class="comment">// End TestYoyo</font> +00088 +00089 <font class="comment">// Choose the HeapBlock to fit in.</font> +00090 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[meshGeom->_MeshVBHeapId & <a class="code" href="mesh__block__manager_8cpp.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>]; +00091 +00092 <font class="comment">// If the mesh geom is not added to this manager, add it.</font> +00093 <font class="keywordflow">if</font>(meshGeom->_RootInstanceId==-1) +00094 { +00095 hb->RdrMeshGeoms.push_back(meshGeom); +00096 } +00097 +00098 <font class="comment">// setup the instance.</font> +00099 CInstanceInfo instInfo; +00100 instInfo.MeshGeom= meshGeom; +00101 instInfo.MBI= inst; +00102 instInfo.PolygonCount= polygonCount; +00103 +00104 <font class="comment">// link to the head of the list.</font> +00105 instInfo.NextInstance= meshGeom->_RootInstanceId; +00106 meshGeom->_RootInstanceId= hb->RdrInstances.size(); +00107 +00108 <font class="comment">// add this instance</font> +00109 hb->RdrInstances.push_back(instInfo); +00110 +00111 } +00112 +00113 <font class="comment">// ***************************************************************************</font> +<a name="l00114"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a3">00114</a> <font class="keywordtype">void</font> CMeshBlockManager::flush(IDriver *drv, CScene *scene, CRenderTrav *renderTrav) +00115 { +00116 uint i,j; +00117 +00118 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshBlockManager ); +00119 +00120 <font class="comment">// setup the manager</font> +00121 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv && scene && renderTrav); +00122 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Driver= drv; +00123 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Scene= scene; +00124 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderTrav= renderTrav; +00125 +00126 +00127 <font class="comment">// render</font> +00128 <font class="comment">//==========</font> +00129 +00130 <font class="comment">// sort by Heap first => small setup of VBs.</font> +00131 <font class="keywordflow">for</font>(j=0; j<<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++) +00132 { +00133 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j]; +00134 <font class="comment">// if not the special 0th heap, must activate VB.</font> +00135 <font class="keywordflow">if</font>(j==0) +00136 { +00137 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderThroughVBHeap= <font class="keyword">false</font>; +00138 } +00139 <font class="keywordflow">else</font> +00140 { +00141 <font class="comment">// set to true => avoid mesh to setup their own VB.</font> +00142 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderThroughVBHeap= <font class="keyword">true</font>; +00143 <font class="comment">// activate current VB in driver</font> +00144 hb->VBHeap.activate(); +00145 } +00146 +00147 +00148 <font class="comment">// Always sort by MeshGeom, in this heap</font> +00149 <font class="keywordflow">for</font>(i=0; i<hb->RdrMeshGeoms.size();i++) +00150 { +00151 <font class="comment">// render the meshGeom and his instances</font> +00152 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#c1">render</a>(hb->RdrMeshGeoms[i], hb->RdrInstances); +00153 } +00154 } +00155 +00156 +00157 <font class="comment">// reset.</font> +00158 <font class="comment">//==========</font> +00159 +00160 <font class="comment">// For all vb heaps</font> +00161 <font class="keywordflow">for</font>(j=0; j<<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++) +00162 { +00163 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j]; +00164 +00165 <font class="comment">// Parse all MehsGeoms, and flag them as Not Added to me</font> +00166 <font class="keywordflow">for</font>(i=0; i<hb->RdrMeshGeoms.size();i++) +00167 { +00168 hb->RdrMeshGeoms[i]->_RootInstanceId= -1; +00169 } +00170 +00171 <font class="comment">// clear rdr arrays</font> +00172 hb->RdrInstances.clear(); +00173 hb->RdrMeshGeoms.clear(); +00174 } +00175 } +00176 +00177 +00178 <font class="comment">// ***************************************************************************</font> +<a name="l00179"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#c1">00179</a> <font class="keywordtype">void</font> CMeshBlockManager::render(IMeshGeom *meshGeom, std::vector<CInstanceInfo> &rdrInstances) +00180 { +00181 <font class="comment">// TestYoyo</font> +00182 <font class="comment">/*extern uint TEMP_Yoyo_NMeshVBHeap;</font> +00183 <font class="comment"> extern uint TEMP_Yoyo_NMeshNoVBHeap;</font> +00184 <font class="comment"> if( _RenderCtx.RenderThroughVBHeap )</font> +00185 <font class="comment"> TEMP_Yoyo_NMeshVBHeap++;</font> +00186 <font class="comment"> else</font> +00187 <font class="comment"> TEMP_Yoyo_NMeshNoVBHeap++;*/</font> +00188 <font class="comment">// End TestYoyo</font> +00189 +00190 <font class="comment">// Start for this mesh.</font> +00191 meshGeom->beginMesh(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>); +00192 +00193 <font class="comment">// number of renderPasses for this mesh.</font> +00194 uint numRdrPass= meshGeom->getNumRdrPasses(); +00195 +00196 <font class="comment">// sort per material first?</font> +00197 <font class="keywordflow">if</font>( meshGeom->sortPerMaterial() ) +00198 { +00199 <font class="comment">// for all material.</font> +00200 <font class="keywordflow">for</font>(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++) +00201 { +00202 <font class="comment">// for all instance.</font> +00203 sint32 instId= meshGeom->_RootInstanceId; +00204 <font class="keywordflow">while</font>( instId!=-1 ) +00205 { +00206 CInstanceInfo &instInfo= rdrInstances[instId]; +00207 +00208 <font class="comment">// activate this instance</font> +00209 meshGeom->activeInstance(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount); +00210 +00211 <font class="comment">// render the pass.</font> +00212 meshGeom->renderPass(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount, rdrPass); +00213 +00214 <font class="comment">// next instance</font> +00215 instId= instInfo.NextInstance; +00216 } +00217 } +00218 } +00219 <font class="comment">// else sort per instance first</font> +00220 <font class="keywordflow">else</font> +00221 { +00222 <font class="comment">// for all instance.</font> +00223 sint32 instId= meshGeom->_RootInstanceId; +00224 <font class="keywordflow">while</font>( instId!=-1 ) +00225 { +00226 CInstanceInfo &instInfo= rdrInstances[instId]; +00227 +00228 <font class="comment">// activate this instance</font> +00229 meshGeom->activeInstance(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount); +00230 +00231 <font class="comment">// for all material.</font> +00232 <font class="keywordflow">for</font>(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++) +00233 { +00234 <font class="comment">// render the pass.</font> +00235 meshGeom->renderPass(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount, rdrPass); +00236 } +00237 +00238 <font class="comment">// next instance</font> +00239 instId= instInfo.NextInstance; +00240 } +00241 } +00242 +00243 <font class="comment">// End for this mesh.</font> +00244 meshGeom->endMesh(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>); +00245 } +00246 +00247 +00248 <font class="comment">// ***************************************************************************</font> +00249 <font class="comment">// ***************************************************************************</font> +00250 <font class="comment">// VBHeap mgt</font> +00251 <font class="comment">// ***************************************************************************</font> +00252 <font class="comment">// ***************************************************************************</font> +00253 +00254 +00255 <font class="comment">// ***************************************************************************</font> +<a name="l00256"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#c0">00256</a> <font class="keywordtype">void</font> CMeshBlockManager::allocateMeshVBHeap(IMeshGeom *mesh) +00257 { +00258 <font class="comment">// Get info from mesh. </font> +00259 uint vertexFormat, numVertices; +00260 <font class="comment">// if the mesh do not support VBHeap, quit.</font> +00261 <font class="keywordflow">if</font>( !mesh->getVBHeapInfo(vertexFormat, numVertices) ) +00262 <font class="keywordflow">return</font>; +00263 +00264 <font class="comment">// In case of ...</font> +00265 <font class="keywordflow">if</font>( numVertices==0 ) +00266 <font class="keywordflow">return</font>; +00267 +00268 <font class="comment">// try to find a VBHeap with this vertexFormat.</font> +00269 TVBHeapMap::iterator it= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.find(vertexFormat); +00270 <font class="comment">// if not found, abort</font> +00271 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.end()) +00272 <font class="keywordflow">return</font>; +00273 +00274 <font class="comment">// access to this VBHeap.</font> +00275 uint vbHeapId= it->second; +00276 CVBHeapBlock *vbHeapBlock= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[vbHeapId]; +00277 <font class="comment">// try to allocate sapce into the heap. Fail=> abort.</font> +00278 uint indexStart; +00279 <font class="keywordflow">if</font>( !vbHeapBlock->VBHeap.allocate(numVertices, indexStart) ) +00280 <font class="keywordflow">return</font>; +00281 +00282 <font class="comment">// All is Ok here => setup infos.</font> +00283 <font class="comment">//==================</font> +00284 +00285 <font class="comment">// Keep track of the mesh => allocate.</font> +00286 uint meshId; +00287 <font class="comment">// try to get a free id.</font> +00288 <font class="keywordflow">if</font>( !vbHeapBlock->FreeIds.empty() ) +00289 { +00290 meshId= vbHeapBlock->FreeIds.back(); +00291 vbHeapBlock->FreeIds.pop_back(); +00292 vbHeapBlock->AllocatedMeshGeoms[meshId]= mesh; +00293 } +00294 <font class="comment">// else, must add to the array</font> +00295 <font class="keywordflow">else</font> +00296 { +00297 meshId= vbHeapBlock->AllocatedMeshGeoms.size(); +00298 vbHeapBlock->AllocatedMeshGeoms.push_back(mesh); +00299 } +00300 +00301 <font class="comment">// info for delete in mesh</font> +00302 mesh->_MeshVBHeapIndexStart= indexStart; +00303 mesh->_MeshVBHeapId= vbHeapId + (meshId<<<a class="code" href="mesh__block__manager_8cpp.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>); +00304 +00305 +00306 <font class="comment">// Fill VB.</font> +00307 <font class="comment">//==================</font> +00308 uint8 *dst= vbHeapBlock->VBHeap.lock(indexStart); +00309 mesh->computeMeshVBHeap(dst, indexStart); +00310 <font class="comment">// unlock only what vertices have changed (ATI problem)</font> +00311 vbHeapBlock->VBHeap.unlock(indexStart, indexStart+numVertices); +00312 } +00313 +00314 <font class="comment">// ***************************************************************************</font> +<a name="l00315"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_2">00315</a> <font class="keywordtype">void</font> CMeshBlockManager::freeMeshVBHeap(IMeshGeom *mesh) +00316 { +00317 <a class="code" href="debug_8h.html#a6">nlassert</a>(mesh->_MeshVBHeapId); +00318 +00319 <font class="comment">// unpack heap and mesh id.</font> +00320 uint vbHeapId= mesh->_MeshVBHeapId & <a class="code" href="mesh__block__manager_8cpp.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>; +00321 uint meshId= (mesh->_MeshVBHeapId & <a class="code" href="mesh__block__manager_8cpp.html#a2">NL3D_MBM_VBHEAP_MESH_MASK</a>) >> <a class="code" href="mesh__block__manager_8cpp.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>; +00322 +00323 <font class="comment">// access to this VBHeap.</font> +00324 CVBHeapBlock *vbHeapBlock= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[vbHeapId]; +00325 +00326 <font class="comment">// free VB memory.</font> +00327 vbHeapBlock->VBHeap.free(mesh->_MeshVBHeapIndexStart); +00328 +00329 <font class="comment">// free this space</font> +00330 <a class="code" href="debug_8h.html#a6">nlassert</a>(meshId<vbHeapBlock->AllocatedMeshGeoms.size()); +00331 vbHeapBlock->AllocatedMeshGeoms[meshId]= NULL; +00332 vbHeapBlock->FreeIds.push_back(meshId); +00333 +00334 <font class="comment">// reset mesh info.</font> +00335 mesh->_MeshVBHeapId= 0; +00336 mesh->_MeshVBHeapIndexStart= 0; +00337 } +00338 +00339 <font class="comment">// ***************************************************************************</font> +<a name="l00340"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_0">00340</a> <font class="keywordtype">void</font> CMeshBlockManager::releaseVBHeaps() +00341 { +00342 uint i,j; +00343 +00344 <font class="comment">// For all blocks but the 0th</font> +00345 <font class="keywordflow">for</font>(j=1; j<<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++) +00346 { +00347 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j]; +00348 +00349 <font class="comment">// For all allocated mesh of this heap.</font> +00350 <font class="keywordflow">for</font>(i=0;i<hb->AllocatedMeshGeoms.size();i++) +00351 { +00352 IMeshGeom *mesh= hb->AllocatedMeshGeoms[i]; +00353 <font class="comment">// if the mesh exist.</font> +00354 <font class="keywordflow">if</font>(mesh) +00355 { +00356 <font class="comment">// free his VBHeap Data.</font> +00357 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_2">freeMeshVBHeap</a>(mesh); +00358 <a class="code" href="debug_8h.html#a6">nlassert</a>( hb->AllocatedMeshGeoms[i] == NULL ); +00359 } +00360 } +00361 +00362 <font class="comment">// delete the block. NB: VBHeap auto released</font> +00363 <font class="keyword">delete</font> hb; +00364 } +00365 +00366 <font class="comment">// erase all blocks but 0th</font> +00367 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.resize(1); +00368 +00369 <font class="comment">// clear the map.</font> +00370 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>); +00371 } +00372 +00373 <font class="comment">// ***************************************************************************</font> +<a name="l00374"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_1">00374</a> <font class="keywordtype">bool</font> CMeshBlockManager::addVBHeap(IDriver *drv, uint vertexFormat, uint maxVertices) +00375 { +00376 <font class="comment">// if find an existing vertexFormat, abort.</font> +00377 TVBHeapMap::iterator it= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.find(vertexFormat); +00378 <font class="comment">// if found, abort</font> +00379 <font class="keywordflow">if</font>( it!=<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.end() ) +00380 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00381 +00382 <font class="comment">// create the block</font> +00383 CVBHeapBlock *hb= <font class="keyword">new</font> CVBHeapBlock; +00384 +00385 <font class="comment">// allocate vertex space</font> +00386 hb->VBHeap.init(drv, vertexFormat, maxVertices); +00387 +00388 <font class="comment">// add an entry to the array, and the map.</font> +00389 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.push_back(hb); +00390 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>[vertexFormat]= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size()-1; +00391 +00392 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00393 } +00394 +00395 +00396 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |