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LibN2L-4 Library Code ReferenceClassesCompounds Files Members Method Index Full Reference cRLODMesh.cppGo to the documentation of this file.00001 /************************************************************************ 00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library 00003 Copyright (C) 2002 Aaron Cameron 00004 00005 This library is free software; you can redistribute it and/or 00006 modify it under the terms of the GNU Lesser General Public 00007 License as published by the Free Software Foundation; either 00008 version 2.1 of the License, or (at your option) any later version. 00009 00010 This library is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 Lesser General Public License for more details. 00014 00015 You should have received a copy of the GNU Lesser General Public 00016 License along with this library; if not, write to the Free Software 00017 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00018 00019 A copy of the GNU Lesser General Public License has been provided with 00020 this library in the file 'COPYING'. 00021 00022 Contact information for the author of this library has been provided 00023 with this library in the file 'AUTHOR'. 00024 ************************************************************************/ 00025 #include "cRLODMesh.h" 00026 00027 #include "cRVisualTriMesh.h" 00028 00029 namespace n2l 00030 { 00031 00032 /****************************************************************/ 00033 void cRLODMesh::addLowerMesh( 00034 const cAutoPtr<const cRVisualTriMesh> &iMesh ) 00035 { 00036 mMeshes.push_back(iMesh); 00037 } 00038 00039 00040 /****************************************************************/ 00041 void cRLODMesh::render( const tFloat &iDistance, 00042 const cAutoPtr<const cGLTexture> &i_iTexture, 00043 const tRenderOptions iOptions) const 00044 { 00045 if (mMeshes.empty()) return; 00046 mMeshes[getLOD(iDistance)]->render( i_iTexture, iOptions ); 00047 } 00048 00049 /****************************************************************/ 00050 void cRLODMesh::render( const tFloat &iDistance, 00051 const cGLTexture &iTexture ) const 00052 { 00053 if (mMeshes.empty()) return; 00054 mMeshes[getLOD(iDistance)]->render( iTexture ); 00055 } 00056 00057 /****************************************************************/ 00058 const cAutoPtr<const cRVisualTriMesh> cRLODMesh::highestMesh() const 00059 { 00060 if (mMeshes.empty()) return 0; 00061 return mMeshes[0]; 00062 } 00063 00064 /****************************************************************/ 00065 const tUint cRLODMesh::getLOD( const tFloat &iDistance ) const 00066 { 00067 if (iDistance<=0.0f || mMeshes.size()==1) 00068 return 0; 00069 00070 else if (iDistance>=1.0f) 00071 return mMeshes.size()-1; 00072 00073 00074 // This should have a more intelligent selection, which should 00075 // be configurable. 00076 // We'll start out with a linear scale for now. 00077 return tUint(mMeshes.size()*iDistance); 00078 } 00079 00080 } // namespace |