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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_OCTREE_SCENE_NODE_H_INCLUDED__
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#define __I_OCTREE_SCENE_NODE_H_INCLUDED__
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#include "IMeshSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! Settings if/how octree scene nodes are using hardware mesh-buffers
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/** VBO = Vertex buffer object = meshbuffers bound on the graphic-card instead of uploaded each frame.
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It can not be generally said which mode is optimal for drawing as this depends
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on the scene. So you have to try and experiment for your meshes which one works best.
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*/
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enum EOCTREENODE_VBO
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{
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//! No VBO's used. Vertices+indices send to graphic-card on each render.
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EOV_NO_VBO,
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//! VBO's used. Draw the complete meshbuffers if any polygon in it is visible.
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//! This allows VBO's for the meshbuffers to be completely static, but basically means
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//! the octree is not used as an octree (not it still does do all the octree calculations)
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//! Might work in very specific cases, but if this is gives you the best fastest results
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//! you should probably compare as well to simply using a static mesh with no octree at all.
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//! In most cases the other 2 options should work better with an octree.
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EOV_USE_VBO,
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//! VBO's used. The index-buffer information is updated each frame
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//! with only the visible parts of a tree-node.
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//! So the vertex-buffer is static and the index-buffer is dynamic.
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//! This is the default
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EOV_USE_VBO_WITH_VISIBITLY
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};
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//! Kind of checks polygons of the octree scene nodes use against camera
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enum EOCTREE_POLYGON_CHECKS
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{
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//! Check against box of the camera frustum
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//! This is the default
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EOPC_BOX,
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//! against the camera frustum
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EOPC_FRUSTUM
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};
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//! A scene node displaying a static mesh
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class IOctreeSceneNode : public irr::scene::IMeshSceneNode
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{
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public:
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//! Constructor
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/** Use setMesh() to set the mesh to display.
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*/
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IOctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1,1,1))
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale) {}
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//! Get if/how vertex buffer object are used for the meshbuffers
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// NOTE: Will currently _always_ return EOV_NO_VBO.
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// Octree's with VBO's don't work yet correctly.
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virtual EOCTREENODE_VBO getUseVBO() const = 0;
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//! Set the kind of tests polygons do for visibility against the camera
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virtual void setPolygonChecks(EOCTREE_POLYGON_CHECKS checks) = 0;
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//! Get the kind of tests polygons do for visibility against the camera
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virtual EOCTREE_POLYGON_CHECKS getPolygonChecks() const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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