You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
153 lines
3.7 KiB
153 lines
3.7 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: This is a helper class for the situation where you want to build lists of
|
|
// things that fall into buckets, and effeciently keep up with which buckets have
|
|
// been used since flush.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef MATERIALBUCKETS_H
|
|
#define MATERIALBUCKETS_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
// FLASHLIGHTFIXME: Make all of the buckets share the same m_Elements (ie. make m_Elements static)
|
|
|
|
template <class Element_t>
|
|
class CMaterialsBuckets
|
|
{
|
|
public:
|
|
typedef unsigned short SortIDHandle_t;
|
|
typedef unsigned short ElementHandle_t;
|
|
CMaterialsBuckets()
|
|
{
|
|
m_FlushCount = -1;
|
|
}
|
|
|
|
// Set the number of buckets that are needed. This should get called every time
|
|
// a level is loaded.
|
|
void SetNumMaterialSortIDs( int n )
|
|
{
|
|
m_MaterialSortInfoArray.Purge();
|
|
m_MaterialSortInfoArray.SetCount( n );
|
|
m_Elements.Purge();
|
|
|
|
m_UsedSortIDs.Purge();
|
|
}
|
|
|
|
// Clear out all buckets. This should get called once a frame.
|
|
void Flush( void )
|
|
{
|
|
m_FlushCount++;
|
|
m_Elements.RemoveAll();
|
|
m_UsedSortIDs.RemoveAll();
|
|
}
|
|
|
|
//
|
|
// These functions are used to get at the list of used buckets.
|
|
//
|
|
SortIDHandle_t GetFirstUsedSortID()
|
|
{
|
|
return m_UsedSortIDs.Head();
|
|
}
|
|
|
|
SortIDHandle_t GetNextUsedSortID( SortIDHandle_t prevSortID )
|
|
{
|
|
return m_UsedSortIDs.Next( prevSortID );
|
|
}
|
|
|
|
int GetSortID( SortIDHandle_t handle )
|
|
{
|
|
return m_UsedSortIDs[handle];
|
|
}
|
|
|
|
SortIDHandle_t InvalidSortIDHandle()
|
|
{
|
|
return m_UsedSortIDs.InvalidIndex();
|
|
}
|
|
|
|
|
|
//
|
|
// These functions are used to get at the list of elements for each sortID.
|
|
//
|
|
ElementHandle_t GetElementListHead( int sortID )
|
|
{
|
|
return m_MaterialSortInfoArray[sortID].m_Head;
|
|
}
|
|
|
|
ElementHandle_t GetElementListNext( ElementHandle_t h )
|
|
{
|
|
return m_Elements.Next( h );
|
|
}
|
|
|
|
Element_t GetElement( ElementHandle_t h )
|
|
{
|
|
return m_Elements[h];
|
|
}
|
|
|
|
ElementHandle_t InvalidElementHandle()
|
|
{
|
|
return m_Elements.InvalidIndex();
|
|
}
|
|
|
|
|
|
// Add an element to the the bucket specified by sortID
|
|
void AddElement( int sortID, Element_t elem )
|
|
{
|
|
// Allocate an element to stick this in.
|
|
unsigned short elemID = m_Elements.Alloc( true );
|
|
m_Elements[elemID] = elem;
|
|
|
|
if( m_MaterialSortInfoArray[sortID].m_FlushCount != m_FlushCount )
|
|
{
|
|
// This is the first element that has used this sort id since flush.
|
|
// FLASHLIGHTFIXME: need to sort these by vertex format when shoving
|
|
// them into this list!
|
|
|
|
// Mark this sortID as having been used since the last flush.
|
|
m_MaterialSortInfoArray[sortID].m_FlushCount = m_FlushCount;
|
|
|
|
// Add this sortID to the list of sortIDs used since flush.
|
|
m_UsedSortIDs.AddToTail( sortID );
|
|
|
|
// Set the head pointer for this sort id to this element.
|
|
m_MaterialSortInfoArray[sortID].m_Head = elemID;
|
|
}
|
|
else
|
|
{
|
|
// We already have an element in this sort id since flush, so chain
|
|
// into thelist of elements for this sort id.
|
|
m_Elements.LinkBefore( m_MaterialSortInfoArray[sortID].m_Head, elemID );
|
|
m_MaterialSortInfoArray[sortID].m_Head = elemID;
|
|
}
|
|
}
|
|
|
|
private:
|
|
|
|
struct MaterialSortInfo_t
|
|
{
|
|
MaterialSortInfo_t() :
|
|
m_FlushCount( -1 ),
|
|
m_Head( (unsigned short)-1 ) // i.e., InvalidIndex()
|
|
{
|
|
}
|
|
|
|
int m_FlushCount;
|
|
unsigned short m_Head;
|
|
};
|
|
|
|
// This is a list of material sort info ids that have been used since flush.
|
|
CUtlLinkedList<unsigned short> m_UsedSortIDs;
|
|
|
|
// This is m_NumMaterialSortIDs big.
|
|
CUtlVector<MaterialSortInfo_t> m_MaterialSortInfoArray;
|
|
|
|
// This is used in multilist mode to make elements that belong in the multiple lists of
|
|
CUtlLinkedList<Element_t, unsigned short, true> m_Elements;
|
|
|
|
int m_FlushCount;
|
|
|
|
};
|
|
|
|
#endif // MATERIALBUCKETS_H
|