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