vladislavbelov
b9fd6f18f0
Comments By: phosit Differential Revision: https://code.wildfiregames.com/D5281 This was SVN commit r28107.
1631 lines
52 KiB
C++
1631 lines
52 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "renderer/PatchRData.h"
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#include "graphics/GameView.h"
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#include "graphics/LightEnv.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/Patch.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TextRenderer.h"
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#include "graphics/TextureManager.h"
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#include "lib/allocators/DynamicArena.h"
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#include "lib/allocators/STLAllocators.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/VideoMode.h"
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#include "ps/World.h"
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#include "renderer/AlphaMapCalculator.h"
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#include "renderer/DebugRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/TerrainRenderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/Simulation2.h"
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#include <algorithm>
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#include <numeric>
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#include <set>
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const ssize_t BlendOffsets[9][2] = {
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{ 0, -1 },
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{ -1, -1 },
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{ -1, 0 },
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{ -1, 1 },
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{ 0, 1 },
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{ 1, 1 },
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{ 1, 0 },
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{ 1, -1 },
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{ 0, 0 }
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};
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// static
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Renderer::Backend::IVertexInputLayout* CPatchRData::GetBaseVertexInputLayout()
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{
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const uint32_t stride = sizeof(SBaseVertex);
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const std::array<Renderer::Backend::SVertexAttributeFormat, 3> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBaseVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::NORMAL,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBaseVertex, m_Normal), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::UV0,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBaseVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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// static
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Renderer::Backend::IVertexInputLayout* CPatchRData::GetBlendVertexInputLayout()
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{
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const uint32_t stride = sizeof(SBlendVertex);
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const std::array<Renderer::Backend::SVertexAttributeFormat, 4> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBlendVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::NORMAL,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBlendVertex, m_Normal), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::UV0,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBlendVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::UV1,
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Renderer::Backend::Format::R32G32_SFLOAT,
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offsetof(SBlendVertex, m_AlphaUVs), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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// static
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Renderer::Backend::IVertexInputLayout* CPatchRData::GetStreamVertexInputLayout(
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const bool bindPositionAsTexCoord)
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{
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const uint32_t stride = sizeof(SBaseVertex);
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if (bindPositionAsTexCoord)
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{
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const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBaseVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::UV0,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBaseVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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else
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{
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const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SBaseVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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}
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// static
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Renderer::Backend::IVertexInputLayout* CPatchRData::GetSideVertexInputLayout()
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{
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const uint32_t stride = sizeof(SSideVertex);
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const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SSideVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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// static
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Renderer::Backend::IVertexInputLayout* CPatchRData::GetWaterSurfaceVertexInputLayout(
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const bool bindWaterData)
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{
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const uint32_t stride = sizeof(SWaterVertex);
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if (bindWaterData)
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{
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const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SWaterVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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// UV1 will be used only in case of bindWaterData.
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{Renderer::Backend::VertexAttributeStream::UV1,
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Renderer::Backend::Format::R32G32_SFLOAT,
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offsetof(SWaterVertex, m_WaterData), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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else
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{
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const std::array<Renderer::Backend::SVertexAttributeFormat, 1> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SWaterVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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}
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// static
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Renderer::Backend::IVertexInputLayout* CPatchRData::GetWaterShoreVertexInputLayout()
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{
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const uint32_t stride = sizeof(SWaterVertex);
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const std::array<Renderer::Backend::SVertexAttributeFormat, 2> attributes{{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT,
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offsetof(SWaterVertex, m_Position), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::UV1,
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Renderer::Backend::Format::R32G32_SFLOAT,
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offsetof(SWaterVertex, m_WaterData), stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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}};
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return g_Renderer.GetVertexInputLayout(attributes);
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}
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CPatchRData::CPatchRData(CPatch* patch, CSimulation2* simulation) :
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m_Patch(patch), m_Simulation(simulation)
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{
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ENSURE(patch);
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Build();
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}
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CPatchRData::~CPatchRData() = default;
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/**
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* Represents a blend for a single tile, texture and shape.
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*/
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struct STileBlend
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{
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CTerrainTextureEntry* m_Texture;
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int m_Priority;
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u16 m_TileMask; // bit n set if this blend contains neighbour tile BlendOffsets[n]
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struct DecreasingPriority
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{
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bool operator()(const STileBlend& a, const STileBlend& b) const
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{
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if (a.m_Priority > b.m_Priority)
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return true;
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if (a.m_Priority < b.m_Priority)
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return false;
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if (a.m_Texture && b.m_Texture)
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return a.m_Texture->GetTag() > b.m_Texture->GetTag();
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return false;
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}
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};
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struct CurrentTile
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{
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bool operator()(const STileBlend& a) const
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{
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return (a.m_TileMask & (1 << 8)) != 0;
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}
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};
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};
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/**
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* Represents the ordered collection of blends drawn on a particular tile.
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*/
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struct STileBlendStack
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{
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u8 i, j;
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std::vector<STileBlend> blends; // back of vector is lowest-priority texture
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};
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/**
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* Represents a batched collection of blends using the same texture.
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*/
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struct SBlendLayer
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{
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struct Tile
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{
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u8 i, j;
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u8 shape;
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};
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CTerrainTextureEntry* m_Texture;
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std::vector<Tile> m_Tiles;
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};
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void CPatchRData::BuildBlends()
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{
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PROFILE3("build blends");
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m_BlendSplats.clear();
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std::vector<SBlendVertex> blendVertices;
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std::vector<u16> blendIndices;
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CTerrain* terrain = m_Patch->m_Parent;
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std::vector<STileBlendStack> blendStacks;
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blendStacks.reserve(PATCH_SIZE*PATCH_SIZE);
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std::vector<STileBlend> blends;
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blends.reserve(9);
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// For each tile in patch ..
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for (ssize_t j = 0; j < PATCH_SIZE; ++j)
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{
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for (ssize_t i = 0; i < PATCH_SIZE; ++i)
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{
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ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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blends.clear();
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// Compute a blend for every tile in the 3x3 square around this tile
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for (size_t n = 0; n < 9; ++n)
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{
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ssize_t ox = gx + BlendOffsets[n][1];
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ssize_t oz = gz + BlendOffsets[n][0];
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CMiniPatch* nmp = terrain->GetTile(ox, oz);
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if (!nmp)
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continue;
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STileBlend blend;
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blend.m_Texture = nmp->GetTextureEntry();
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blend.m_Priority = nmp->GetPriority();
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blend.m_TileMask = 1 << n;
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blends.push_back(blend);
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}
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// Sort the blends, highest priority first
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std::sort(blends.begin(), blends.end(), STileBlend::DecreasingPriority());
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STileBlendStack blendStack;
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blendStack.i = i;
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blendStack.j = j;
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// Put the blends into the tile's stack, merging any adjacent blends with the same texture
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for (size_t k = 0; k < blends.size(); ++k)
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{
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if (!blendStack.blends.empty() && blendStack.blends.back().m_Texture == blends[k].m_Texture)
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blendStack.blends.back().m_TileMask |= blends[k].m_TileMask;
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else
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blendStack.blends.push_back(blends[k]);
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}
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// Remove blends that are after (i.e. lower priority than) the current tile
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// (including the current tile), since we don't want to render them on top of
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// the tile's base texture
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blendStack.blends.erase(
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std::find_if(blendStack.blends.begin(), blendStack.blends.end(), STileBlend::CurrentTile()),
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blendStack.blends.end());
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blendStacks.push_back(blendStack);
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}
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}
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// Given the blend stack per tile, we want to batch together as many blends as possible.
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// Group them into a series of layers (each of which has a single texture):
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// (This is effectively a topological sort / linearisation of the partial order induced
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// by the per-tile stacks, preferring to make tiles with equal textures adjacent.)
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std::vector<SBlendLayer> blendLayers;
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while (true)
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{
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if (!blendLayers.empty())
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{
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// Try to grab as many tiles as possible that match our current layer,
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// from off the blend stacks of all the tiles
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CTerrainTextureEntry* tex = blendLayers.back().m_Texture;
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for (size_t k = 0; k < blendStacks.size(); ++k)
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{
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if (!blendStacks[k].blends.empty() && blendStacks[k].blends.back().m_Texture == tex)
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{
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SBlendLayer::Tile t = { blendStacks[k].i, blendStacks[k].j, (u8)blendStacks[k].blends.back().m_TileMask };
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blendLayers.back().m_Tiles.push_back(t);
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blendStacks[k].blends.pop_back();
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}
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// (We've already merged adjacent entries of the same texture in each stack,
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// so we don't need to bother looping to check the next entry in this stack again)
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}
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}
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// We've grabbed as many tiles as possible; now we need to start a new layer.
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// The new layer's texture could come from the back of any non-empty stack;
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// choose the longest stack as a heuristic to reduce the number of layers
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CTerrainTextureEntry* bestTex = NULL;
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size_t bestStackSize = 0;
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for (size_t k = 0; k < blendStacks.size(); ++k)
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{
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if (blendStacks[k].blends.size() > bestStackSize)
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{
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bestStackSize = blendStacks[k].blends.size();
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bestTex = blendStacks[k].blends.back().m_Texture;
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}
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}
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// If all our stacks were empty, we're done
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if (bestStackSize == 0)
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break;
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// Otherwise add the new layer, then loop back and start filling it in
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SBlendLayer layer;
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layer.m_Texture = bestTex;
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blendLayers.push_back(layer);
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}
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// Now build outgoing splats
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m_BlendSplats.resize(blendLayers.size());
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for (size_t k = 0; k < blendLayers.size(); ++k)
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{
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SSplat& splat = m_BlendSplats[k];
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splat.m_IndexStart = blendIndices.size();
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splat.m_Texture = blendLayers[k].m_Texture;
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for (size_t t = 0; t < blendLayers[k].m_Tiles.size(); ++t)
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{
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SBlendLayer::Tile& tile = blendLayers[k].m_Tiles[t];
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AddBlend(blendVertices, blendIndices, tile.i, tile.j, tile.shape, splat.m_Texture);
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}
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splat.m_IndexCount = blendIndices.size() - splat.m_IndexStart;
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}
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// Release existing vertex buffer chunks
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m_VBBlends.Reset();
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m_VBBlendIndices.Reset();
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if (blendVertices.size())
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{
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// Construct vertex buffer
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m_VBBlends = g_Renderer.GetVertexBufferManager().AllocateChunk(
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sizeof(SBlendVertex), blendVertices.size(),
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Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
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nullptr, CVertexBufferManager::Group::TERRAIN);
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m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends.Get(), &blendVertices[0]);
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// Update the indices to include the base offset of the vertex data
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for (size_t k = 0; k < blendIndices.size(); ++k)
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blendIndices[k] += static_cast<u16>(m_VBBlends->m_Index);
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m_VBBlendIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
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sizeof(u16), blendIndices.size(),
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Renderer::Backend::IBuffer::Type::INDEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
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nullptr, CVertexBufferManager::Group::TERRAIN);
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m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices.Get(), &blendIndices[0]);
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}
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}
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void CPatchRData::AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices,
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u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture)
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{
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CTerrain* terrain = m_Patch->m_Parent;
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ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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// uses the current neighbour texture
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BlendShape8 shape8;
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for (size_t m = 0; m < 8; ++m)
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shape8[m] = (shape & (1 << m)) ? 0 : 1;
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// calculate the required alphamap and the required rotation of the alphamap from blendshape
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unsigned int alphamapflags;
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int alphamap = CAlphaMapCalculator::Calculate(shape8, alphamapflags);
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// now actually render the blend tile (if we need one)
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if (alphamap == -1)
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return;
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float u0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u0;
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float u1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u1;
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float v0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v0;
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float v1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v1;
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|
if (alphamapflags & BLENDMAP_FLIPU)
|
|
std::swap(u0, u1);
|
|
|
|
if (alphamapflags & BLENDMAP_FLIPV)
|
|
std::swap(v0, v1);
|
|
|
|
int base = 0;
|
|
if (alphamapflags & BLENDMAP_ROTATE90)
|
|
base = 1;
|
|
else if (alphamapflags & BLENDMAP_ROTATE180)
|
|
base = 2;
|
|
else if (alphamapflags & BLENDMAP_ROTATE270)
|
|
base = 3;
|
|
|
|
SBlendVertex vtx[4];
|
|
vtx[(base + 0) % 4].m_AlphaUVs[0] = u0;
|
|
vtx[(base + 0) % 4].m_AlphaUVs[1] = v0;
|
|
vtx[(base + 1) % 4].m_AlphaUVs[0] = u1;
|
|
vtx[(base + 1) % 4].m_AlphaUVs[1] = v0;
|
|
vtx[(base + 2) % 4].m_AlphaUVs[0] = u1;
|
|
vtx[(base + 2) % 4].m_AlphaUVs[1] = v1;
|
|
vtx[(base + 3) % 4].m_AlphaUVs[0] = u0;
|
|
vtx[(base + 3) % 4].m_AlphaUVs[1] = v1;
|
|
|
|
SBlendVertex dst;
|
|
|
|
CVector3D normal;
|
|
|
|
u16 index = static_cast<u16>(blendVertices.size());
|
|
|
|
terrain->CalcPosition(gx, gz, dst.m_Position);
|
|
terrain->CalcNormal(gx, gz, normal);
|
|
dst.m_Normal = normal;
|
|
dst.m_AlphaUVs[0] = vtx[0].m_AlphaUVs[0];
|
|
dst.m_AlphaUVs[1] = vtx[0].m_AlphaUVs[1];
|
|
blendVertices.push_back(dst);
|
|
|
|
terrain->CalcPosition(gx + 1, gz, dst.m_Position);
|
|
terrain->CalcNormal(gx + 1, gz, normal);
|
|
dst.m_Normal = normal;
|
|
dst.m_AlphaUVs[0] = vtx[1].m_AlphaUVs[0];
|
|
dst.m_AlphaUVs[1] = vtx[1].m_AlphaUVs[1];
|
|
blendVertices.push_back(dst);
|
|
|
|
terrain->CalcPosition(gx + 1, gz + 1, dst.m_Position);
|
|
terrain->CalcNormal(gx + 1, gz + 1, normal);
|
|
dst.m_Normal = normal;
|
|
dst.m_AlphaUVs[0] = vtx[2].m_AlphaUVs[0];
|
|
dst.m_AlphaUVs[1] = vtx[2].m_AlphaUVs[1];
|
|
blendVertices.push_back(dst);
|
|
|
|
terrain->CalcPosition(gx, gz + 1, dst.m_Position);
|
|
terrain->CalcNormal(gx, gz + 1, normal);
|
|
dst.m_Normal = normal;
|
|
dst.m_AlphaUVs[0] = vtx[3].m_AlphaUVs[0];
|
|
dst.m_AlphaUVs[1] = vtx[3].m_AlphaUVs[1];
|
|
blendVertices.push_back(dst);
|
|
|
|
bool dir = terrain->GetTriangulationDir(gx, gz);
|
|
if (dir)
|
|
{
|
|
blendIndices.push_back(index+0);
|
|
blendIndices.push_back(index+1);
|
|
blendIndices.push_back(index+3);
|
|
|
|
blendIndices.push_back(index+1);
|
|
blendIndices.push_back(index+2);
|
|
blendIndices.push_back(index+3);
|
|
}
|
|
else
|
|
{
|
|
blendIndices.push_back(index+0);
|
|
blendIndices.push_back(index+1);
|
|
blendIndices.push_back(index+2);
|
|
|
|
blendIndices.push_back(index+2);
|
|
blendIndices.push_back(index+3);
|
|
blendIndices.push_back(index+0);
|
|
}
|
|
}
|
|
|
|
void CPatchRData::BuildIndices()
|
|
{
|
|
PROFILE3("build indices");
|
|
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
|
|
ssize_t px = m_Patch->m_X * PATCH_SIZE;
|
|
ssize_t pz = m_Patch->m_Z * PATCH_SIZE;
|
|
|
|
// must have allocated some vertices before trying to build corresponding indices
|
|
ENSURE(m_VBBase);
|
|
|
|
// number of vertices in each direction in each patch
|
|
ssize_t vsize=PATCH_SIZE+1;
|
|
|
|
// PATCH_SIZE must be 2^8-2 or less to not overflow u16 indices buffer. Thankfully this is always true.
|
|
ENSURE(vsize*vsize < 65536);
|
|
|
|
std::vector<unsigned short> indices;
|
|
indices.reserve(PATCH_SIZE * PATCH_SIZE * 4);
|
|
|
|
// release existing splats
|
|
m_Splats.clear();
|
|
|
|
// build grid of textures on this patch
|
|
std::vector<CTerrainTextureEntry*> textures;
|
|
CTerrainTextureEntry* texgrid[PATCH_SIZE][PATCH_SIZE];
|
|
for (ssize_t j=0;j<PATCH_SIZE;j++) {
|
|
for (ssize_t i=0;i<PATCH_SIZE;i++) {
|
|
CTerrainTextureEntry* tex=m_Patch->m_MiniPatches[j][i].GetTextureEntry();
|
|
texgrid[j][i]=tex;
|
|
if (std::find(textures.begin(),textures.end(),tex)==textures.end()) {
|
|
textures.push_back(tex);
|
|
}
|
|
}
|
|
}
|
|
|
|
// now build base splats from interior textures
|
|
m_Splats.resize(textures.size());
|
|
// build indices for base splats
|
|
size_t base=m_VBBase->m_Index;
|
|
|
|
for (size_t k = 0; k < m_Splats.size(); ++k)
|
|
{
|
|
CTerrainTextureEntry* tex = textures[k];
|
|
|
|
SSplat& splat=m_Splats[k];
|
|
splat.m_Texture=tex;
|
|
splat.m_IndexStart=indices.size();
|
|
|
|
for (ssize_t j = 0; j < PATCH_SIZE; j++)
|
|
{
|
|
for (ssize_t i = 0; i < PATCH_SIZE; i++)
|
|
{
|
|
if (texgrid[j][i] == tex)
|
|
{
|
|
bool dir = terrain->GetTriangulationDir(px+i, pz+j);
|
|
if (dir)
|
|
{
|
|
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|
|
|
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|
}
|
|
else
|
|
{
|
|
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|
|
|
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
splat.m_IndexCount=indices.size()-splat.m_IndexStart;
|
|
}
|
|
|
|
// Release existing vertex buffer chunk
|
|
m_VBBaseIndices.Reset();
|
|
|
|
ENSURE(indices.size());
|
|
|
|
// Construct vertex buffer
|
|
m_VBBaseIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(u16), indices.size(),
|
|
Renderer::Backend::IBuffer::Type::INDEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST, nullptr, CVertexBufferManager::Group::TERRAIN);
|
|
m_VBBaseIndices->m_Owner->UpdateChunkVertices(m_VBBaseIndices.Get(), &indices[0]);
|
|
}
|
|
|
|
|
|
void CPatchRData::BuildVertices()
|
|
{
|
|
PROFILE3("build vertices");
|
|
|
|
// create both vertices and lighting colors
|
|
|
|
// number of vertices in each direction in each patch
|
|
ssize_t vsize = PATCH_SIZE + 1;
|
|
|
|
std::vector<SBaseVertex> vertices;
|
|
vertices.resize(vsize * vsize);
|
|
|
|
// get index of this patch
|
|
ssize_t px = m_Patch->m_X;
|
|
ssize_t pz = m_Patch->m_Z;
|
|
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
|
|
// build vertices
|
|
for (ssize_t j = 0; j < vsize; ++j)
|
|
{
|
|
for (ssize_t i = 0; i < vsize; ++i)
|
|
{
|
|
ssize_t ix = px * PATCH_SIZE + i;
|
|
ssize_t iz = pz * PATCH_SIZE + j;
|
|
ssize_t v = j * vsize + i;
|
|
|
|
// calculate vertex data
|
|
terrain->CalcPosition(ix, iz, vertices[v].m_Position);
|
|
|
|
CVector3D normal;
|
|
terrain->CalcNormal(ix, iz, normal);
|
|
vertices[v].m_Normal = normal;
|
|
}
|
|
}
|
|
|
|
// upload to vertex buffer
|
|
if (!m_VBBase)
|
|
{
|
|
m_VBBase = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(SBaseVertex), vsize * vsize,
|
|
Renderer::Backend::IBuffer::Type::VERTEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
|
|
nullptr, CVertexBufferManager::Group::TERRAIN);
|
|
}
|
|
|
|
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase.Get(), &vertices[0]);
|
|
}
|
|
|
|
void CPatchRData::BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side)
|
|
{
|
|
ssize_t vsize = PATCH_SIZE + 1;
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
|
|
|
|
for (ssize_t k = 0; k < vsize; k++)
|
|
{
|
|
ssize_t gx = m_Patch->m_X * PATCH_SIZE;
|
|
ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
|
|
switch (side)
|
|
{
|
|
case CPATCH_SIDE_NEGX: gz += k; break;
|
|
case CPATCH_SIDE_POSX: gx += PATCH_SIZE; gz += PATCH_SIZE-k; break;
|
|
case CPATCH_SIDE_NEGZ: gx += PATCH_SIZE-k; break;
|
|
case CPATCH_SIDE_POSZ: gz += PATCH_SIZE; gx += k; break;
|
|
}
|
|
|
|
CVector3D pos;
|
|
terrain->CalcPosition(gx, gz, pos);
|
|
|
|
// Clamp the height to the water level
|
|
float waterHeight = 0.f;
|
|
if (cmpWaterManager)
|
|
waterHeight = cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z);
|
|
pos.Y = std::max(pos.Y, waterHeight);
|
|
|
|
SSideVertex v0, v1;
|
|
v0.m_Position = pos;
|
|
v1.m_Position = pos;
|
|
v1.m_Position.Y = 0;
|
|
|
|
if (k == 0)
|
|
{
|
|
vertices.emplace_back(v1);
|
|
vertices.emplace_back(v0);
|
|
}
|
|
if (k > 0)
|
|
{
|
|
const size_t lastIndex = vertices.size() - 1;
|
|
vertices.emplace_back(v1);
|
|
vertices.emplace_back(vertices[lastIndex]);
|
|
vertices.emplace_back(v0);
|
|
vertices.emplace_back(v1);
|
|
if (k + 1 < vsize)
|
|
{
|
|
vertices.emplace_back(v1);
|
|
vertices.emplace_back(v0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPatchRData::BuildSides()
|
|
{
|
|
PROFILE3("build sides");
|
|
|
|
std::vector<SSideVertex> sideVertices;
|
|
|
|
int sideFlags = m_Patch->GetSideFlags();
|
|
|
|
// If no sides are enabled, we don't need to do anything
|
|
if (!sideFlags)
|
|
return;
|
|
|
|
// For each side, generate a tristrip by adding a vertex at ground/water
|
|
// level and a vertex underneath at height 0.
|
|
|
|
if (sideFlags & CPATCH_SIDE_NEGX)
|
|
BuildSide(sideVertices, CPATCH_SIDE_NEGX);
|
|
|
|
if (sideFlags & CPATCH_SIDE_POSX)
|
|
BuildSide(sideVertices, CPATCH_SIDE_POSX);
|
|
|
|
if (sideFlags & CPATCH_SIDE_NEGZ)
|
|
BuildSide(sideVertices, CPATCH_SIDE_NEGZ);
|
|
|
|
if (sideFlags & CPATCH_SIDE_POSZ)
|
|
BuildSide(sideVertices, CPATCH_SIDE_POSZ);
|
|
|
|
if (sideVertices.empty())
|
|
return;
|
|
|
|
if (!m_VBSides)
|
|
{
|
|
m_VBSides = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(SSideVertex), sideVertices.size(),
|
|
Renderer::Backend::IBuffer::Type::VERTEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
|
|
nullptr, CVertexBufferManager::Group::DEFAULT);
|
|
}
|
|
m_VBSides->m_Owner->UpdateChunkVertices(m_VBSides.Get(), &sideVertices[0]);
|
|
}
|
|
|
|
void CPatchRData::Build()
|
|
{
|
|
BuildVertices();
|
|
BuildSides();
|
|
BuildIndices();
|
|
BuildBlends();
|
|
BuildWater();
|
|
}
|
|
|
|
void CPatchRData::Update(CSimulation2* simulation)
|
|
{
|
|
m_Simulation = simulation;
|
|
if (m_UpdateFlags!=0) {
|
|
// TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
|
|
// than everything; it's complicated slightly because the blends are dependent
|
|
// on both vertex and index data
|
|
BuildVertices();
|
|
BuildSides();
|
|
BuildIndices();
|
|
BuildBlends();
|
|
BuildWater();
|
|
|
|
m_UpdateFlags=0;
|
|
}
|
|
}
|
|
|
|
// To minimise the cost of memory allocations, everything used for computing
|
|
// batches uses a arena allocator. (All allocations are short-lived so we can
|
|
// just throw away the whole arena at the end of each frame.)
|
|
|
|
using Arena = Allocators::DynamicArena<1 * MiB>;
|
|
|
|
// std::map types with appropriate arena allocators and default comparison operator
|
|
template<class Key, class Value>
|
|
using PooledBatchMap = std::map<Key, Value, std::less<Key>, ProxyAllocator<std::pair<Key const, Value>, Arena>>;
|
|
|
|
// Equivalent to "m[k]", when it returns a arena-allocated std::map (since we can't
|
|
// use the default constructor in that case)
|
|
template<typename M>
|
|
typename M::mapped_type& PooledMapGet(M& m, const typename M::key_type& k, Arena& arena)
|
|
{
|
|
return m.insert(std::make_pair(k,
|
|
typename M::mapped_type(typename M::mapped_type::key_compare(), typename M::mapped_type::allocator_type(arena))
|
|
)).first->second;
|
|
}
|
|
|
|
// Equivalent to "m[k]", when it returns a std::pair of arena-allocated std::vectors
|
|
template<typename M>
|
|
typename M::mapped_type& PooledPairGet(M& m, const typename M::key_type& k, Arena& arena)
|
|
{
|
|
return m.insert(std::make_pair(k, std::make_pair(
|
|
typename M::mapped_type::first_type(typename M::mapped_type::first_type::allocator_type(arena)),
|
|
typename M::mapped_type::second_type(typename M::mapped_type::second_type::allocator_type(arena))
|
|
))).first->second;
|
|
}
|
|
|
|
// Each multidraw batch has a list of index counts, and a list of pointers-to-first-indexes
|
|
using BatchElements = std::pair<std::vector<u32, ProxyAllocator<u32, Arena>>, std::vector<u32, ProxyAllocator<u32, Arena>>>;
|
|
|
|
// Group batches by index buffer
|
|
using IndexBufferBatches = PooledBatchMap<CVertexBuffer*, BatchElements>;
|
|
|
|
// Group batches by vertex buffer
|
|
using VertexBufferBatches = PooledBatchMap<CVertexBuffer*, IndexBufferBatches>;
|
|
|
|
// Group batches by texture
|
|
using TextureBatches = PooledBatchMap<CTerrainTextureEntry*, VertexBufferBatches>;
|
|
|
|
// Group batches by shaders.
|
|
using ShaderTechniqueBatches = PooledBatchMap<std::pair<CStrIntern, CShaderDefines>, TextureBatches>;
|
|
|
|
void CPatchRData::RenderBases(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
|
|
const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow)
|
|
{
|
|
PROFILE3("render terrain bases");
|
|
GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain bases");
|
|
|
|
Arena arena;
|
|
|
|
ShaderTechniqueBatches batches(ShaderTechniqueBatches::key_compare(), (ShaderTechniqueBatches::allocator_type(arena)));
|
|
|
|
PROFILE_START("compute batches");
|
|
|
|
// Collect all the patches' base splats into their appropriate batches
|
|
for (size_t i = 0; i < patches.size(); ++i)
|
|
{
|
|
CPatchRData* patch = patches[i];
|
|
for (size_t j = 0; j < patch->m_Splats.size(); ++j)
|
|
{
|
|
SSplat& splat = patch->m_Splats[j];
|
|
const CMaterial& material = splat.m_Texture->GetMaterial();
|
|
if (material.GetShaderEffect().empty())
|
|
{
|
|
LOGERROR("Terrain renderer failed to load shader effect.\n");
|
|
continue;
|
|
}
|
|
|
|
BatchElements& batch = PooledPairGet(
|
|
PooledMapGet(
|
|
PooledMapGet(
|
|
PooledMapGet(batches, std::make_pair(material.GetShaderEffect(), material.GetShaderDefines()), arena),
|
|
splat.m_Texture, arena
|
|
),
|
|
patch->m_VBBase->m_Owner, arena
|
|
),
|
|
patch->m_VBBaseIndices->m_Owner, arena
|
|
);
|
|
|
|
batch.first.push_back(splat.m_IndexCount);
|
|
|
|
batch.second.push_back(patch->m_VBBaseIndices->m_Index + splat.m_IndexStart);
|
|
}
|
|
}
|
|
|
|
PROFILE_END("compute batches");
|
|
|
|
// Render each batch
|
|
for (ShaderTechniqueBatches::iterator itTech = batches.begin(); itTech != batches.end(); ++itTech)
|
|
{
|
|
CShaderDefines defines = context;
|
|
defines.SetMany(itTech->first.second);
|
|
CShaderTechniquePtr techBase = g_Renderer.GetShaderManager().LoadEffect(
|
|
itTech->first.first, defines);
|
|
|
|
const int numPasses = techBase->GetNumPasses();
|
|
for (int pass = 0; pass < numPasses; ++pass)
|
|
{
|
|
deviceCommandContext->SetGraphicsPipelineState(
|
|
techBase->GetGraphicsPipelineState(pass));
|
|
deviceCommandContext->BeginPass();
|
|
Renderer::Backend::IShaderProgram* shader = techBase->GetShader(pass);
|
|
TerrainRenderer::PrepareShader(deviceCommandContext, shader, shadow);
|
|
|
|
const int32_t baseTexBindingSlot =
|
|
shader->GetBindingSlot(str_baseTex);
|
|
const int32_t textureTransformBindingSlot =
|
|
shader->GetBindingSlot(str_textureTransform);
|
|
|
|
TextureBatches& textureBatches = itTech->second;
|
|
for (TextureBatches::iterator itt = textureBatches.begin(); itt != textureBatches.end(); ++itt)
|
|
{
|
|
if (!itt->first->GetMaterial().GetSamplers().empty())
|
|
{
|
|
const CMaterial::SamplersVector& samplers =
|
|
itt->first->GetMaterial().GetSamplers();
|
|
for(const CMaterial::TextureSampler& samp : samplers)
|
|
samp.Sampler->UploadBackendTextureIfNeeded(deviceCommandContext);
|
|
for(const CMaterial::TextureSampler& samp : samplers)
|
|
{
|
|
deviceCommandContext->SetTexture(
|
|
shader->GetBindingSlot(samp.Name),
|
|
samp.Sampler->GetBackendTexture());
|
|
}
|
|
|
|
itt->first->GetMaterial().GetStaticUniforms().BindUniforms(
|
|
deviceCommandContext, shader);
|
|
|
|
float c = itt->first->GetTextureMatrix()[0];
|
|
float ms = itt->first->GetTextureMatrix()[8];
|
|
deviceCommandContext->SetUniform(
|
|
textureTransformBindingSlot, c, ms);
|
|
}
|
|
else
|
|
{
|
|
deviceCommandContext->SetTexture(
|
|
baseTexBindingSlot,
|
|
g_Renderer.GetTextureManager().GetErrorTexture()->GetBackendTexture());
|
|
}
|
|
|
|
for (VertexBufferBatches::iterator itv = itt->second.begin(); itv != itt->second.end(); ++itv)
|
|
{
|
|
ENSURE(!itv->first->GetBuffer()->IsDynamic());
|
|
|
|
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
|
|
|
|
deviceCommandContext->SetVertexBuffer(0, itv->first->GetBuffer(), 0);
|
|
|
|
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|
{
|
|
ENSURE(!it->first->GetBuffer()->IsDynamic());
|
|
deviceCommandContext->SetIndexBuffer(it->first->GetBuffer());
|
|
|
|
BatchElements& batch = it->second;
|
|
|
|
for (size_t i = 0; i < batch.first.size(); ++i)
|
|
deviceCommandContext->DrawIndexed(batch.second[i], batch.first[i], 0);
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|
}
|
|
}
|
|
}
|
|
deviceCommandContext->EndPass();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Helper structure for RenderBlends.
|
|
*/
|
|
struct SBlendBatch
|
|
{
|
|
SBlendBatch(Arena& arena) :
|
|
m_Batches(VertexBufferBatches::key_compare(), VertexBufferBatches::allocator_type(arena))
|
|
{
|
|
}
|
|
|
|
CTerrainTextureEntry* m_Texture;
|
|
CShaderTechniquePtr m_ShaderTech;
|
|
VertexBufferBatches m_Batches;
|
|
};
|
|
|
|
/**
|
|
* Helper structure for RenderBlends.
|
|
*/
|
|
struct SBlendStackItem
|
|
{
|
|
SBlendStackItem(CVertexBuffer::VBChunk* v, CVertexBuffer::VBChunk* i,
|
|
const std::vector<CPatchRData::SSplat>& s, Arena& arena) :
|
|
vertices(v), indices(i), splats(s.begin(), s.end(), SplatStack::allocator_type(arena))
|
|
{
|
|
}
|
|
|
|
using SplatStack = std::vector<CPatchRData::SSplat, ProxyAllocator<CPatchRData::SSplat, Arena>>;
|
|
CVertexBuffer::VBChunk* vertices;
|
|
CVertexBuffer::VBChunk* indices;
|
|
SplatStack splats;
|
|
};
|
|
|
|
void CPatchRData::RenderBlends(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
|
|
const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow)
|
|
{
|
|
PROFILE3("render terrain blends");
|
|
GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain blends");
|
|
|
|
Arena arena;
|
|
|
|
using BatchesStack = std::vector<SBlendBatch, ProxyAllocator<SBlendBatch, Arena>>;
|
|
BatchesStack batches((BatchesStack::allocator_type(arena)));
|
|
|
|
CShaderDefines contextBlend = context;
|
|
contextBlend.Add(str_BLEND, str_1);
|
|
|
|
PROFILE_START("compute batches");
|
|
|
|
// Reserve an arbitrary size that's probably big enough in most cases,
|
|
// to avoid heavy reallocations
|
|
batches.reserve(256);
|
|
|
|
using BlendStacks = std::vector<SBlendStackItem, ProxyAllocator<SBlendStackItem, Arena>>;
|
|
BlendStacks blendStacks((BlendStacks::allocator_type(arena)));
|
|
blendStacks.reserve(patches.size());
|
|
|
|
// Extract all the blend splats from each patch
|
|
for (size_t i = 0; i < patches.size(); ++i)
|
|
{
|
|
CPatchRData* patch = patches[i];
|
|
if (!patch->m_BlendSplats.empty())
|
|
{
|
|
|
|
blendStacks.push_back(SBlendStackItem(patch->m_VBBlends.Get(), patch->m_VBBlendIndices.Get(), patch->m_BlendSplats, arena));
|
|
// Reverse the splats so the first to be rendered is at the back of the list
|
|
std::reverse(blendStacks.back().splats.begin(), blendStacks.back().splats.end());
|
|
}
|
|
}
|
|
|
|
// Rearrange the collection of splats to be grouped by texture, preserving
|
|
// order of splats within each patch:
|
|
// (This is exactly the same algorithm used in CPatchRData::BuildBlends,
|
|
// but applied to patch-sized splats rather than to tile-sized splats;
|
|
// see that function for comments on the algorithm.)
|
|
while (true)
|
|
{
|
|
if (!batches.empty())
|
|
{
|
|
CTerrainTextureEntry* tex = batches.back().m_Texture;
|
|
|
|
for (size_t k = 0; k < blendStacks.size(); ++k)
|
|
{
|
|
SBlendStackItem::SplatStack& splats = blendStacks[k].splats;
|
|
if (!splats.empty() && splats.back().m_Texture == tex)
|
|
{
|
|
CVertexBuffer::VBChunk* vertices = blendStacks[k].vertices;
|
|
CVertexBuffer::VBChunk* indices = blendStacks[k].indices;
|
|
|
|
BatchElements& batch = PooledPairGet(PooledMapGet(batches.back().m_Batches, vertices->m_Owner, arena), indices->m_Owner, arena);
|
|
batch.first.push_back(splats.back().m_IndexCount);
|
|
|
|
batch.second.push_back(indices->m_Index + splats.back().m_IndexStart);
|
|
|
|
splats.pop_back();
|
|
}
|
|
}
|
|
}
|
|
|
|
CTerrainTextureEntry* bestTex = NULL;
|
|
size_t bestStackSize = 0;
|
|
|
|
for (size_t k = 0; k < blendStacks.size(); ++k)
|
|
{
|
|
SBlendStackItem::SplatStack& splats = blendStacks[k].splats;
|
|
if (splats.size() > bestStackSize)
|
|
{
|
|
bestStackSize = splats.size();
|
|
bestTex = splats.back().m_Texture;
|
|
}
|
|
}
|
|
|
|
if (bestStackSize == 0)
|
|
break;
|
|
|
|
SBlendBatch layer(arena);
|
|
layer.m_Texture = bestTex;
|
|
if (!bestTex->GetMaterial().GetSamplers().empty())
|
|
{
|
|
CShaderDefines defines = contextBlend;
|
|
defines.SetMany(bestTex->GetMaterial().GetShaderDefines());
|
|
// TODO: move enabling blend to XML.
|
|
const CStrIntern shaderEffect = bestTex->GetMaterial().GetShaderEffect();
|
|
if (shaderEffect != str_terrain_base)
|
|
ONCE(LOGWARNING("Shader effect '%s' doesn't support semi-transparent terrain rendering.", shaderEffect.c_str()));
|
|
layer.m_ShaderTech = g_Renderer.GetShaderManager().LoadEffect(
|
|
shaderEffect == str_terrain_base ? str_terrain_blend : shaderEffect, defines);
|
|
}
|
|
batches.push_back(layer);
|
|
}
|
|
|
|
PROFILE_END("compute batches");
|
|
|
|
CVertexBuffer* lastVB = nullptr;
|
|
Renderer::Backend::IShaderProgram* previousShader = nullptr;
|
|
for (BatchesStack::iterator itTechBegin = batches.begin(), itTechEnd = batches.begin(); itTechBegin != batches.end(); itTechBegin = itTechEnd)
|
|
{
|
|
while (itTechEnd != batches.end() && itTechEnd->m_ShaderTech == itTechBegin->m_ShaderTech)
|
|
++itTechEnd;
|
|
|
|
const CShaderTechniquePtr& techBase = itTechBegin->m_ShaderTech;
|
|
const int numPasses = techBase->GetNumPasses();
|
|
for (int pass = 0; pass < numPasses; ++pass)
|
|
{
|
|
deviceCommandContext->SetGraphicsPipelineState(
|
|
techBase->GetGraphicsPipelineState(pass));
|
|
deviceCommandContext->BeginPass();
|
|
|
|
Renderer::Backend::IShaderProgram* shader = techBase->GetShader(pass);
|
|
TerrainRenderer::PrepareShader(deviceCommandContext, shader, shadow);
|
|
|
|
Renderer::Backend::ITexture* lastBlendTex = nullptr;
|
|
|
|
const int32_t baseTexBindingSlot =
|
|
shader->GetBindingSlot(str_baseTex);
|
|
const int32_t blendTexBindingSlot =
|
|
shader->GetBindingSlot(str_blendTex);
|
|
const int32_t textureTransformBindingSlot =
|
|
shader->GetBindingSlot(str_textureTransform);
|
|
|
|
for (BatchesStack::iterator itt = itTechBegin; itt != itTechEnd; ++itt)
|
|
{
|
|
if (itt->m_Texture->GetMaterial().GetSamplers().empty())
|
|
continue;
|
|
|
|
if (itt->m_Texture)
|
|
{
|
|
const CMaterial::SamplersVector& samplers = itt->m_Texture->GetMaterial().GetSamplers();
|
|
for (const CMaterial::TextureSampler& samp : samplers)
|
|
samp.Sampler->UploadBackendTextureIfNeeded(deviceCommandContext);
|
|
for (const CMaterial::TextureSampler& samp : samplers)
|
|
{
|
|
deviceCommandContext->SetTexture(
|
|
shader->GetBindingSlot(samp.Name),
|
|
samp.Sampler->GetBackendTexture());
|
|
}
|
|
|
|
Renderer::Backend::ITexture* currentBlendTex = itt->m_Texture->m_TerrainAlpha->second.m_CompositeAlphaMap.get();
|
|
if (currentBlendTex != lastBlendTex)
|
|
{
|
|
deviceCommandContext->SetTexture(
|
|
blendTexBindingSlot, currentBlendTex);
|
|
lastBlendTex = currentBlendTex;
|
|
}
|
|
|
|
itt->m_Texture->GetMaterial().GetStaticUniforms().BindUniforms(deviceCommandContext, shader);
|
|
|
|
float c = itt->m_Texture->GetTextureMatrix()[0];
|
|
float ms = itt->m_Texture->GetTextureMatrix()[8];
|
|
deviceCommandContext->SetUniform(
|
|
textureTransformBindingSlot, c, ms);
|
|
}
|
|
else
|
|
{
|
|
deviceCommandContext->SetTexture(
|
|
baseTexBindingSlot, g_Renderer.GetTextureManager().GetErrorTexture()->GetBackendTexture());
|
|
}
|
|
|
|
for (VertexBufferBatches::iterator itv = itt->m_Batches.begin(); itv != itt->m_Batches.end(); ++itv)
|
|
{
|
|
// Rebind the VB only if it changed since the last batch
|
|
if (itv->first != lastVB || shader != previousShader)
|
|
{
|
|
lastVB = itv->first;
|
|
previousShader = shader;
|
|
|
|
ENSURE(!itv->first->GetBuffer()->IsDynamic());
|
|
|
|
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
|
|
|
|
deviceCommandContext->SetVertexBuffer(0, itv->first->GetBuffer(), 0);
|
|
}
|
|
|
|
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|
{
|
|
ENSURE(!it->first->GetBuffer()->IsDynamic());
|
|
deviceCommandContext->SetIndexBuffer(it->first->GetBuffer());
|
|
|
|
BatchElements& batch = it->second;
|
|
|
|
for (size_t i = 0; i < batch.first.size(); ++i)
|
|
deviceCommandContext->DrawIndexed(batch.second[i], batch.first[i], 0);
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_BlendSplats++;
|
|
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|
}
|
|
}
|
|
}
|
|
deviceCommandContext->EndPass();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPatchRData::RenderStreams(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
|
|
const std::vector<CPatchRData*>& patches)
|
|
{
|
|
PROFILE3("render terrain streams");
|
|
|
|
// Each batch has a list of index counts, and a list of pointers-to-first-indexes
|
|
using StreamBatchElements = std::pair<std::vector<u32>, std::vector<u32>>;
|
|
|
|
// Group batches by index buffer
|
|
using StreamIndexBufferBatches = std::map<CVertexBuffer*, StreamBatchElements>;
|
|
|
|
// Group batches by vertex buffer
|
|
using StreamVertexBufferBatches = std::map<CVertexBuffer*, StreamIndexBufferBatches>;
|
|
|
|
StreamVertexBufferBatches batches;
|
|
|
|
PROFILE_START("compute batches");
|
|
|
|
// Collect all the patches into their appropriate batches
|
|
for (const CPatchRData* patch : patches)
|
|
{
|
|
StreamBatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];
|
|
|
|
batch.first.push_back(patch->m_VBBaseIndices->m_Count);
|
|
|
|
batch.second.push_back(patch->m_VBBaseIndices->m_Index);
|
|
}
|
|
|
|
PROFILE_END("compute batches");
|
|
|
|
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
|
|
|
|
// Render each batch
|
|
for (const std::pair<CVertexBuffer* const, StreamIndexBufferBatches>& streamBatch : batches)
|
|
{
|
|
ENSURE(!streamBatch.first->GetBuffer()->IsDynamic());
|
|
|
|
deviceCommandContext->SetVertexBuffer(0, streamBatch.first->GetBuffer(), 0);
|
|
|
|
for (const std::pair<CVertexBuffer* const, StreamBatchElements>& batchIndexBuffer : streamBatch.second)
|
|
{
|
|
ENSURE(!batchIndexBuffer.first->GetBuffer()->IsDynamic());
|
|
deviceCommandContext->SetIndexBuffer(batchIndexBuffer.first->GetBuffer());
|
|
|
|
const StreamBatchElements& batch = batchIndexBuffer.second;
|
|
|
|
for (size_t i = 0; i < batch.first.size(); ++i)
|
|
deviceCommandContext->DrawIndexed(batch.second[i], batch.first[i], 0);
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPatchRData::RenderOutline()
|
|
{
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
ssize_t gx = m_Patch->m_X * PATCH_SIZE;
|
|
ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
|
|
|
|
CVector3D pos;
|
|
std::vector<CVector3D> line;
|
|
for (ssize_t i = 0, j = 0; i <= PATCH_SIZE; ++i)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
for (ssize_t i = PATCH_SIZE, j = 1; j <= PATCH_SIZE; ++j)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
for (ssize_t i = PATCH_SIZE-1, j = PATCH_SIZE; i >= 0; --i)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
for (ssize_t i = 0, j = PATCH_SIZE-1; j >= 0; --j)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
|
|
g_Renderer.GetDebugRenderer().DrawLine(line, CColor(0.0f, 0.0f, 1.0f, 1.0f), 0.1f);
|
|
}
|
|
|
|
void CPatchRData::RenderSides(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
|
|
const std::vector<CPatchRData*>& patches)
|
|
{
|
|
PROFILE3("render terrain sides");
|
|
GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain sides");
|
|
|
|
if (patches.empty())
|
|
return;
|
|
|
|
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
|
|
|
|
CVertexBuffer* lastVB = nullptr;
|
|
for (CPatchRData* patch : patches)
|
|
{
|
|
ENSURE(patch->m_UpdateFlags == 0);
|
|
if (!patch->m_VBSides)
|
|
continue;
|
|
if (lastVB != patch->m_VBSides->m_Owner)
|
|
{
|
|
lastVB = patch->m_VBSides->m_Owner;
|
|
ENSURE(!lastVB->GetBuffer()->IsDynamic());
|
|
deviceCommandContext->SetVertexBuffer(0, patch->m_VBSides->m_Owner->GetBuffer(), 0);
|
|
}
|
|
|
|
deviceCommandContext->Draw(patch->m_VBSides->m_Index, patch->m_VBSides->m_Count);
|
|
|
|
// bump stats
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris += patch->m_VBSides->m_Count / 3;
|
|
}
|
|
}
|
|
|
|
void CPatchRData::RenderPriorities(CTextRenderer& textRenderer)
|
|
{
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
const CCamera& camera = *(g_Game->GetView()->GetCamera());
|
|
|
|
for (ssize_t j = 0; j < PATCH_SIZE; ++j)
|
|
{
|
|
for (ssize_t i = 0; i < PATCH_SIZE; ++i)
|
|
{
|
|
ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
|
|
ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
|
|
|
|
CVector3D pos;
|
|
terrain->CalcPosition(gx, gz, pos);
|
|
|
|
// Move a bit towards the center of the tile
|
|
pos.X += TERRAIN_TILE_SIZE/4.f;
|
|
pos.Z += TERRAIN_TILE_SIZE/4.f;
|
|
|
|
float x, y;
|
|
camera.GetScreenCoordinates(pos, x, y);
|
|
|
|
textRenderer.PrintfAt(x, y, L"%d", m_Patch->m_MiniPatches[j][i].Priority);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Water build and rendering
|
|
//
|
|
|
|
// Build vertex buffer for water vertices over our patch
|
|
void CPatchRData::BuildWater()
|
|
{
|
|
PROFILE3("build water");
|
|
|
|
// Number of vertices in each direction in each patch
|
|
ENSURE(PATCH_SIZE % water_cell_size == 0);
|
|
|
|
m_VBWater.Reset();
|
|
m_VBWaterIndices.Reset();
|
|
m_VBWaterShore.Reset();
|
|
m_VBWaterIndicesShore.Reset();
|
|
|
|
m_WaterBounds.SetEmpty();
|
|
|
|
// We need to use this to access the water manager or we may not have the
|
|
// actual values but some compiled-in defaults
|
|
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
|
|
if (!cmpWaterManager)
|
|
return;
|
|
|
|
// Build data for water
|
|
std::vector<SWaterVertex> water_vertex_data;
|
|
std::vector<u16> water_indices;
|
|
u16 water_index_map[PATCH_SIZE+1][PATCH_SIZE+1];
|
|
memset(water_index_map, 0xFF, sizeof(water_index_map));
|
|
|
|
// Build data for shore
|
|
std::vector<SWaterVertex> water_vertex_data_shore;
|
|
std::vector<u16> water_indices_shore;
|
|
u16 water_shore_index_map[PATCH_SIZE+1][PATCH_SIZE+1];
|
|
memset(water_shore_index_map, 0xFF, sizeof(water_shore_index_map));
|
|
|
|
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
|
|
|
|
CPatch* patch = m_Patch;
|
|
CTerrain* terrain = patch->m_Parent;
|
|
|
|
ssize_t mapSize = terrain->GetVerticesPerSide();
|
|
|
|
// Top-left coordinates of our patch.
|
|
ssize_t px = m_Patch->m_X * PATCH_SIZE;
|
|
ssize_t pz = m_Patch->m_Z * PATCH_SIZE;
|
|
|
|
// To whoever implements different water heights, this is a TODO: water height)
|
|
float waterHeight = cmpWaterManager->GetExactWaterLevel(0.0f,0.0f);
|
|
|
|
// The 4 points making a water tile.
|
|
int moves[4][2] = {
|
|
{0, 0},
|
|
{water_cell_size, 0},
|
|
{0, water_cell_size},
|
|
{water_cell_size, water_cell_size}
|
|
};
|
|
// Where to look for when checking for water for shore tiles.
|
|
int check[10][2] = {
|
|
{0, 0},
|
|
{water_cell_size, 0},
|
|
{water_cell_size*2, 0},
|
|
{0, water_cell_size},
|
|
{0, water_cell_size*2},
|
|
{water_cell_size, water_cell_size},
|
|
{water_cell_size*2, water_cell_size*2},
|
|
{-water_cell_size, 0},
|
|
{0, -water_cell_size},
|
|
{-water_cell_size, -water_cell_size}
|
|
};
|
|
|
|
// build vertices, uv, and shader varying
|
|
for (ssize_t z = 0; z < PATCH_SIZE; z += water_cell_size)
|
|
{
|
|
for (ssize_t x = 0; x < PATCH_SIZE; x += water_cell_size)
|
|
{
|
|
// Check that this tile is close to water
|
|
bool nearWater = false;
|
|
for (size_t test = 0; test < 10; ++test)
|
|
if (terrain->GetVertexGroundLevel(x + px + check[test][0], z + pz + check[test][1]) < waterHeight)
|
|
nearWater = true;
|
|
if (!nearWater)
|
|
continue;
|
|
|
|
// This is actually lying and I should call CcmpTerrain
|
|
/*if (!terrain->IsOnMap(x+x1, z+z1)
|
|
&& !terrain->IsOnMap(x+x1, z+z1 + water_cell_size)
|
|
&& !terrain->IsOnMap(x+x1 + water_cell_size, z+z1)
|
|
&& !terrain->IsOnMap(x+x1 + water_cell_size, z+z1 + water_cell_size))
|
|
continue;*/
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
if (water_index_map[z+moves[i][1]][x+moves[i][0]] != 0xFFFF)
|
|
continue;
|
|
|
|
ssize_t xx = x + px + moves[i][0];
|
|
ssize_t zz = z + pz + moves[i][1];
|
|
|
|
SWaterVertex vertex;
|
|
terrain->CalcPosition(xx,zz, vertex.m_Position);
|
|
float depth = waterHeight - vertex.m_Position.Y;
|
|
|
|
vertex.m_Position.Y = waterHeight;
|
|
|
|
m_WaterBounds += vertex.m_Position;
|
|
|
|
vertex.m_WaterData = CVector2D(waterManager.m_WindStrength[xx + zz*mapSize], depth);
|
|
|
|
water_index_map[z+moves[i][1]][x+moves[i][0]] = static_cast<u16>(water_vertex_data.size());
|
|
water_vertex_data.push_back(vertex);
|
|
}
|
|
water_indices.push_back(water_index_map[z + moves[2][1]][x + moves[2][0]]);
|
|
water_indices.push_back(water_index_map[z + moves[0][1]][x + moves[0][0]]);
|
|
water_indices.push_back(water_index_map[z + moves[1][1]][x + moves[1][0]]);
|
|
water_indices.push_back(water_index_map[z + moves[1][1]][x + moves[1][0]]);
|
|
water_indices.push_back(water_index_map[z + moves[3][1]][x + moves[3][0]]);
|
|
water_indices.push_back(water_index_map[z + moves[2][1]][x + moves[2][0]]);
|
|
|
|
// Check id this tile is partly over land.
|
|
// If so add a square over the terrain. This is necessary to render waves that go on shore.
|
|
if (terrain->GetVertexGroundLevel(x+px, z+pz) < waterHeight &&
|
|
terrain->GetVertexGroundLevel(x+px + water_cell_size, z+pz) < waterHeight &&
|
|
terrain->GetVertexGroundLevel(x+px, z+pz+water_cell_size) < waterHeight &&
|
|
terrain->GetVertexGroundLevel(x+px + water_cell_size, z+pz+water_cell_size) < waterHeight)
|
|
continue;
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
if (water_shore_index_map[z+moves[i][1]][x+moves[i][0]] != 0xFFFF)
|
|
continue;
|
|
ssize_t xx = x + px + moves[i][0];
|
|
ssize_t zz = z + pz + moves[i][1];
|
|
|
|
SWaterVertex vertex;
|
|
terrain->CalcPosition(xx,zz, vertex.m_Position);
|
|
|
|
vertex.m_Position.Y += 0.02f;
|
|
m_WaterBounds += vertex.m_Position;
|
|
|
|
vertex.m_WaterData = CVector2D(0.0f, -5.0f);
|
|
|
|
water_shore_index_map[z+moves[i][1]][x+moves[i][0]] = static_cast<u16>(water_vertex_data_shore.size());
|
|
water_vertex_data_shore.push_back(vertex);
|
|
}
|
|
if (terrain->GetTriangulationDir(x + px, z + pz))
|
|
{
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]);
|
|
}
|
|
else
|
|
{
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]);
|
|
water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// No vertex buffers if no data generated
|
|
if (!water_indices.empty())
|
|
{
|
|
m_VBWater = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(SWaterVertex), water_vertex_data.size(),
|
|
Renderer::Backend::IBuffer::Type::VERTEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
|
|
nullptr, CVertexBufferManager::Group::WATER);
|
|
m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater.Get(), &water_vertex_data[0]);
|
|
|
|
m_VBWaterIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(u16), water_indices.size(),
|
|
Renderer::Backend::IBuffer::Type::INDEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
|
|
nullptr, CVertexBufferManager::Group::WATER);
|
|
m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices.Get(), &water_indices[0]);
|
|
}
|
|
|
|
if (!water_indices_shore.empty())
|
|
{
|
|
m_VBWaterShore = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(SWaterVertex), water_vertex_data_shore.size(),
|
|
Renderer::Backend::IBuffer::Type::VERTEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
|
|
nullptr, CVertexBufferManager::Group::WATER);
|
|
m_VBWaterShore->m_Owner->UpdateChunkVertices(m_VBWaterShore.Get(), &water_vertex_data_shore[0]);
|
|
|
|
// Construct indices buffer
|
|
m_VBWaterIndicesShore = g_Renderer.GetVertexBufferManager().AllocateChunk(
|
|
sizeof(u16), water_indices_shore.size(),
|
|
Renderer::Backend::IBuffer::Type::INDEX,
|
|
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
|
|
nullptr, CVertexBufferManager::Group::WATER);
|
|
m_VBWaterIndicesShore->m_Owner->UpdateChunkVertices(m_VBWaterIndicesShore.Get(), &water_indices_shore[0]);
|
|
}
|
|
}
|
|
|
|
void CPatchRData::RenderWaterSurface(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IVertexInputLayout* vertexInputLayout)
|
|
{
|
|
ASSERT(m_UpdateFlags == 0);
|
|
|
|
if (!m_VBWater)
|
|
return;
|
|
|
|
ENSURE(!m_VBWater->m_Owner->GetBuffer()->IsDynamic());
|
|
ENSURE(!m_VBWaterIndices->m_Owner->GetBuffer()->IsDynamic());
|
|
|
|
const uint32_t stride = sizeof(SWaterVertex);
|
|
const uint32_t firstVertexOffset = m_VBWater->m_Index * stride;
|
|
|
|
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
|
|
|
|
deviceCommandContext->SetVertexBuffer(
|
|
0, m_VBWater->m_Owner->GetBuffer(), firstVertexOffset);
|
|
deviceCommandContext->SetIndexBuffer(m_VBWaterIndices->m_Owner->GetBuffer());
|
|
|
|
deviceCommandContext->DrawIndexed(m_VBWaterIndices->m_Index, m_VBWaterIndices->m_Count, 0);
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndices->m_Count / 3;
|
|
}
|
|
|
|
void CPatchRData::RenderWaterShore(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IVertexInputLayout* vertexInputLayout)
|
|
{
|
|
ASSERT(m_UpdateFlags == 0);
|
|
|
|
if (!m_VBWaterShore)
|
|
return;
|
|
|
|
ENSURE(!m_VBWaterShore->m_Owner->GetBuffer()->IsDynamic());
|
|
ENSURE(!m_VBWaterIndicesShore->m_Owner->GetBuffer()->IsDynamic());
|
|
|
|
const uint32_t stride = sizeof(SWaterVertex);
|
|
const uint32_t firstVertexOffset = m_VBWaterShore->m_Index * stride;
|
|
|
|
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
|
|
|
|
deviceCommandContext->SetVertexBuffer(
|
|
0, m_VBWaterShore->m_Owner->GetBuffer(), firstVertexOffset);
|
|
deviceCommandContext->SetIndexBuffer(m_VBWaterIndicesShore->m_Owner->GetBuffer());
|
|
|
|
deviceCommandContext->DrawIndexed(m_VBWaterIndicesShore->m_Index, m_VBWaterIndicesShore->m_Count, 0);
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndicesShore->m_Count / 3;
|
|
}
|