janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
112 lines
2.7 KiB
C++
112 lines
2.7 KiB
C++
#ifndef INCLUDED_PATCHRDATA
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#define INCLUDED_PATCHRDATA
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#include <vector>
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#include "graphics/SColor.h"
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#include "maths/Vector3D.h"
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#include "graphics/RenderableObject.h"
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#include "VertexBufferManager.h"
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class CPatch;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// CPatchRData: class encapsulating logic for rendering terrain patches; holds per
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// patch data, plus some supporting static functions for batching, etc
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class CPatchRData : public CRenderData
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{
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public:
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CPatchRData(CPatch* patch);
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~CPatchRData();
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void Update();
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void RenderBase(bool losColor);
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void RenderBlends();
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void RenderOutline();
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void RenderStreams(int streamflags, bool losColor);
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private:
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struct SSplat {
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SSplat() : m_Texture(0), m_IndexCount(0) {}
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// handle of texture to apply during splat
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Handle m_Texture;
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// offset into the index array for this patch where splat starts
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size_t m_IndexStart;
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// number of indices used by splat
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size_t m_IndexCount;
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};
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struct SBaseVertex {
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// vertex position
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CVector3D m_Position;
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// diffuse color from sunlight
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SColor4ub m_DiffuseColor;
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// vertex uvs for base texture
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float m_UVs[2];
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// color modulation from LOS
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SColor4ub m_LOSColor;
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};
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struct SBlendVertex {
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// vertex position
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CVector3D m_Position;
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// color modulation from LOS
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SColor4ub m_LOSColor;
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// vertex uvs for base texture
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float m_UVs[2];
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// vertex uvs for alpha texture
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float m_AlphaUVs[2];
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};
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struct STex {
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bool operator==(const STex& rhs) const { return m_Handle==rhs.m_Handle; }
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bool operator<(const STex& rhs) const { return m_Priority<rhs.m_Priority; }
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Handle m_Handle;
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int m_Priority;
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};
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// build this renderdata object
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void Build();
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void BuildBlends();
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void BuildIndices();
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void BuildVertices();
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// owner patch
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CPatch* m_Patch;
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// vertex buffer handle for base vertices
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CVertexBuffer::VBChunk* m_VBBase;
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// vertex buffer handle for blend vertices
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CVertexBuffer::VBChunk* m_VBBlends;
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// patch render vertices
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SBaseVertex* m_Vertices;
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// indices into base vertices for the base splats
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std::vector<unsigned short> m_Indices;
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// indices into base vertices for the shadow map pass
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std::vector<unsigned short> m_ShadowMapIndices;
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// list of base splats to apply to this patch
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std::vector<SSplat> m_Splats;
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// vertices to use for blending transition texture passes
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std::vector<SBlendVertex> m_BlendVertices;
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// remembers the index in the m_Vertices array of each blend vertex, so that we can
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// properly update its color for fog of war and shroud of darkness
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std::vector<size_t> m_BlendVertexIndices;
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// indices into blend vertices for the blend splats
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std::vector<unsigned short> m_BlendIndices;
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// splats used in blend pass
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std::vector<SSplat> m_BlendSplats;
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};
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#endif
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