129 lines
3.4 KiB
C++
129 lines
3.4 KiB
C++
/* Copyright (C) 2009 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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#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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