/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_PATCHRDATA #define INCLUDED_PATCHRDATA #include #include "graphics/SColor.h" #include "maths/Vector3D.h" #include "graphics/RenderableObject.h" #include "VertexBufferManager.h" class CPatch; class CTerrainTextureEntry; ////////////////////////////////////////////////////////////////////////////////////////////////// // CPatchRData: class encapsulating logic for rendering terrain patches; holds per // patch data, plus some supporting static functions for batching, etc class CPatchRData : public CRenderData { public: CPatchRData(CPatch* patch); ~CPatchRData(); void Update(); void RenderBase(); void RenderBlends(); void RenderOutline(); void RenderStreams(int streamflags); void RenderSides(); void RenderPriorities(); private: struct SSplat { SSplat() : m_Texture(0), m_IndexCount(0) {} // texture to apply during splat CTerrainTextureEntry* m_Texture; // offset into the index array for this patch where splat starts size_t m_IndexStart; // number of indices used by splat size_t m_IndexCount; }; struct SBaseVertex { // vertex position CVector3D m_Position; // diffuse color from sunlight SColor4ub m_DiffuseColor; // vertex uvs for base texture float m_UVs[2]; }; struct SSideVertex { // vertex position CVector3D m_Position; }; struct SBlendVertex { // vertex position CVector3D m_Position; // vertex uvs for base texture float m_UVs[2]; // vertex uvs for alpha texture float m_AlphaUVs[2]; }; // build this renderdata object void Build(); void AddBlend(u16 i, u16 j, u8 shape); void BuildBlends(); void BuildIndices(); void BuildVertices(); void BuildSides(); void BuildSide(std::vector& vertices, CPatchSideFlags side); // owner patch CPatch* m_Patch; // vertex buffer handle for base vertices CVertexBuffer::VBChunk* m_VBBase; // vertex buffer handle for side vertices CVertexBuffer::VBChunk* m_VBSides; // vertex buffer handle for blend vertices CVertexBuffer::VBChunk* m_VBBlends; // patch render vertices SBaseVertex* m_Vertices; // indices into base vertices for the base splats std::vector m_Indices; // list of base splats to apply to this patch std::vector m_Splats; // vertices to use for blending transition texture passes std::vector m_BlendVertices; // splats used in blend pass std::vector m_BlendSplats; }; #endif