forked from 0ad/0ad
81c829ec4c
This was SVN commit r1217.
128 lines
3.5 KiB
C++
Executable File
128 lines
3.5 KiB
C++
Executable File
#ifndef _PATCHRDATA_H
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#define _PATCHRDATA_H
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#include <vector>
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#include "res/res.h"
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#include "Color.h"
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#include "Vector3D.h"
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#include "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();
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void RenderBlends();
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void RenderOutline();
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void RenderStreams(u32 streamflags);
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// submit a patch to render this frame
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static void Submit(CPatch* patch);
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// clear per frame patch list
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static void ClearSubmissions() { m_Patches.clear(); }
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// render the base pass of all patches
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static void RenderBaseSplats();
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// render the blend pass of all patches
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static void RenderBlendSplats();
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// render the outlines of all patches
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static void RenderOutlines();
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// render given streams of all patches; don't fiddle with renderstate
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static void RenderStreamsAll(u32 streamflags);
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// apply given shadow map to all terrain patches
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static void ApplyShadowMap(GLuint handle);
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// submit base batches for this patch to the vertex buffer
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void SubmitBaseBatches();
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// submit next set of blend batches for this patch to the vertex buffer;
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// return true if all blends on this patch have been submitted, else false
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bool SubmitBlendBatches();
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// perform necessary initialisation prior to rendering blend splats
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void SetupBlendBatches() { m_NextBlendSplat=0; }
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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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u32 m_IndexStart;
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// number of indices used by splat
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u32 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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// vertex color
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SColor4ub m_Color;
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// vertex uvs for base texture
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float m_UVs[2];
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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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// vertex color
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SColor4ub m_Color;
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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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// 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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// index of the next blend splat to render
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u32 m_NextBlendSplat;
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// list of all submitted patches
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static std::vector<CPatch*> m_Patches;
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};
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#endif
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