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forked from 0ad/0ad
0ad/source/renderer/PatchRData.h
Ykkrosh b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00

167 lines
4.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_PATCHRDATA
#define INCLUDED_PATCHRDATA
#include <vector>
#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 RenderOutline();
void RenderSides();
void RenderPriorities();
void RenderWater();
static void RenderBases(const std::vector<CPatchRData*>& patches);
static void RenderBlends(const std::vector<CPatchRData*>& patches);
static void RenderStreams(const std::vector<CPatchRData*>& patches, int streamflags);
CPatch* GetPatch() { return m_Patch; }
const CBound& GetWaterBounds() const { return m_WaterBounds; }
private:
friend struct SBlendStackItem;
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];
// add some padding since VBOs prefer power-of-two sizes
u32 m_Padding[2];
};
cassert(sizeof(SBaseVertex) == 32);
struct SSideVertex {
// vertex position
CVector3D m_Position;
// add some padding
u32 m_Padding[1];
};
cassert(sizeof(SSideVertex) == 16);
struct SBlendVertex {
// vertex position
CVector3D m_Position;
// diffuse color from sunlight
SColor4ub m_DiffuseColor;
// vertex uvs for base texture
float m_UVs[2];
// vertex uvs for alpha texture
float m_AlphaUVs[2];
};
cassert(sizeof(SBlendVertex) == 32);
// Mixed Fancy/Simple water vertex description data structure
struct SWaterVertex {
// vertex position
CVector3D m_Position;
// (p,q,r, a) where
// p*255 + q*-255 + r = depth of water
// a = depth-dependent alpha
SColor4ub m_DepthData;
};
cassert(sizeof(SWaterVertex) == 16);
// build this renderdata object
void Build();
void AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices, u16 i, u16 j, u8 shape);
void BuildBlends();
void BuildIndices();
void BuildVertices();
void BuildSides();
void BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side);
// owner patch
CPatch* m_Patch;
// vertex buffer handle for side vertices
CVertexBuffer::VBChunk* m_VBSides;
// vertex buffer handle for base vertices
CVertexBuffer::VBChunk* m_VBBase;
// vertex buffer handle for base vertex indices
CVertexBuffer::VBChunk* m_VBBaseIndices;
// vertex buffer handle for blend vertices
CVertexBuffer::VBChunk* m_VBBlends;
// vertex buffer handle for blend vertex indices
CVertexBuffer::VBChunk* m_VBBlendIndices;
// list of base splats to apply to this patch
std::vector<SSplat> m_Splats;
// splats used in blend pass
std::vector<SSplat> m_BlendSplats;
// boundary of water in this patch
CBound m_WaterBounds;
// Water vertex buffer
CVertexBuffer::VBChunk* m_VBWater;
// Water indices buffer
CVertexBuffer::VBChunk* m_VBWaterIndices;
// Build water vertices and indices (vertex buffer and data vector)
void BuildWater();
// parameter allowing a varying number of triangles per patch for LOD
// MUST be an exact divisor of PATCH_SIZE
// compiled const for the moment until/if dynamic water LOD is offered
// savings would be mostly beneficial for GPU or simple water
static const ssize_t water_cell_size = 1;
};
#endif