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forked from 0ad/0ad
0ad/source/renderer/PatchRData.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

129 lines
3.4 KiB
C++

/* Copyright (C) 2009 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;
//////////////////////////////////////////////////////////////////////////////////////////////////
// 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(bool losColor);
void RenderBlends();
void RenderOutline();
void RenderStreams(int streamflags, bool losColor);
private:
struct SSplat {
SSplat() : m_Texture(0), m_IndexCount(0) {}
// handle of texture to apply during splat
Handle 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];
// color modulation from LOS
SColor4ub m_LOSColor;
};
struct SBlendVertex {
// vertex position
CVector3D m_Position;
// color modulation from LOS
SColor4ub m_LOSColor;
// vertex uvs for base texture
float m_UVs[2];
// vertex uvs for alpha texture
float m_AlphaUVs[2];
};
struct STex {
bool operator==(const STex& rhs) const { return m_Handle==rhs.m_Handle; }
bool operator<(const STex& rhs) const { return m_Priority<rhs.m_Priority; }
Handle m_Handle;
int m_Priority;
};
// build this renderdata object
void Build();
void BuildBlends();
void BuildIndices();
void BuildVertices();
// owner patch
CPatch* m_Patch;
// vertex buffer handle for base vertices
CVertexBuffer::VBChunk* m_VBBase;
// 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<unsigned short> m_Indices;
// indices into base vertices for the shadow map pass
std::vector<unsigned short> m_ShadowMapIndices;
// list of base splats to apply to this patch
std::vector<SSplat> m_Splats;
// vertices to use for blending transition texture passes
std::vector<SBlendVertex> m_BlendVertices;
// remembers the index in the m_Vertices array of each blend vertex, so that we can
// properly update its color for fog of war and shroud of darkness
std::vector<size_t> m_BlendVertexIndices;
// indices into blend vertices for the blend splats
std::vector<unsigned short> m_BlendIndices;
// splats used in blend pass
std::vector<SSplat> m_BlendSplats;
};
#endif