forked from 0ad/0ad
fixed Shadow culling: second implementation
This was SVN commit r5052.
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a34b759720
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6fa68cd957
@ -319,7 +319,36 @@ void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
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if (!m->Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) {
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//c->Submit(patch);
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patch->setDrawState();
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// set the renderstate for this patch
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patch->setDrawState(true);
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// set the renderstate for the neighbors
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CPatch *nPatch;
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nPatch = pTerrain->GetPatch(i-1,j-1);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i,j-1);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i+1,j-1);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i-1,j);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i+1,j);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i-1,j+1);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i,j+1);
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if(nPatch) nPatch->setDrawState(true);
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nPatch = pTerrain->GetPatch(i+1,j+1);
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if(nPatch) nPatch->setDrawState(true);
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}
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}
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}
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@ -333,7 +362,7 @@ void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
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if(patch->getDrawState() == true)
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{
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c->Submit(patch);
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patch->resetDrawState();
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patch->setDrawState(false);
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}
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}
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}
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@ -45,24 +45,6 @@ void CPatch::Initialize(CTerrain* parent,u32 x,u32 z)
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}
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InvalidateBounds();
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// get the neightbors
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this->m_Neightbors[CPATCH_NEIGHTBOR_LEFT_TOP] =
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this->m_Parent->GetPatch(x-1,z-1);
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this->m_Neightbors[CPATCH_NEIGHTBOR_TOP] =
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this->m_Parent->GetPatch(x,z-1);
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this->m_Neightbors[CPATCH_NEIGHTBOR_RIGHT_TOP] =
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this->m_Parent->GetPatch(x+1,z-1);
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this->m_Neightbors[CPATCH_NEIGHTBOR_LEFT] =
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this->m_Parent->GetPatch(x-1,z);
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this->m_Neightbors[CPATCH_NEIGHTBOR_RIGHT] =
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this->m_Parent->GetPatch(x+1,z);
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this->m_Neightbors[CPATCH_NEIGHTBOR_LEFT_BOTTOM] =
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this->m_Parent->GetPatch(x-1,z+1);
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this->m_Neightbors[CPATCH_NEIGHTBOR_BOTTOM] =
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this->m_Parent->GetPatch(x,z+1);
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this->m_Neightbors[CPATCH_NEIGHTBOR_RIGHT_BOTTOM] =
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this->m_Parent->GetPatch(x+1,z+1);
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}
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///////////////////////////////////////////////////////////////////////////////
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@ -80,4 +62,3 @@ void CPatch::CalcBounds()
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}
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}
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@ -21,16 +21,16 @@ class CTerrain;
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const int PATCH_SIZE = 16;
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///////////////////////////////////////////////////////////////////////////////
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// CPatchNeightbors: neightbor - IDs for CPatch
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// CPatchNeightbors: neighbor - IDs for CPatch
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#define CPATCH_NEIGHTBOR_LEFT_TOP 0
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#define CPATCH_NEIGHTBOR_TOP 1
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#define CPATCH_NEIGHTBOR_RIGHT_TOP 2
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#define CPATCH_NEIGHTBOR_LEFT 3
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#define CPATCH_NEIGHTBOR_RIGHT 4
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#define CPATCH_NEIGHTBOR_LEFT_BOTTOM 5
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#define CPATCH_NEIGHTBOR_BOTTOM 6
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#define CPATCH_NEIGHTBOR_RIGHT_BOTTOM 7
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#define CPATCH_NEIGHBOR_LEFT_TOP 0
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#define CPATCH_NEIGHBOR_TOP 1
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#define CPATCH_NEIGHBOR_RIGHT_TOP 2
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#define CPATCH_NEIGHBOR_LEFT 3
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#define CPATCH_NEIGHBOR_RIGHT 4
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#define CPATCH_NEIGHBOR_LEFT_BOTTOM 5
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#define CPATCH_NEIGHBOR_BOTTOM 6
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#define CPATCH_NEIGHBOR_RIGHT_BOTTOM 7
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///////////////////////////////////////////////////////////////////////////////
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// CPatch: a single terrain patch, PATCH_SIZE tiles square
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@ -47,9 +47,6 @@ public:
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// calculate and store bounds of this patch
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void CalcBounds();
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// neightbors of this patch
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CPatch *m_Neightbors[8];
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// is alread in the DrawList
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bool m_bWillBeDrawn;
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@ -60,18 +57,10 @@ public:
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u32 m_X,m_Z;
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// parent terrain
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CTerrain* m_Parent;
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// draw state...
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void resetDrawState() { this->m_bWillBeDrawn = false; }
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void setDrawState()
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{
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for(int i=0;i<8;i++)
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{
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if(m_Neightbors[i])
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m_Neightbors[i]->m_bWillBeDrawn = true;
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}
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m_bWillBeDrawn = true;
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}
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bool getDrawState() { return this->m_bWillBeDrawn; }
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void setDrawState(bool value) { m_bWillBeDrawn = value; };
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bool getDrawState() { return m_bWillBeDrawn; };
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};
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