forked from 0ad/0ad
Ykkrosh
2f53eea71a
Color: Moved SColor* structs into SColor.h, so they can be used without indirectly including CVector[34]D. Terrain: Added 'base colour', for the Actor Viewer to be able to modulate the colour of normally-white terrain. Removed some "using namespace std" (because it doesn't make the code easier to read, and it defeats the point of namespaces, and the rest of the code doesn't do it). This was SVN commit r4392.
112 lines
2.7 KiB
C++
112 lines
2.7 KiB
C++
#ifndef _PATCHRDATA_H
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#define _PATCHRDATA_H
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#include <vector>
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#include "graphics/SColor.h"
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#include "maths/Vector3D.h"
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#include "graphics/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(bool losColor);
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void RenderBlends();
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void RenderOutline();
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void RenderStreams(u32 streamflags, bool losColor);
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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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// diffuse color from sunlight
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SColor4ub m_DiffuseColor;
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// vertex uvs for base texture
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float m_UVs[2];
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// color modulation from LOS
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SColor4ub m_LOSColor;
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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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// color modulation from LOS
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SColor4ub m_LOSColor;
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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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// remembers the index in the m_Vertices array of each blend vertex, so that we can
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// properly update its color for fog of war and shroud of darkness
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std::vector<uint> m_BlendVertexIndices;
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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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};
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#endif
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