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forked from 0ad/0ad
0ad/source/renderer/PatchRData.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

207 lines
6.3 KiB
C++

/* Copyright (C) 2023 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 "graphics/Patch.h"
#include "graphics/RenderableObject.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/VertexBufferManager.h"
#include <vector>
class CPatch;
class CShaderDefines;
class CSimulation2;
class CTerrainTextureEntry;
class CTextRenderer;
class ShadowMap;
//////////////////////////////////////////////////////////////////////////////////////////////////
// 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, CSimulation2* simulation);
~CPatchRData();
static Renderer::Backend::IVertexInputLayout* GetBaseVertexInputLayout();
static Renderer::Backend::IVertexInputLayout* GetBlendVertexInputLayout();
static Renderer::Backend::IVertexInputLayout* GetStreamVertexInputLayout(
const bool bindPositionAsTexCoord);
static Renderer::Backend::IVertexInputLayout* GetSideVertexInputLayout();
static Renderer::Backend::IVertexInputLayout* GetWaterSurfaceVertexInputLayout(
const bool bindWaterData);
static Renderer::Backend::IVertexInputLayout* GetWaterShoreVertexInputLayout();
void Update(CSimulation2* simulation);
void RenderOutline();
void RenderPriorities(CTextRenderer& textRenderer);
void RenderWaterSurface(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout);
void RenderWaterShore(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout);
CPatch* GetPatch() { return m_Patch; }
const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }
static void RenderBases(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
static void RenderBlends(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
static void RenderStreams(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches);
static void RenderSides(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CPatchRData*>& patches);
static void PrepareShader(ShadowMap* shadow);
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;
CVector3D m_Normal;
// pad to a power of two
u8 m_Padding[8];
};
cassert(sizeof(SBaseVertex) == 32);
struct SSideVertex
{
// vertex position
CVector3D m_Position;
// pad to a power of two
u8 m_Padding[4];
};
cassert(sizeof(SSideVertex) == 16);
struct SBlendVertex
{
// vertex position
CVector3D m_Position;
// vertex uvs for alpha texture
float m_AlphaUVs[2];
CVector3D m_Normal;
};
cassert(sizeof(SBlendVertex) == 32);
// Mixed Fancy/Simple water vertex description data structure
struct SWaterVertex
{
// vertex position
CVector3D m_Position;
CVector2D m_WaterData;
// pad to a power of two
u8 m_Padding[12];
};
cassert(sizeof(SWaterVertex) == 32);
// build this renderdata object
void Build();
void AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices,
u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture);
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
CVertexBufferManager::Handle m_VBSides;
// vertex buffer handle for base vertices
CVertexBufferManager::Handle m_VBBase;
// vertex buffer handle for base vertex indices
CVertexBufferManager::Handle m_VBBaseIndices;
// vertex buffer handle for blend vertices
CVertexBufferManager::Handle m_VBBlends;
// vertex buffer handle for blend vertex indices
CVertexBufferManager::Handle 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
CBoundingBoxAligned m_WaterBounds;
// Water vertex buffer
CVertexBufferManager::Handle m_VBWater;
CVertexBufferManager::Handle m_VBWaterShore;
// Water indices buffer
CVertexBufferManager::Handle m_VBWaterIndices;
CVertexBufferManager::Handle m_VBWaterIndicesShore;
CSimulation2* m_Simulation;
// 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 // INCLUDED_PATCHRDATA