prefect
7dee30e24c
- explicitly split ambient and diffuse - add renderer.shadowZBias to bias depths in the depth texture and avoid flickering artifacts caused by Z fighting - cantabrian_generated uses new light values so that shadows aren't pitch black This was SVN commit r3508.
112 lines
2.7 KiB
C++
Executable File
112 lines
2.7 KiB
C++
Executable File
#ifndef _PATCHRDATA_H
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#define _PATCHRDATA_H
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#include <vector>
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#include "Color.h"
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#include "Vector3D.h"
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#include "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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