forked from 0ad/0ad
134 lines
3.6 KiB
C++
134 lines
3.6 KiB
C++
/* Copyright (C) 2011 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;
|
|
class CTerrainTextureEntry;
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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 RenderOutline();
|
|
void RenderSides();
|
|
void RenderPriorities();
|
|
|
|
static void RenderBases(const std::vector<CPatchRData*>& patches);
|
|
static void RenderBlends(const std::vector<CPatchRData*>& patches);
|
|
static void RenderStreams(const std::vector<CPatchRData*>& patches, int streamflags);
|
|
|
|
CPatch* GetPatch() { return m_Patch; }
|
|
|
|
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;
|
|
// diffuse color from sunlight
|
|
SColor4ub m_DiffuseColor;
|
|
// vertex uvs for base texture
|
|
float m_UVs[2];
|
|
// add some padding since VBOs prefer power-of-two sizes
|
|
u32 m_Padding[2];
|
|
};
|
|
cassert(sizeof(SBaseVertex) == 32);
|
|
|
|
struct SSideVertex {
|
|
// vertex position
|
|
CVector3D m_Position;
|
|
// add some padding
|
|
u32 m_Padding[1];
|
|
};
|
|
cassert(sizeof(SSideVertex) == 16);
|
|
|
|
struct SBlendVertex {
|
|
// vertex position
|
|
CVector3D m_Position;
|
|
// diffuse color from sunlight
|
|
SColor4ub m_DiffuseColor;
|
|
// vertex uvs for base texture
|
|
float m_UVs[2];
|
|
// vertex uvs for alpha texture
|
|
float m_AlphaUVs[2];
|
|
};
|
|
cassert(sizeof(SBlendVertex) == 32);
|
|
|
|
// build this renderdata object
|
|
void Build();
|
|
|
|
void AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices, u16 i, u16 j, u8 shape);
|
|
|
|
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
|
|
CVertexBuffer::VBChunk* m_VBSides;
|
|
|
|
// vertex buffer handle for base vertices
|
|
CVertexBuffer::VBChunk* m_VBBase;
|
|
|
|
// vertex buffer handle for base vertex indices
|
|
CVertexBuffer::VBChunk* m_VBBaseIndices;
|
|
|
|
// vertex buffer handle for blend vertices
|
|
CVertexBuffer::VBChunk* m_VBBlends;
|
|
|
|
// vertex buffer handle for blend vertex indices
|
|
CVertexBuffer::VBChunk* 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;
|
|
};
|
|
|
|
#endif
|