/* Copyright (C) 2012 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 . */ #ifndef INCLUDED_PATCHRDATA #define INCLUDED_PATCHRDATA #include #include "graphics/SColor.h" #include "maths/Vector3D.h" #include "maths/Vector2D.h" #include "graphics/RenderableObject.h" #include "graphics/ShaderProgramPtr.h" #include "VertexBufferManager.h" class CPatch; 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(); void Update(CSimulation2* simulation); void RenderOutline(); void RenderSides(CShaderProgramPtr& shader); void RenderPriorities(CTextRenderer& textRenderer); void RenderWater(CShaderProgramPtr& shader, bool onlyShore = false, bool fixedPipeline = false); static void RenderBases(const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow, bool isDummyShader=false, const CShaderProgramPtr& dummy=CShaderProgramPtr()); static void RenderBlends(const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow, bool isDummyShader=false, const CShaderProgramPtr& dummy=CShaderProgramPtr()); static void RenderStreams(const std::vector& patches, const CShaderProgramPtr& shader, int streamflags); CPatch* GetPatch() { return m_Patch; } static void PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow); const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; } 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; CVector3D m_Normal; // pad to a power of two u8 m_Padding[4]; }; 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; // diffuse color from sunlight SColor4ub m_DiffuseColor; // vertex uvs for alpha texture float m_AlphaUVs[2]; CVector3D m_Normal; // pad to a power of two u8 m_Padding[28]; }; cassert(sizeof(SBlendVertex) == 64); // 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& blendVertices, std::vector& blendIndices, u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture); void BuildBlends(); void BuildIndices(); void BuildVertices(); void BuildSides(); void BuildSide(std::vector& 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 m_Splats; // splats used in blend pass std::vector m_BlendSplats; // boundary of water in this patch CBoundingBoxAligned m_WaterBounds; // Water vertex buffer CVertexBuffer::VBChunk* m_VBWater; CVertexBuffer::VBChunk* m_VBWaterShore; // Water indices buffer CVertexBuffer::VBChunk* m_VBWaterIndices; CVertexBuffer::VBChunk* 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