File: PatchRData.h

package info (click to toggle)
0ad 0.0.26-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 130,460 kB
  • sloc: cpp: 261,824; ansic: 198,392; javascript: 19,067; python: 14,557; sh: 7,629; perl: 4,072; xml: 849; makefile: 741; java: 533; ruby: 229; php: 190; pascal: 30; sql: 21; tcl: 4
file content (191 lines) | stat: -rw-r--r-- 5,584 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
/* Copyright (C) 2022 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();

	void Update(CSimulation2* simulation);
	void RenderOutline();
	void RenderPriorities(CTextRenderer& textRenderer);

	void RenderWaterSurface(
		Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
		const bool bindWaterData);
	void RenderWaterShore(
		Renderer::Backend::IDeviceCommandContext* deviceCommandContext);

	CPatch* GetPatch() { return m_Patch; }

	const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }

	static void RenderBases(
		Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
		const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
	static void RenderBlends(
		Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
		const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
	static void RenderStreams(
		Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
		const std::vector<CPatchRData*>& patches, const bool bindPositionAsTexCoord);
	static void RenderSides(
		Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
		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