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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _SMF_GROUND_DRAWER_H_
#define _SMF_GROUND_DRAWER_H_
#include "Map/BaseGroundDrawer.h"
#include "Rendering/GL/GeometryBuffer.h"
#include "Rendering/GL/LightHandler.h"
class CSMFReadMap;
class IMeshDrawer;
struct ISMFRenderState;
enum {
SMF_MESHDRAWER_LEGACY = 0,
SMF_MESHDRAWER_ROAM,
SMF_MESHDRAWER_LAST,
};
/**
* Map drawer implementation for the CSMFReadMap map system.
*/
class CSMFGroundDrawer : public CBaseGroundDrawer
{
public:
CSMFGroundDrawer(CSMFReadMap* rm);
~CSMFGroundDrawer();
friend class CSMFReadMap;
void Draw(const DrawPass::e& drawPass);
void DrawDeferredPass(const DrawPass::e& drawPass, bool alphaTest);
void DrawForwardPass(const DrawPass::e& drawPass, bool alphaTest);
void DrawShadowPass();
void Update();
void UpdateRenderState();
void SunChanged();
void SetLuaShader(const LuaMapShaderData*);
void SetDrawDeferredPass(bool b) {
if ((drawDeferred = b)) {
drawDeferred &= UpdateGeometryBuffer(false);
}
}
void SetupBigSquare(const int bigSquareX, const int bigSquareY);
void IncreaseDetail();
void DecreaseDetail();
void SetDetail(int newGroundDetail);
int GetGroundDetail(const DrawPass::e& drawPass = DrawPass::Normal) const;
const CSMFReadMap* GetReadMap() const { return smfMap; }
CSMFReadMap* GetReadMap() { return smfMap; }
const GL::LightHandler* GetLightHandler() const { return &lightHandler; }
GL::LightHandler* GetLightHandler() { return &lightHandler; }
const GL::GeometryBuffer* GetGeometryBuffer() const { return &geomBuffer; }
GL::GeometryBuffer* GetGeometryBuffer() { return &geomBuffer; }
IMeshDrawer* SwitchMeshDrawer(int mode = -1);
private:
ISMFRenderState* SelectRenderState(const DrawPass::e& drawPass);
void CreateWaterPlanes(bool camOufOfMap);
inline void DrawWaterPlane(bool drawWaterReflection);
inline void DrawBorder(const DrawPass::e drawPass);
bool HaveLuaRenderState() const;
bool UpdateGeometryBuffer(bool init);
protected:
CSMFReadMap* smfMap;
IMeshDrawer* meshDrawer;
int groundDetail;
GLuint waterPlaneDispLists[2];
// [0] := fallback shader-less rendering path
// [1] := default shader-driven rendering path
// [2] := custom shader-driven rendering path (via Lua)
// [3] := currently selected state (shared by deferred pass)
std::vector<ISMFRenderState*> smfRenderStates;
GL::LightHandler lightHandler;
GL::GeometryBuffer geomBuffer;
};
#endif // _SMF_GROUND_DRAWER_H_
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