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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef PROJECTILE_DRAWER_HDR
#define PROJECTILE_DRAWER_HDR
#include "Rendering/GL/myGL.h"
#include <array>
#include <set>
#include "Rendering/GL/FBO.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Projectiles/ProjectileFunctors.h"
#include "System/EventClient.h"
class CSolidObject;
class CTextureAtlas;
struct AtlasedTexture;
class CGroundFlash;
struct FlyingPiece;
class IModelRenderContainer;
class LuaTable;
class CProjectileDrawer: public CEventClient {
public:
CProjectileDrawer();
~CProjectileDrawer();
typedef std::set<CProjectile*, ProjectileDistanceComparator> SortedProjectileSet;
void Draw(bool drawReflection, bool drawRefraction = false);
void DrawProjectilesMiniMap();
void DrawGroundFlashes();
void DrawShadowPass();
void LoadWeaponTextures();
void UpdateTextures();
bool WantsEvent(const std::string& eventName) {
return (eventName == "RenderProjectileCreated" || eventName == "RenderProjectileDestroyed");
}
bool GetFullRead() const { return true; }
int GetReadAllyTeam() const { return AllAccessTeam; }
void RenderProjectileCreated(const CProjectile* projectile);
void RenderProjectileDestroyed(const CProjectile* projectile);
void IncPerlinTexObjectCount() { perlinTexObjects++; }
void DecPerlinTexObjectCount() { perlinTexObjects--; }
CTextureAtlas* textureAtlas; ///< texture atlas for projectiles
CTextureAtlas* groundFXAtlas; ///< texture atlas for ground fx
// texture-coordinates for projectiles
AtlasedTexture* flaretex;
AtlasedTexture* dguntex; ///< dgun texture
AtlasedTexture* flareprojectiletex; ///< texture used by flares that trick missiles
AtlasedTexture* sbtrailtex; ///< default first section of starburst missile trail texture
AtlasedTexture* missiletrailtex; ///< default first section of missile trail texture
AtlasedTexture* muzzleflametex; ///< default muzzle flame texture
AtlasedTexture* repulsetex; ///< texture of impact on repulsor
AtlasedTexture* sbflaretex; ///< default starburst missile flare texture
AtlasedTexture* missileflaretex; ///< default missile flare texture
AtlasedTexture* beamlaserflaretex; ///< default beam laser flare texture
AtlasedTexture* explotex;
AtlasedTexture* explofadetex;
AtlasedTexture* heatcloudtex;
AtlasedTexture* circularthingytex;
AtlasedTexture* bubbletex; ///< torpedo trail texture
AtlasedTexture* geosquaretex; ///< unknown use
AtlasedTexture* gfxtex; ///< nanospray texture
AtlasedTexture* projectiletex; ///< appears to be unused
AtlasedTexture* repulsegfxtex; ///< used by repulsor
AtlasedTexture* sphereparttex; ///< sphere explosion texture
AtlasedTexture* torpedotex; ///< appears in-game as a 1 texel texture
AtlasedTexture* wrecktex; ///< smoking explosion part texture
AtlasedTexture* plasmatex; ///< default plasma texture
AtlasedTexture* laserendtex;
AtlasedTexture* laserfallofftex;
AtlasedTexture* randdotstex;
AtlasedTexture* smoketrailtex;
AtlasedTexture* waketex;
AtlasedTexture* perlintex;
AtlasedTexture* flametex;
AtlasedTexture* groundflashtex;
AtlasedTexture* groundringtex;
AtlasedTexture* seismictex;
std::vector<const AtlasedTexture*> smoketex;
private:
static void ParseAtlasTextures(const bool, const LuaTable&, std::set<std::string>&, CTextureAtlas*);
void DrawProjectiles(int modelType, bool drawReflection, bool drawRefraction);
void DrawProjectilesShadow(int modelType);
void DrawFlyingPieces(int modelType);
void DrawProjectilesSet(const std::vector<CProjectile*>& projectiles, bool drawReflection, bool drawRefraction);
static void DrawProjectilesSetShadow(const std::vector<CProjectile*>& projectiles);
static bool CanDrawProjectile(const CProjectile* pro, const CSolidObject* owner);
void DrawProjectileNow(CProjectile* projectile, bool drawReflection, bool drawRefraction);
static void DrawProjectileShadow(CProjectile* projectile);
static bool DrawProjectileModel(const CProjectile* projectile);
void UpdatePerlin();
static void GenerateNoiseTex(unsigned int tex);
private:
static constexpr int perlinBlendTexSize = 16;
static constexpr int perlinTexSize = 128;
GLuint perlinBlendTex[8];
float perlinBlend[4];
FBO perlinFB;
int perlinTexObjects;
bool drawPerlinTex;
/// projectiles without a model
std::vector<CProjectile*> renderProjectiles;
/// projectiles with a model
std::array<IModelRenderContainer*, MODELTYPE_OTHER> modelRenderers;
/**
* z-sorted set of projectiles without models; used
* to render particle effects in back-to-front order
*/
SortedProjectileSet zSortedProjectiles;
std::vector<CProjectile*> unsortedProjectiles;
};
extern CProjectileDrawer* projectileDrawer;
#endif // PROJECTILE_DRAWER_HDR
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