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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _ROAM_MESH_DRAWER_H_
#define _ROAM_MESH_DRAWER_H_
#include <vector>
#include "Patch.h"
#include "Map/BaseGroundDrawer.h"
#include "Map/SMF/IMeshDrawer.h"
#include "System/EventHandler.h"
class CSMFGroundDrawer;
class CCamera;
// Visualize visible patches in Minimap for debugging?
// #define DRAW_DEBUG_IN_MINIMAP
/**
* Map mesh drawer implementation; based on the Tread Marks engine
* by Longbow Digital Arts (www.LongbowDigitalArts.com, circa 2000)
*/
class CRoamMeshDrawer : public IMeshDrawer, public CEventClient
{
public:
// CEventClient interface
bool WantsEvent(const std::string& eventName) override {
return (eventName == "UnsyncedHeightMapUpdate") || (eventName == "DrawInMiniMap");
}
bool GetFullRead() const override { return true; }
int GetReadAllyTeam() const override { return AllAccessTeam; }
void UnsyncedHeightMapUpdate(const SRectangle& rect) override;
void DrawInMiniMap() override;
public:
enum {
MESH_NORMAL = 0,
MESH_SHADOW = 1,
MESH_COUNT = 2,
};
CRoamMeshDrawer(CSMFGroundDrawer* gd);
~CRoamMeshDrawer();
void Update() override;
void DrawMesh(const DrawPass::e& drawPass) override;
void DrawBorderMesh(const DrawPass::e& drawPass) override;
static void ForceNextTesselation(bool normal, bool shadow) {
forceNextTesselation[MESH_NORMAL] = normal;
forceNextTesselation[MESH_SHADOW] = shadow;
}
private:
void Reset(bool shadowPass);
void Tessellate(std::vector<Patch>& patches, const CCamera* cam, int viewRadius, bool shadowPass);
private:
CSMFGroundDrawer* smfGroundDrawer;
int numPatchesX = 0;
int numPatchesY = 0;
std::array<int, MESH_COUNT> lastGroundDetail = {};
bool heightMapChanged = false;
std::array<float3, MESH_COUNT> lastCamPos;
std::array<float3, MESH_COUNT> lastCamDir;
std::array<int, MESH_COUNT> numPatchesLeftVisibility = {};
std::array<int, MESH_COUNT> tesselationsSinceLastReset = {};
std::function<bool(std::vector<Patch>&, const CCamera*, int, bool)> tesselateFuncs[2];
// [1] is used for the shadow pass, [0] is used for all other passes
std::vector< Patch > patchMeshGrid[MESH_COUNT];
std::vector< Patch*> borderPatches[MESH_COUNT];
// char instead of bool, accessors to different elements must be thread-safe
std::vector<uint8_t> patchVisFlags[MESH_COUNT];
// whether tessellation should be forcibly performed next frame
static bool forceNextTesselation[MESH_COUNT];
#ifdef DRAW_DEBUG_IN_MINIMAP
std::vector<float3> debugColors;
#endif
};
#endif // _ROAM_MESH_DRAWER_H_
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