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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef GRASSDRAWER_H
#define GRASSDRAWER_H
#include <vector>
#include "System/float3.h"
namespace Shader {
struct IProgramObject;
}
class CVertexArray;
class CGrassDrawer
{
public:
CGrassDrawer();
~CGrassDrawer(void);
void Draw(void);
void AddGrass(const float3& pos);
void ResetPos(const float3& pos);
void RemoveGrass(int x, int z);
struct InviewGrass {
int num;
float dist;
};
struct InviewNearGrass {
int x;
int y;
float dist;
};
struct GrassStruct {
CVertexArray* va;
int lastSeen;
int square;
float3 pos;
};
struct NearGrassStruct {
float rotation;
int square;
};
enum GrassShaderProgram {
GRASS_PROGRAM_NEAR_SHADOW = 0, // near-grass shader (V+F) with self-shadowing
GRASS_PROGRAM_DIST_SHADOW = 1, // far-grass shader (V+F) with self-shadowing
GRASS_PROGRAM_DIST_BASIC = 2, // far-grass shader (V) without self-shadowing
GRASS_PROGRAM_LAST = 3
};
protected:
void LoadGrassShaders();
void CreateGrassBladeTex(unsigned char* buf);
void CreateFarTex(void);
GrassStruct grass[32 * 32];
NearGrassStruct nearGrass[32 * 32];
int lastListClean;
void CreateGrassDispList(int listNum);
friend class CGrassBlockDrawer;
bool grassOff;
int blocksX;
int blocksY;
unsigned int grassDL;
unsigned int grassBladeTex;
unsigned int farTex;
std::vector<Shader::IProgramObject*> grassShaders;
float maxGrassDist;
float maxDetailedDist;
int detailedBlocks;
int numTurfs;
int strawPerTurf;
unsigned char* grassMap;
};
#endif /* GRASSDRAWER_H */
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