LCOV - code coverage report
Current view: top level - source/renderer - PatchRData.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 7 0.0 %
Date: 2022-03-08 13:03:03 Functions: 0 2 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_PATCHRDATA
      19             : #define INCLUDED_PATCHRDATA
      20             : 
      21             : #include "graphics/Patch.h"
      22             : #include "graphics/RenderableObject.h"
      23             : #include "graphics/ShaderProgramPtr.h"
      24             : #include "maths/Vector2D.h"
      25             : #include "maths/Vector3D.h"
      26             : #include "renderer/backend/gl/DeviceCommandContext.h"
      27             : #include "renderer/VertexBufferManager.h"
      28             : 
      29             : #include <vector>
      30             : 
      31             : class CPatch;
      32             : class CShaderDefines;
      33             : class CSimulation2;
      34             : class CTerrainTextureEntry;
      35             : class CTextRenderer;
      36             : class ShadowMap;
      37             : 
      38             : //////////////////////////////////////////////////////////////////////////////////////////////////
      39             : // CPatchRData: class encapsulating logic for rendering terrain patches; holds per
      40             : // patch data, plus some supporting static functions for batching, etc
      41           0 : class CPatchRData : public CRenderData
      42             : {
      43             : public:
      44             :     CPatchRData(CPatch* patch, CSimulation2* simulation);
      45             :     ~CPatchRData();
      46             : 
      47             :     void Update(CSimulation2* simulation);
      48             :     void RenderOutline();
      49             :     void RenderPriorities(CTextRenderer& textRenderer);
      50             : 
      51             :     void RenderWaterSurface(
      52             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
      53             :         const CShaderProgramPtr& shader, const bool bindWaterData);
      54             :     void RenderWaterShore(
      55             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
      56             :         const CShaderProgramPtr& shader);
      57             : 
      58             :     CPatch* GetPatch() { return m_Patch; }
      59             : 
      60           0 :     const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }
      61             : 
      62             :     static void RenderBases(
      63             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
      64             :         const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
      65             :     static void RenderBlends(
      66             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
      67             :         const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
      68             :     static void RenderStreams(
      69             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
      70             :         const std::vector<CPatchRData*>& patches, const CShaderProgramPtr& shader,
      71             :         const bool bindPositionAsTexCoord);
      72             :     static void RenderSides(
      73             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
      74             :         const std::vector<CPatchRData*>& patches, const CShaderProgramPtr& shader);
      75             : 
      76             :     static void PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow);
      77             : 
      78             : private:
      79             :     friend struct SBlendStackItem;
      80             : 
      81             :     struct SSplat
      82             :     {
      83           0 :         SSplat() : m_Texture(0), m_IndexCount(0) {}
      84             : 
      85             :         // texture to apply during splat
      86             :         CTerrainTextureEntry* m_Texture;
      87             :         // offset into the index array for this patch where splat starts
      88             :         size_t m_IndexStart;
      89             :         // number of indices used by splat
      90             :         size_t m_IndexCount;
      91             :     };
      92             : 
      93           0 :     struct SBaseVertex
      94             :     {
      95             :         // vertex position
      96             :         CVector3D m_Position;
      97             :         CVector3D m_Normal;
      98             :         // pad to a power of two
      99             :         u8 m_Padding[8];
     100             :     };
     101             :     cassert(sizeof(SBaseVertex) == 32);
     102             : 
     103           0 :     struct SSideVertex
     104             :     {
     105             :         // vertex position
     106             :         CVector3D m_Position;
     107             :         // pad to a power of two
     108             :         u8 m_Padding[4];
     109             :     };
     110             :     cassert(sizeof(SSideVertex) == 16);
     111             : 
     112           0 :     struct SBlendVertex
     113             :     {
     114             :         // vertex position
     115             :         CVector3D m_Position;
     116             :         // vertex uvs for alpha texture
     117             :         float m_AlphaUVs[2];
     118             :         CVector3D m_Normal;
     119             :     };
     120             :     cassert(sizeof(SBlendVertex) == 32);
     121             : 
     122             :     // Mixed Fancy/Simple water vertex description data structure
     123           0 :     struct SWaterVertex
     124             :     {
     125             :         // vertex position
     126             :         CVector3D m_Position;
     127             :         CVector2D m_WaterData;
     128             :         // pad to a power of two
     129             :         u8 m_Padding[12];
     130             :     };
     131             :     cassert(sizeof(SWaterVertex) == 32);
     132             : 
     133             :     // build this renderdata object
     134             :     void Build();
     135             : 
     136             :     void AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices,
     137             :                u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture);
     138             : 
     139             :     void BuildBlends();
     140             :     void BuildIndices();
     141             :     void BuildVertices();
     142             :     void BuildSides();
     143             : 
     144             :     void BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side);
     145             : 
     146             :     // owner patch
     147             :     CPatch* m_Patch;
     148             : 
     149             :     // vertex buffer handle for side vertices
     150             :     CVertexBufferManager::Handle m_VBSides;
     151             : 
     152             :     // vertex buffer handle for base vertices
     153             :     CVertexBufferManager::Handle m_VBBase;
     154             : 
     155             :     // vertex buffer handle for base vertex indices
     156             :     CVertexBufferManager::Handle m_VBBaseIndices;
     157             : 
     158             :     // vertex buffer handle for blend vertices
     159             :     CVertexBufferManager::Handle m_VBBlends;
     160             : 
     161             :     // vertex buffer handle for blend vertex indices
     162             :     CVertexBufferManager::Handle m_VBBlendIndices;
     163             : 
     164             :     // list of base splats to apply to this patch
     165             :     std::vector<SSplat> m_Splats;
     166             : 
     167             :     // splats used in blend pass
     168             :     std::vector<SSplat> m_BlendSplats;
     169             : 
     170             :     // boundary of water in this patch
     171             :     CBoundingBoxAligned m_WaterBounds;
     172             : 
     173             :     // Water vertex buffer
     174             :     CVertexBufferManager::Handle m_VBWater;
     175             :     CVertexBufferManager::Handle m_VBWaterShore;
     176             : 
     177             :     // Water indices buffer
     178             :     CVertexBufferManager::Handle m_VBWaterIndices;
     179             :     CVertexBufferManager::Handle m_VBWaterIndicesShore;
     180             : 
     181             :     CSimulation2* m_Simulation;
     182             : 
     183             :     // Build water vertices and indices (vertex buffer and data vector)
     184             :     void BuildWater();
     185             : 
     186             :     // parameter allowing a varying number of triangles per patch for LOD
     187             :     // MUST be an exact divisor of PATCH_SIZE
     188             :     // compiled const for the moment until/if dynamic water LOD is offered
     189             :     // savings would be mostly beneficial for GPU or simple water
     190             :     static const ssize_t water_cell_size = 1;
     191             : };
     192             : 
     193             : #endif // INCLUDED_PATCHRDATA

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