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: 2023-01-19 00:18:29 Functions: 0 8 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2023 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 "maths/Vector2D.h"
      24             : #include "maths/Vector3D.h"
      25             : #include "renderer/backend/IDeviceCommandContext.h"
      26             : #include "renderer/backend/IShaderProgram.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             :     static Renderer::Backend::IVertexInputLayout* GetBaseVertexInputLayout();
      48             :     static Renderer::Backend::IVertexInputLayout* GetBlendVertexInputLayout();
      49             :     static Renderer::Backend::IVertexInputLayout* GetStreamVertexInputLayout(
      50             :         const bool bindPositionAsTexCoord);
      51             :     static Renderer::Backend::IVertexInputLayout* GetSideVertexInputLayout();
      52             : 
      53             :     static Renderer::Backend::IVertexInputLayout* GetWaterSurfaceVertexInputLayout(
      54             :         const bool bindWaterData);
      55             :     static Renderer::Backend::IVertexInputLayout* GetWaterShoreVertexInputLayout();
      56             : 
      57             :     void Update(CSimulation2* simulation);
      58             :     void RenderOutline();
      59             :     void RenderPriorities(CTextRenderer& textRenderer);
      60             : 
      61             :     void RenderWaterSurface(
      62             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      63             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout);
      64             :     void RenderWaterShore(
      65             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      66             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout);
      67             : 
      68             :     CPatch* GetPatch() { return m_Patch; }
      69             : 
      70           0 :     const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }
      71             : 
      72             :     static void RenderBases(
      73             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      74             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout,
      75             :         const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
      76             :     static void RenderBlends(
      77             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      78             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout,
      79             :         const std::vector<CPatchRData*>& patches, const CShaderDefines& context, ShadowMap* shadow);
      80             :     static void RenderStreams(
      81             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      82             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout,
      83             :         const std::vector<CPatchRData*>& patches);
      84             :     static void RenderSides(
      85             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      86             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout,
      87             :         const std::vector<CPatchRData*>& patches);
      88             : 
      89             :     static void PrepareShader(ShadowMap* shadow);
      90             : 
      91             : private:
      92             :     friend struct SBlendStackItem;
      93             : 
      94             :     struct SSplat
      95             :     {
      96           0 :         SSplat() : m_Texture(0), m_IndexCount(0) {}
      97             : 
      98             :         // texture to apply during splat
      99             :         CTerrainTextureEntry* m_Texture;
     100             :         // offset into the index array for this patch where splat starts
     101             :         size_t m_IndexStart;
     102             :         // number of indices used by splat
     103             :         size_t m_IndexCount;
     104             :     };
     105             : 
     106           0 :     struct SBaseVertex
     107             :     {
     108             :         // vertex position
     109             :         CVector3D m_Position;
     110             :         CVector3D m_Normal;
     111             :         // pad to a power of two
     112             :         u8 m_Padding[8];
     113             :     };
     114             :     cassert(sizeof(SBaseVertex) == 32);
     115             : 
     116           0 :     struct SSideVertex
     117             :     {
     118             :         // vertex position
     119             :         CVector3D m_Position;
     120             :         // pad to a power of two
     121             :         u8 m_Padding[4];
     122             :     };
     123             :     cassert(sizeof(SSideVertex) == 16);
     124             : 
     125           0 :     struct SBlendVertex
     126             :     {
     127             :         // vertex position
     128             :         CVector3D m_Position;
     129             :         // vertex uvs for alpha texture
     130             :         float m_AlphaUVs[2];
     131             :         CVector3D m_Normal;
     132             :     };
     133             :     cassert(sizeof(SBlendVertex) == 32);
     134             : 
     135             :     // Mixed Fancy/Simple water vertex description data structure
     136           0 :     struct SWaterVertex
     137             :     {
     138             :         // vertex position
     139             :         CVector3D m_Position;
     140             :         CVector2D m_WaterData;
     141             :         // pad to a power of two
     142             :         u8 m_Padding[12];
     143             :     };
     144             :     cassert(sizeof(SWaterVertex) == 32);
     145             : 
     146             :     // build this renderdata object
     147             :     void Build();
     148             : 
     149             :     void AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices,
     150             :                u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture);
     151             : 
     152             :     void BuildBlends();
     153             :     void BuildIndices();
     154             :     void BuildVertices();
     155             :     void BuildSides();
     156             : 
     157             :     void BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side);
     158             : 
     159             :     // owner patch
     160             :     CPatch* m_Patch;
     161             : 
     162             :     // vertex buffer handle for side vertices
     163             :     CVertexBufferManager::Handle m_VBSides;
     164             : 
     165             :     // vertex buffer handle for base vertices
     166             :     CVertexBufferManager::Handle m_VBBase;
     167             : 
     168             :     // vertex buffer handle for base vertex indices
     169             :     CVertexBufferManager::Handle m_VBBaseIndices;
     170             : 
     171             :     // vertex buffer handle for blend vertices
     172             :     CVertexBufferManager::Handle m_VBBlends;
     173             : 
     174             :     // vertex buffer handle for blend vertex indices
     175             :     CVertexBufferManager::Handle m_VBBlendIndices;
     176             : 
     177             :     // list of base splats to apply to this patch
     178             :     std::vector<SSplat> m_Splats;
     179             : 
     180             :     // splats used in blend pass
     181             :     std::vector<SSplat> m_BlendSplats;
     182             : 
     183             :     // boundary of water in this patch
     184             :     CBoundingBoxAligned m_WaterBounds;
     185             : 
     186             :     // Water vertex buffer
     187             :     CVertexBufferManager::Handle m_VBWater;
     188             :     CVertexBufferManager::Handle m_VBWaterShore;
     189             : 
     190             :     // Water indices buffer
     191             :     CVertexBufferManager::Handle m_VBWaterIndices;
     192             :     CVertexBufferManager::Handle m_VBWaterIndicesShore;
     193             : 
     194             :     CSimulation2* m_Simulation;
     195             : 
     196             :     // Build water vertices and indices (vertex buffer and data vector)
     197             :     void BuildWater();
     198             : 
     199             :     // parameter allowing a varying number of triangles per patch for LOD
     200             :     // MUST be an exact divisor of PATCH_SIZE
     201             :     // compiled const for the moment until/if dynamic water LOD is offered
     202             :     // savings would be mostly beneficial for GPU or simple water
     203             :     static const ssize_t water_cell_size = 1;
     204             : };
     205             : 
     206             : #endif // INCLUDED_PATCHRDATA

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