/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_PATCHRDATA
#define INCLUDED_PATCHRDATA
#include "graphics/Patch.h"
#include "graphics/RenderableObject.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/VertexBufferManager.h"
#include
class CPatch;
class CShaderDefines;
class CSimulation2;
class CTerrainTextureEntry;
class CTextRenderer;
class ShadowMap;
//////////////////////////////////////////////////////////////////////////////////////////////////
// CPatchRData: class encapsulating logic for rendering terrain patches; holds per
// patch data, plus some supporting static functions for batching, etc
class CPatchRData : public CRenderData
{
public:
CPatchRData(CPatch* patch, CSimulation2* simulation);
~CPatchRData();
static Renderer::Backend::IVertexInputLayout* GetBaseVertexInputLayout();
static Renderer::Backend::IVertexInputLayout* GetBlendVertexInputLayout();
static Renderer::Backend::IVertexInputLayout* GetStreamVertexInputLayout(
const bool bindPositionAsTexCoord);
static Renderer::Backend::IVertexInputLayout* GetSideVertexInputLayout();
static Renderer::Backend::IVertexInputLayout* GetWaterSurfaceVertexInputLayout(
const bool bindWaterData);
static Renderer::Backend::IVertexInputLayout* GetWaterShoreVertexInputLayout();
void Update(CSimulation2* simulation);
void RenderOutline();
void RenderPriorities(CTextRenderer& textRenderer);
void RenderWaterSurface(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout);
void RenderWaterShore(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout);
CPatch* GetPatch() { return m_Patch; }
const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }
static void RenderBases(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow);
static void RenderBlends(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow);
static void RenderStreams(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector& patches);
static void RenderSides(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector& patches);
static void PrepareShader(ShadowMap* shadow);
private:
friend struct SBlendStackItem;
struct SSplat
{
SSplat() : m_Texture(0), m_IndexCount(0) {}
// texture to apply during splat
CTerrainTextureEntry* m_Texture;
// offset into the index array for this patch where splat starts
size_t m_IndexStart;
// number of indices used by splat
size_t m_IndexCount;
};
struct SBaseVertex
{
// vertex position
CVector3D m_Position;
CVector3D m_Normal;
// pad to a power of two
u8 m_Padding[8];
};
cassert(sizeof(SBaseVertex) == 32);
struct SSideVertex
{
// vertex position
CVector3D m_Position;
// pad to a power of two
u8 m_Padding[4];
};
cassert(sizeof(SSideVertex) == 16);
struct SBlendVertex
{
// vertex position
CVector3D m_Position;
// vertex uvs for alpha texture
float m_AlphaUVs[2];
CVector3D m_Normal;
};
cassert(sizeof(SBlendVertex) == 32);
// Mixed Fancy/Simple water vertex description data structure
struct SWaterVertex
{
// vertex position
CVector3D m_Position;
CVector2D m_WaterData;
// pad to a power of two
u8 m_Padding[12];
};
cassert(sizeof(SWaterVertex) == 32);
// build this renderdata object
void Build();
void AddBlend(std::vector& blendVertices, std::vector& blendIndices,
u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture);
void BuildBlends();
void BuildIndices();
void BuildVertices();
void BuildSides();
void BuildSide(std::vector& vertices, CPatchSideFlags side);
// owner patch
CPatch* m_Patch;
// vertex buffer handle for side vertices
CVertexBufferManager::Handle m_VBSides;
// vertex buffer handle for base vertices
CVertexBufferManager::Handle m_VBBase;
// vertex buffer handle for base vertex indices
CVertexBufferManager::Handle m_VBBaseIndices;
// vertex buffer handle for blend vertices
CVertexBufferManager::Handle m_VBBlends;
// vertex buffer handle for blend vertex indices
CVertexBufferManager::Handle m_VBBlendIndices;
// list of base splats to apply to this patch
std::vector m_Splats;
// splats used in blend pass
std::vector m_BlendSplats;
// boundary of water in this patch
CBoundingBoxAligned m_WaterBounds;
// Water vertex buffer
CVertexBufferManager::Handle m_VBWater;
CVertexBufferManager::Handle m_VBWaterShore;
// Water indices buffer
CVertexBufferManager::Handle m_VBWaterIndices;
CVertexBufferManager::Handle m_VBWaterIndicesShore;
CSimulation2* m_Simulation;
// Build water vertices and indices (vertex buffer and data vector)
void BuildWater();
// parameter allowing a varying number of triangles per patch for LOD
// MUST be an exact divisor of PATCH_SIZE
// compiled const for the moment until/if dynamic water LOD is offered
// savings would be mostly beneficial for GPU or simple water
static const ssize_t water_cell_size = 1;
};
#endif // INCLUDED_PATCHRDATA