#ifndef INCLUDED_PATCHRDATA #define INCLUDED_PATCHRDATA #include <vector> #include "graphics/SColor.h" #include "maths/Vector3D.h" #include "graphics/RenderableObject.h" #include "VertexBufferManager.h" class CPatch; ////////////////////////////////////////////////////////////////////////////////////////////////// // 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); ~CPatchRData(); void Update(); void RenderBase(bool losColor); void RenderBlends(); void RenderOutline(); void RenderStreams(u32 streamflags, bool losColor); private: struct SSplat { SSplat() : m_Texture(0), m_IndexCount(0) {} // handle of texture to apply during splat Handle m_Texture; // offset into the index array for this patch where splat starts u32 m_IndexStart; // number of indices used by splat u32 m_IndexCount; }; struct SBaseVertex { // vertex position CVector3D m_Position; // diffuse color from sunlight SColor4ub m_DiffuseColor; // vertex uvs for base texture float m_UVs[2]; // color modulation from LOS SColor4ub m_LOSColor; }; struct SBlendVertex { // vertex position CVector3D m_Position; // color modulation from LOS SColor4ub m_LOSColor; // vertex uvs for base texture float m_UVs[2]; // vertex uvs for alpha texture float m_AlphaUVs[2]; }; struct STex { bool operator==(const STex& rhs) const { return m_Handle==rhs.m_Handle; } bool operator<(const STex& rhs) const { return m_Priority<rhs.m_Priority; } Handle m_Handle; int m_Priority; }; // build this renderdata object void Build(); void BuildBlends(); void BuildIndices(); void BuildVertices(); // owner patch CPatch* m_Patch; // vertex buffer handle for base vertices CVertexBuffer::VBChunk* m_VBBase; // vertex buffer handle for blend vertices CVertexBuffer::VBChunk* m_VBBlends; // patch render vertices SBaseVertex* m_Vertices; // indices into base vertices for the base splats std::vector<unsigned short> m_Indices; // indices into base vertices for the shadow map pass std::vector<unsigned short> m_ShadowMapIndices; // list of base splats to apply to this patch std::vector<SSplat> m_Splats; // vertices to use for blending transition texture passes std::vector<SBlendVertex> m_BlendVertices; // remembers the index in the m_Vertices array of each blend vertex, so that we can // properly update its color for fog of war and shroud of darkness std::vector<uint> m_BlendVertexIndices; // indices into blend vertices for the blend splats std::vector<unsigned short> m_BlendIndices; // splats used in blend pass std::vector<SSplat> m_BlendSplats; }; #endif