1 /* Copyright (C) 2023 Wildfire Games.
2 * This file is part of 0 A.D.
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.
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.
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/>.
18 #ifndef INCLUDED_PATCHRDATA
19 #define INCLUDED_PATCHRDATA
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"
34 class CTerrainTextureEntry
;
38 //////////////////////////////////////////////////////////////////////////////////////////////////
39 // CPatchRData: class encapsulating logic for rendering terrain patches; holds per
40 // patch data, plus some supporting static functions for batching, etc
41 class CPatchRData
: public CRenderData
44 CPatchRData(CPatch
* patch
, CSimulation2
* simulation
);
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();
53 static Renderer::Backend::IVertexInputLayout
* GetWaterSurfaceVertexInputLayout(
54 const bool bindWaterData
);
55 static Renderer::Backend::IVertexInputLayout
* GetWaterShoreVertexInputLayout();
57 void Update(CSimulation2
* simulation
);
59 void RenderPriorities(CTextRenderer
& textRenderer
);
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
);
68 CPatch
* GetPatch() { return m_Patch
; }
70 const CBoundingBoxAligned
& GetWaterBounds() const { return m_WaterBounds
; }
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
);
89 static void PrepareShader(ShadowMap
* shadow
);
92 friend struct SBlendStackItem
;
96 SSplat() : m_Texture(0), m_IndexCount(0) {}
98 // texture to apply during splat
99 CTerrainTextureEntry
* m_Texture
;
100 // offset into the index array for this patch where splat starts
102 // number of indices used by splat
109 CVector3D m_Position
;
111 // pad to a power of two
114 cassert(sizeof(SBaseVertex
) == 32);
119 CVector3D m_Position
;
120 // pad to a power of two
123 cassert(sizeof(SSideVertex
) == 16);
128 CVector3D m_Position
;
129 // vertex uvs for alpha texture
133 cassert(sizeof(SBlendVertex
) == 32);
135 // Mixed Fancy/Simple water vertex description data structure
139 CVector3D m_Position
;
140 CVector2D m_WaterData
;
141 // pad to a power of two
144 cassert(sizeof(SWaterVertex
) == 32);
146 // build this renderdata object
149 void AddBlend(std::vector
<SBlendVertex
>& blendVertices
, std::vector
<u16
>& blendIndices
,
150 u16 i
, u16 j
, u8 shape
, CTerrainTextureEntry
* texture
);
154 void BuildVertices();
157 void BuildSide(std::vector
<SSideVertex
>& vertices
, CPatchSideFlags side
);
162 // vertex buffer handle for side vertices
163 CVertexBufferManager::Handle m_VBSides
;
165 // vertex buffer handle for base vertices
166 CVertexBufferManager::Handle m_VBBase
;
168 // vertex buffer handle for base vertex indices
169 CVertexBufferManager::Handle m_VBBaseIndices
;
171 // vertex buffer handle for blend vertices
172 CVertexBufferManager::Handle m_VBBlends
;
174 // vertex buffer handle for blend vertex indices
175 CVertexBufferManager::Handle m_VBBlendIndices
;
177 // list of base splats to apply to this patch
178 std::vector
<SSplat
> m_Splats
;
180 // splats used in blend pass
181 std::vector
<SSplat
> m_BlendSplats
;
183 // boundary of water in this patch
184 CBoundingBoxAligned m_WaterBounds
;
186 // Water vertex buffer
187 CVertexBufferManager::Handle m_VBWater
;
188 CVertexBufferManager::Handle m_VBWaterShore
;
190 // Water indices buffer
191 CVertexBufferManager::Handle m_VBWaterIndices
;
192 CVertexBufferManager::Handle m_VBWaterIndicesShore
;
194 CSimulation2
* m_Simulation
;
196 // Build water vertices and indices (vertex buffer and data vector)
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;
206 #endif // INCLUDED_PATCHRDATA