openspades/Sources/Draw/GLMapRenderer.h

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2013-08-18 16:18:06 +09:00
//
// GLMapRenderer.h
// OpenSpades
//
// Created by yvt on 7/13/13.
// Copyright (c) 2013 yvt.jp. All rights reserved.
//
#pragma once
#include "../Client/IGameMapListener.h"
#include "../Core/Math.h"
#include "IGLDevice.h"
#include "../Client/IRenderer.h"
#include "GLDynamicLight.h"
namespace spades {
namespace draw {
class GLRenderer;
class GLMapChunk;
class GLProgram;
class GLImage;
class GLMapRenderer{
friend class GLMapChunk;
protected:
GLRenderer *renderer;
IGLDevice *device;
GLProgram *basicProgram;
GLProgram *dlightProgram;
GLImage *aoImage;
GLImage *detailImage;
IGLDevice::UInteger squareVertexBuffer;
struct ChunkRenderInfo {
bool rendered;
float distance;
};
GLMapChunk **chunks;
ChunkRenderInfo *chunkInfos;
client::GameMap *gameMap;
int numChunkWidth, numChunkHeight;
int numChunkDepth, numChunks;
inline int GetChunkIndex(int x, int y, int z){
return (x * numChunkHeight + y) * numChunkDepth + z;
}
inline GLMapChunk *GetChunk(int x, int y, int z) {
return chunks[GetChunkIndex(x, y, z)];
}
void RealizeChunks(Vector3 eye);
void DrawColumnSunlight(int cx, int cy, int cz, Vector3 eye);
void DrawColumnDLight(int cx, int cy, int cz, Vector3 eye, const std::vector<GLDynamicLight>& lights);
public:
GLMapRenderer(client::GameMap *, GLRenderer *);
virtual ~GLMapRenderer();
void GameMapChanged(int x, int y, int z, client::GameMap *);
client::GameMap *GetMap() { return gameMap; }
void Prerender();
void RenderSunlightPass();
void RenderDynamicLightPass(std::vector<GLDynamicLight> lights);
};
}
}