// // GLVoxelModel.h // OpenSpades // // Created by yvt on 7/15/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #pragma once #include "GLModel.h" #include "../Core/VoxelModel.h" #include #include "IGLDevice.h" namespace spades { namespace draw { class GLRenderer; class GLProgram; class GLImage; class GLVoxelModel: public GLModel { struct Vertex { uint8_t x, y, z; uint8_t aoID; // texture coord uint16_t u, v; // color uint8_t red, green, blue; uint8_t diffuse; // normal uint8_t nx, ny, nz; }; GLRenderer *renderer; IGLDevice *device; GLProgram *program; GLProgram *dlightProgram; GLProgram *shadowMapProgram; GLImage *aoImage; IGLDevice::UInteger buffer; IGLDevice::UInteger idxBuffer; std::vector vertices; std::vector indices; unsigned int numIndices; Vector3 origin; float radius; uint8_t calcAOID(VoxelModel *, int x, int y, int z, int ux, int uy, int uz, int vx, int vy, int vz); void EmitFace(VoxelModel *, int x, int y, int z, int nx, int ny, int nz, uint32_t color); void BuildVertices(VoxelModel *); public: GLVoxelModel(VoxelModel *, GLRenderer *r); virtual ~GLVoxelModel(); virtual void RenderShadowMapPass(std::vector params); virtual void RenderSunlightPass(std::vector params); virtual void RenderDynamicLightPass(std::vector params, std::vector lights); }; } }