86 lines
2.0 KiB
C++
86 lines
2.0 KiB
C++
//
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// GLOptimizedVoxelModel.h
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// OpenSpades
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//
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// Created by yvt on 7/28/13.
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// Copyright (c) 2013 yvt.jp. All rights reserved.
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//
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#pragma once
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#include "GLModel.h"
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#include "../Core/VoxelModel.h"
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#include <vector>
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#include "IGLDevice.h"
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namespace spades {
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namespace draw {
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class GLRenderer;
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class GLProgram;
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class GLImage;
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class GLOptimizedVoxelModel: public GLModel {
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class SliceGenerator;
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struct Vertex {
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uint8_t x, y, z;
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uint8_t padding;
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// texture coord
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uint16_t u, v;
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// normal
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int8_t nx, ny, nz;
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uint8_t padding2;
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};
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GLRenderer *renderer;
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IGLDevice *device;
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GLProgram *program;
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GLProgram *dlightProgram;
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GLProgram *shadowMapProgram;
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GLImage *image;
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GLImage *aoImage;
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IGLDevice::UInteger buffer;
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IGLDevice::UInteger idxBuffer;
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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std::vector<uint16_t> bmpIndex; // bmp id for vertex (not index)
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std::vector<Bitmap *> bmps;
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unsigned int numIndices;
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Vector3 origin;
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float radius;
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uint8_t calcAOID(VoxelModel *,
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int x, int y, int z,
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int ux, int uy, int uz,
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int vx, int vy, int vz);
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void EmitFace(VoxelModel *,
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int x, int y, int z,
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int nx, int ny, int nz,
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uint32_t color);
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// v major
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void EmitSlice(uint8_t *slice,
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int usize, int vsize,
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int sx, int sy, int sz,
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int ux, int uy, int uz,
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int vx, int vy, int vz,
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int mx, int my, int mz,
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bool flip,
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VoxelModel *);
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void BuildVertices(VoxelModel *);
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void GenerateTexture();
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public:
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GLOptimizedVoxelModel(VoxelModel *, GLRenderer *r);
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virtual ~GLOptimizedVoxelModel();
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virtual void RenderShadowMapPass(std::vector<client::ModelRenderParam> params);
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virtual void RenderSunlightPass(std::vector<client::ModelRenderParam> params);
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virtual void RenderDynamicLightPass(std::vector<client::ModelRenderParam> params, std::vector<GLDynamicLight> lights);
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};
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}
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}
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