openspades/Sources/Draw/GLRadiosityRenderer.h

105 lines
2.4 KiB
C++

//
// GLRadiosityRenderer.h
// OpenSpades
//
// Created by yvt on 8/12/13.
// Copyright (c) 2013 yvt.jp. All rights reserved.
//
#pragma once
#include "../Core/Math.h"
#include <vector>
#include "../Core/Debug.h"
#include "IGLDevice.h"
#include <stdint.h>
namespace spades {
namespace client {
class GameMap;
}
namespace draw {
class GLRenderer;
class IGLDevice;
class GLRadiosityRenderer {
typedef uint32_t VoxelType;
class UpdateDispatch;
enum {
ChunkSize = 16,
ChunkSizeBits = 4,
Envelope = 6
};
GLRenderer *renderer;
IGLDevice *device;
client::GameMap *map;
struct Chunk {
int cx, cy, cz;
VoxelType dataFlat[ChunkSize][ChunkSize][ChunkSize];
VoxelType dataX[ChunkSize][ChunkSize][ChunkSize];
VoxelType dataY[ChunkSize][ChunkSize][ChunkSize];
VoxelType dataZ[ChunkSize][ChunkSize][ChunkSize];
bool dirty;
int dirtyMinX, dirtyMaxX;
int dirtyMinY, dirtyMaxY;
int dirtyMinZ, dirtyMaxZ;
volatile bool transfered;
};
IGLDevice::UInteger textureFlat;
IGLDevice::UInteger textureX;
IGLDevice::UInteger textureY;
IGLDevice::UInteger textureZ;
int w, h, d;
int chunkW, chunkH, chunkD;
std::vector<Chunk> chunks;
inline Chunk& GetChunk(int cx, int cy, int cz) {
SPAssert(cx >= 0); SPAssert(cx < chunkW);
SPAssert(cy >= 0); SPAssert(cy < chunkH);
SPAssert(cz >= 0); SPAssert(cz < chunkD);
return chunks[(cx + cy * chunkW) * chunkD + cz];
}
inline Chunk& GetChunkWrapped(int cx, int cy, int cz) {
// FIXME: support for non-POT dimensions?
return GetChunk(cx&(chunkW-1),cy&(chunkH-1),cz);
}
void Invalidate(int minX, int minY, int minZ,
int maxX, int maxY, int maxZ);
void UpdateChunk(int cx, int cy, int cz);
void UpdateDirtyChunks();
int GetNumDirtyChunks();
UpdateDispatch *dispatch;
public:
struct Result {
Vector3 base, x, y, z;
};
GLRadiosityRenderer(GLRenderer *renderer,
client::GameMap *map);
~GLRadiosityRenderer();
Result Evaluate(IntVector3);
void GameMapChanged(int x, int y, int z, client::GameMap *);
void Update();
IGLDevice::UInteger GetTextureFlat() { return textureFlat; }
IGLDevice::UInteger GetTextureX() { return textureX; }
IGLDevice::UInteger GetTextureY() { return textureY; }
IGLDevice::UInteger GetTextureZ() { return textureZ; }
};
}
}