104 lines
2.9 KiB
C++
104 lines
2.9 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <vector>
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#include "GLModel.h"
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#include "IGLDevice.h"
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#include <Core/VoxelModel.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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// TODO: `*this` might outlive `GLRenderer`. Needs a safeguard!
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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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Handle<GLImage> image;
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Handle<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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AABB3 boundingBox;
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uint8_t calcAOID(VoxelModel *, int x, int y, int z, int ux, int uy, int uz, int vx,
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int vy, int vz);
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void EmitFace(VoxelModel *, int x, int y, int z, 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, int usize, int vsize, int sx, int sy, int sz, int ux,
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int uy, int uz, int vx, int vy, int vz, int mx, int my, int mz,
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bool flip, VoxelModel *);
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void BuildVertices(VoxelModel *);
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void GenerateTexture();
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protected:
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~GLOptimizedVoxelModel();
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public:
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GLOptimizedVoxelModel(VoxelModel *, GLRenderer &r);
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static void PreloadShaders(GLRenderer &);
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void Prerender(std::vector<client::ModelRenderParam> params, bool ghostPass) override;
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void RenderShadowMapPass(std::vector<client::ModelRenderParam> params) override;
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void RenderSunlightPass(std::vector<client::ModelRenderParam> params,
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bool ghostPass) override;
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void RenderDynamicLightPass(std::vector<client::ModelRenderParam> params,
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std::vector<GLDynamicLight> lights) override;
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AABB3 GetBoundingBox() override { return boundingBox; }
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};
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} // namespace draw
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} // namespace spades
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