openspades/Sources/Draw/GLAmbientShadowRenderer.h
yvt ca892698e3 Minor fixes
- Remove unnecessary `volatile`
- Replace some operations with atomic ones for soundness
- Clean up
- Avoid certain UBs
- Typo
2017-06-25 21:15:27 +09:00

101 lines
2.5 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <vector>
#include <atomic>
#include <Core/Debug.h>
#include <Core/Math.h>
#include "IGLDevice.h"
namespace spades {
namespace client {
class GameMap;
}
namespace draw {
class GLRenderer;
class IGLDevice;
class GLAmbientShadowRenderer {
class UpdateDispatch;
enum { NumRays = 16, ChunkSize = 16, ChunkSizeBits = 4 };
GLRenderer *renderer;
IGLDevice *device;
client::GameMap *map;
Vector3 rays[NumRays];
struct Chunk {
int cx, cy, cz;
float data[ChunkSize][ChunkSize][ChunkSize];
bool dirty = true;
int dirtyMinX = 0, dirtyMaxX = ChunkSize - 1;
int dirtyMinY = 0, dirtyMaxY = ChunkSize - 1;
int dirtyMinZ = 0, dirtyMaxZ = ChunkSize - 1;
std::atomic<bool> transferDone {true};
};
IGLDevice::UInteger texture;
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:
GLAmbientShadowRenderer(GLRenderer *renderer, client::GameMap *map);
~GLAmbientShadowRenderer();
float Evaluate(IntVector3);
void GameMapChanged(int x, int y, int z, client::GameMap *);
void Update();
IGLDevice::UInteger GetTexture() { return texture; }
};
}
}