openspades/Sources/Draw/GLMapRenderer.h

94 lines
2.3 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 "../Client/IGameMapListener.h"
#include "../Core/Math.h"
#include "IGLDevice.h"
#include "../Client/IRenderer.h"
#include "GLDynamicLight.h"
namespace spades {
namespace draw {
class GLRenderer;
class GLMapChunk;
class GLProgram;
class GLImage;
class GLMapRenderer{
friend class GLMapChunk;
protected:
GLRenderer *renderer;
IGLDevice *device;
GLProgram *basicProgram;
GLProgram *dlightProgram;
GLProgram *backfaceProgram;
GLImage *aoImage;
GLImage *detailImage;
IGLDevice::UInteger squareVertexBuffer;
struct ChunkRenderInfo {
bool rendered;
float distance;
};
GLMapChunk **chunks;
ChunkRenderInfo *chunkInfos;
client::GameMap *gameMap;
int numChunkWidth, numChunkHeight;
int numChunkDepth, numChunks;
inline int GetChunkIndex(int x, int y, int z){
return (x * numChunkHeight + y) * numChunkDepth + z;
}
inline GLMapChunk *GetChunk(int x, int y, int z) {
return chunks[GetChunkIndex(x, y, z)];
}
void RealizeChunks(Vector3 eye);
void DrawColumnSunlight(int cx, int cy, int cz, Vector3 eye);
void DrawColumnDLight(int cx, int cy, int cz, Vector3 eye, const std::vector<GLDynamicLight>& lights);
void RenderBackface();
public:
GLMapRenderer(client::GameMap *, GLRenderer *);
virtual ~GLMapRenderer();
static void PreloadShaders(GLRenderer *);
void GameMapChanged(int x, int y, int z, client::GameMap *);
client::GameMap *GetMap() { return gameMap; }
void Prerender();
void RenderSunlightPass();
void RenderDynamicLightPass(std::vector<GLDynamicLight> lights);
};
}
}