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