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Diffstat (limited to 'Source/Graphics/drawbatch.h')
-rw-r--r-- | Source/Graphics/drawbatch.h | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/Source/Graphics/drawbatch.h b/Source/Graphics/drawbatch.h new file mode 100644 index 00000000..fcc717e3 --- /dev/null +++ b/Source/Graphics/drawbatch.h @@ -0,0 +1,152 @@ +//----------------------------------------------------------------------------- +// Name: drawbatch.h +// Developer: Wolfire Games LLC +// Description: +// License: Read below +//----------------------------------------------------------------------------- +// +// +// Copyright 2022 Wolfire Games LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +//----------------------------------------------------------------------------- +#pragma once + +#include <Graphics/glstate.h> +#include <Graphics/vbocontainer.h> + +#include <Math/vec4.h> +#include <Math/mat4.h> +#include <Math/mat3.h> + +#include <Asset/Asset/texture.h> + +#include <opengl.h> + +#include <vector> +#include <string> + +enum UniformType {_mat3, _mat4, _vec3, _vec4, _float}; + +class Uniform { +public: + UniformType type; + std::string name; + std::vector<GLfloat> data; + bool individual; + void Apply() const; + Uniform(); +}; + +class DrawBatch; + +class AddedBatch { +public: + const DrawBatch* batch; + GLuint start_face; + GLuint end_face; + GLuint start_vertex; + GLuint end_vertex; +}; + +const int _vbo_threshold = 5; + +class DrawBatch { +public: + bool visible; + bool no_vbo; + vec4 shadow_offset; + vec4 color; + std::vector<GLfloat> normals; + std::vector<GLfloat> vertices; + std::vector<GLfloat> tex_coords[8]; + int tex_coord_elements[8]; + std::vector<GLuint> faces; + + bool use_vbo_texcoords[8]; + + RC_VBOContainer vbo_normals; + RC_VBOContainer vbo_vertices; + RC_VBOContainer vbo_tex_coords[8]; + RC_VBOContainer vbo_faces; + + vec3 bounding_sphere_center; + float bounding_sphere_radius; + + GLfloat* normal_ptr; + GLfloat* vertex_ptr; + GLfloat* tex_coord_ptr[8]; + const GLuint* face_ptr; + GLuint num_face_ids; + + int draw_times; + + std::vector<AddedBatch> added_batches; + + bool use_cam_pos; + bool use_time; + bool use_light; + + bool transparent; + + GLState gl_state; + + mat4 shadow_proj_matrix; + mat4 shadow_view_matrix; + GLenum depth_func; + bool polygon_offset; + mat4 transform; + mat3 inv_transpose_transform; + + int shader_id; + + static const int kMaxTextures = 32; + TextureRef texture_ref[kMaxTextures]; + + bool to_delete; + + std::vector<Uniform> uniforms; + void SetTransform(const mat4 &_transform); + DrawBatch(); + + enum CreateVBOParam {NO_FACE_VBO, FACE_VBO}; + + void Draw(); + + void SetupVertexArrays() const; + void SetEndState() const; + void SetStartState() const; + void ApplyIndividualUniforms() const; + void AddUniformMat3(std::string _name, const GLfloat *_data); + void AddUniformMat4(std::string _name, const GLfloat *_data); + void AddUniformVec3(std::string _name, const GLfloat *_data); + void AddUniformVec3(std::string _name, const vec3 &_data); + void AddUniformVec4( std::string _name, const GLfloat *_data ); + void AddUniformVec4(std::string _name, const vec4 &_data); + void TexCoordPointer( int size, GLfloat* data, int which_tex ); + void VertexPointer( GLfloat* data ); + void NormalPointer( GLfloat* data ); + void DrawElements( GLuint size, const GLuint* data ); + void AddBatch(const DrawBatch &other); + void Dispose(); + void CreateVBO(CreateVBOParam create_vbo_param); + void DrawVertexArrays() const; + void DrawVertexArrayRange(GLuint start, GLuint end, GLuint start_vertex, GLuint end_vertex) const; + void EndVertexArrays() const; + void AddUniformFloat( std::string _name, GLfloat data ); + void SetUniformFloat( std::string _name, GLfloat data ); + void SetUniformVec3( std::string _name, const vec3 &_data ); + void SetUniformVec4( std::string _name, const vec4 &_data ); + void MakeUniformIndividual( std::string _name ); +}; |