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	- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now. - Fixes several blending issues and cell border seams - Fix map render to use the terrain bounding box instead of an arbitrary height - Different LODs are now properly connected instead of using skirts - Support self shadowing - Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better - Support a fixed function fallback (though the splatting shader usually performs better) - Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
		
			
				
	
	
		
			63 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_TERRAINBATCH_H
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#define COMPONENTS_TERRAIN_TERRAINBATCH_H
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#include <OgreRenderable.h>
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#include <OgreMovableObject.h>
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namespace Terrain
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{
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    class QuadTreeNode;
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    /**
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     * @brief Renders a chunk of terrain, either using alpha splatting or a composite map.
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     */
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    class Chunk : public Ogre::Renderable, public Ogre::MovableObject
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    {
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    public:
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        /// @param lodLevel LOD level for the vertex buffer.
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        Chunk (QuadTreeNode* node, short lodLevel);
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        virtual ~Chunk();
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        void setMaterial (const Ogre::MaterialPtr& material);
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        /// Set additional LOD applied on top of vertex LOD. \n
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        /// This is achieved by changing the index buffer to omit vertices.
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        void setAdditionalLod (size_t lod) { mAdditionalLod = lod; }
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        size_t getAdditionalLod() { return mAdditionalLod; }
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        void updateIndexBuffer();
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        // Inherited from MovableObject
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        virtual const Ogre::String& getMovableType(void) const { static Ogre::String t = "MW_TERRAIN"; return t; }
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        virtual const Ogre::AxisAlignedBox& getBoundingBox(void) const;
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        virtual Ogre::Real getBoundingRadius(void) const;
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        virtual void _updateRenderQueue(Ogre::RenderQueue* queue);
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        virtual void visitRenderables(Renderable::Visitor* visitor,
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            bool debugRenderables = false);
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        // Inherited from Renderable
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        virtual const Ogre::MaterialPtr& getMaterial(void) const;
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        virtual void getRenderOperation(Ogre::RenderOperation& op);
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        virtual void getWorldTransforms(Ogre::Matrix4* xform) const;
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        virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera* cam) const;
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        virtual const Ogre::LightList& getLights(void) const;
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    private:
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        QuadTreeNode* mNode;
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        Ogre::MaterialPtr mMaterial;
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        size_t mVertexLod;
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        size_t mAdditionalLod;
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        Ogre::VertexData* mVertexData;
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        Ogre::IndexData* mIndexData;
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        Ogre::HardwareVertexBufferSharedPtr mVertexBuffer;
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        Ogre::HardwareVertexBufferSharedPtr mNormalBuffer;
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        Ogre::HardwareVertexBufferSharedPtr mColourBuffer;
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        Ogre::HardwareIndexBufferSharedPtr mIndexBuffer;
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    };
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}
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#endif
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