mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
Initial documentation pass
Add a nice doxygen file.
This commit is contained in:
parent
67fbc5afa3
commit
e5cc47132f
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,4 +1,5 @@
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build/
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build/
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documentation/
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*.kdev4
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*.kdev4
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*~
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*~
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*.swp
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*.swp
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8
Doxyfile
Normal file
8
Doxyfile
Normal file
@ -0,0 +1,8 @@
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PROJECT_NAME=OpenRW
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OUTPUT_DIRECTORY=documentation/
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INPUT=.
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RECURSIVE=YES
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EXCLUDE=tests
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GENERATE_LATEX=NO
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GENERATE_HTML=YES
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HTML_OUTPUT=
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@ -32,6 +32,10 @@ File viewer for game data, open the folder containing "gta3.exe" and it will loa
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Currently only supports viewing instance data, pending some rewriting.
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Currently only supports viewing instance data, pending some rewriting.
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## Documentation
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Run Doxygen on the included Doxyfile to generate documentation.
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## Things to do
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## Things to do
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* Make it work on Windows (shouldn't be too difficult for anyone with CMake and C++ experience)
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* Make it work on Windows (shouldn't be too difficult for anyone with CMake and C++ experience)
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@ -31,6 +31,9 @@ public:
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}
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}
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};
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};
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/**
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* @brief Interface for background work
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*/
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class WorkJob
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class WorkJob
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{
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{
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WorkContext* _context;
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WorkContext* _context;
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@ -55,6 +58,12 @@ public:
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// TODO: refactor everything to remove this.
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// TODO: refactor everything to remove this.
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class GameWorld;
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class GameWorld;
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/**
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* @brief A worker queue that runs work in the background.
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*
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* Work is added with queueJob, once it completes the job is added
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* to the _completeQueue to be finalised on the "main" thread.
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*/
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class WorkContext
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class WorkContext
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{
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{
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std::queue<WorkJob*> _workQueue;
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std::queue<WorkJob*> _workQueue;
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@ -84,6 +84,11 @@ public:
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// TODO: Refactor this with an ugly macro to reduce code dup.
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// TODO: Refactor this with an ugly macro to reduce code dup.
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class WeaponItem;
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class WeaponItem;
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/**
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* @brief Activities for CharacterController behaviour
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*
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* @todo Move into ControllerActivities.hpp or equivelant
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*/
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namespace Activities {
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namespace Activities {
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struct GoTo : public CharacterController::Activity {
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struct GoTo : public CharacterController::Activity {
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DECL_ACTIVITY( GoTo )
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DECL_ACTIVITY( GoTo )
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@ -57,7 +57,7 @@ struct CharacterData
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};
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};
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/**
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/**
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* Data shared by vehicles types.
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* @brief Stores vehicle data loaded from item definition files.
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*/
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*/
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struct VehicleData
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struct VehicleData
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{
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{
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@ -41,14 +41,16 @@ struct WeaponData
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};
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};
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/**
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/**
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* @brief The WeaponScan struct
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* @brief simple object for performing weapon checks against the world
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* Represents a scene query against a ray
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*
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* or shape used to determine what to damage.
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* @todo RADIUS hitscans
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*/
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*/
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struct WeaponScan
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struct WeaponScan
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{
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{
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enum ScanType {
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enum ScanType {
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/** Instant-hit ray weapons */
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HITSCAN,
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HITSCAN,
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/** Area of effect attack */
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RADIUS,
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RADIUS,
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};
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};
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@ -13,7 +13,8 @@ class Model;
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class ModelFrame;
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class ModelFrame;
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/**
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/**
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* @brief The Animator class handles updating frame matricies for animations.
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* @brief calculates animation frame matrices, as well as procedural frame
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* animation.
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*/
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*/
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class Animator
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class Animator
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{
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{
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@ -27,6 +28,9 @@ class Animator
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*/
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*/
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Model* model;
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Model* model;
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/**
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* @brief Stores data required to animate a model frame
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*/
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struct FrameInstanceData {
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struct FrameInstanceData {
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bool visible;
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bool visible;
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AnimationBone* bone;
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AnimationBone* bone;
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@ -20,8 +20,9 @@ class GameWorld;
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class TextureAtlas;
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class TextureAtlas;
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/**
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/**
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* @brief The TextureInfo struct
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* @brief Stores simple data about Textures such as transparency flags.
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* Contains metadata about where a texture can be found.
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*
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* @todo Covert usage to TextureHandles or something for streaming.
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*/
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*/
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struct TextureInfo
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struct TextureInfo
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{
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{
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@ -38,7 +39,12 @@ struct TextureInfo
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};
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};
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/**
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/**
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* Handles loading and management of the Game's DAT
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* @brief Loads and stores all "static" data such as loaded models, handling
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* information, weather etc.
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*
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* @todo Move parsing of one-off data files from this class.
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* @todo Improve how Loaders and written and used
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* @todo Considering implementation of streaming data and object handles.
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*/
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*/
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class GameData
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class GameData
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{
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{
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class GameWorld;
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class GameWorld;
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/**
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/**
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* Stores data used by call types of object instances.
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* @brief Base data and interface for all world "objects" like vehicles, peds.
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*
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* Contains handle to the world, and other useful properties like water level
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* tracking used to make tunnels work.
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*/
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*/
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struct GameObject
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struct GameObject
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{
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{
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@ -35,7 +38,9 @@ struct GameObject
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bool _inWater;
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bool _inWater;
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// Used to determine in water status
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/**
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* @brief stores the height of water at the last tick
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*/
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float _lastHeight;
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float _lastHeight;
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model)
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model)
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virtual ~GameObject() {}
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virtual ~GameObject() {}
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/**
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* @brief Enumeration of possible object types.
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*/
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enum Type
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enum Type
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{
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{
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Instance,
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Instance,
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@ -54,6 +62,10 @@ struct GameObject
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Unknown
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Unknown
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};
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};
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/**
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* @brief determines what type of object this is.
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* @return one of Type
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*/
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virtual Type type() { return Unknown; }
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virtual Type type() { return Unknown; }
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virtual void setPosition(const glm::vec3& pos);
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virtual void setPosition(const glm::vec3& pos);
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@ -98,7 +110,7 @@ struct GameObject
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float impulse;
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float impulse;
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};
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};
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virtual bool takeDamage(const DamageInfo& damage) { return false; }
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virtual bool takeDamage(const DamageInfo& /*damage*/) { return false; }
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virtual bool isAnimationFixed() const { return true; }
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virtual bool isAnimationFixed() const { return true; }
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#include <random>
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#include <random>
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/**
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/**
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* @class GameWorld
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* @brief Handles all data relating to object instances and other "worldly" state.
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* Represents a single instance of the game world, and all of the data required.
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*/
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*/
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class GameWorld
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class GameWorld
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{
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{
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std::map<uint16_t, std::shared_ptr<ObjectData>> objectTypes;
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std::map<uint16_t, std::shared_ptr<ObjectData>> objectTypes;
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/**
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/**
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* Paths associated with each object definition.
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* Paths associated with each object definition.
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*/
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*/
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std::map<uint16_t, std::vector<std::shared_ptr<PathData>>> objectNodes;
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std::map<uint16_t, std::vector<std::shared_ptr<PathData>>> objectNodes;
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/**
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/**
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* Vehicle definitions
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* Vehicle type definitions
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* @todo move this non-instance data to GameData
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*/
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*/
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std::map<uint16_t, std::shared_ptr<VehicleData>> vehicleTypes;
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std::map<uint16_t, std::shared_ptr<VehicleData>> vehicleTypes;
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/**
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/**
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* Ped definitions
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* Ped definitions
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*/
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* @todo move this non-instance data to GameData
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*/
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std::map<uint16_t, std::shared_ptr<CharacterData>> pedestrianTypes;
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std::map<uint16_t, std::shared_ptr<CharacterData>> pedestrianTypes;
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/**
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/**
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* @brief objects All active GameObjects in the world.
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* @brief objects All active GameObjects in the world.
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* @TODO add some mechanism to allow objects to be "locked" preventing deletion.
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* @todo add some mechanism to allow objects to be "locked" preventing deletion.
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* @TODO add deletion queue to allow objects to self delete.
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* @todo add deletion queue to allow objects to self delete.
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*/
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*/
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std::set<GameObject*> objects;
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std::set<GameObject*> objects;
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* Used to implement uprooting and other physics oddities.
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* Used to implement uprooting and other physics oddities.
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*/
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*/
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static bool ContactProcessedCallback(btManifoldPoint& mp, void* body0, void* body1);
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static bool ContactProcessedCallback(btManifoldPoint& mp, void* body0, void* body1);
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/**
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* @brief PhysicsTickCallback updates object each physics tick.
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* @param physWorld
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* @param timeStep
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*/
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static void PhysicsTickCallback(btDynamicsWorld* physWorld, btScalar timeStep);
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static void PhysicsTickCallback(btDynamicsWorld* physWorld, btScalar timeStep);
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/**
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/**
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AnimationKeyframe getKeyframe(float time);
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AnimationKeyframe getKeyframe(float time);
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};
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};
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/**
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* @brief Animation data object, stores bones.
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*
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* @todo break out into Animation.hpp
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*/
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struct Animation
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struct Animation
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{
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{
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std::string name;
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std::string name;
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class VehicleData;
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class VehicleData;
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/**
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/**
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* Vehicle handling data
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* @brief Stores data loaded from handling.cfg
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*/
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*/
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struct VehicleHandlingInfo
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struct VehicleHandlingInfo
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{
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{
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@ -84,7 +84,7 @@ struct SeatInfo {
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};
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};
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|
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/**
|
/**
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* Vehicle Handling and runtime data.
|
* @brief Vehicle Handling and runtime-derrived information about wheel and seat positions.
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*/
|
*/
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struct VehicleInfo {
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struct VehicleInfo {
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/** Handling data */
|
/** Handling data */
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class InventoryItem;
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class InventoryItem;
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/**
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/**
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* Renderer
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* @brief Implements high level drawing logic and low level draw commands
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*
|
*
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* Handles low level rendering of Models, as well as high level rendering of
|
* Rendering of object types is handled by drawWorld, calling the respective
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* objects in the world.
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* render function for each object.
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*/
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*/
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class GameRenderer
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class GameRenderer
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{
|
{
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GameWorld* engine;
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/** Pointer to the world instance */
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GameWorld* engine;
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|
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/** Data required to queue transparent objects for delayed rendering */
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struct RQueueEntry {
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struct RQueueEntry {
|
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Model* model;
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Model* model;
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size_t g;
|
size_t g;
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@ -39,44 +41,75 @@ class GameRenderer
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GameObject* object;
|
GameObject* object;
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};
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};
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|
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|
/**
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|
* @brief renders a model's frame.
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|
* @param m
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|
* @param f
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|
* @param matrix
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|
* @param object
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* @param queueTransparent abort the draw if the frame contains transparent materials
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|
* @return True if the frame was drawn, false if it should be queued
|
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|
*/
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bool renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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bool renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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|
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// Internal method for processing sub-geometry
|
/**
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|
* @brief renders a model's subgeometry
|
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|
* @param model
|
||||||
|
* @param g
|
||||||
|
* @param sg
|
||||||
|
* @param matrix
|
||||||
|
* @param object
|
||||||
|
* @param queueTransparent
|
||||||
|
* @return @see renderFrame(
|
||||||
|
*/
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bool renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
|
bool renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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||||||
|
|
||||||
/// Queue of sub-geometry to post-render
|
/** Transparent objects are queued into this list */
|
||||||
/// With a faster occulusion culling stage
|
|
||||||
/// This could be replaced with a 2nd draw pass.
|
|
||||||
std::vector<RQueueEntry> transparentDrawQueue;
|
std::vector<RQueueEntry> transparentDrawQueue;
|
||||||
|
|
||||||
float _renderAlpha;
|
float _renderAlpha;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Stores particle effect instance data
|
||||||
|
*/
|
||||||
struct FXParticle {
|
struct FXParticle {
|
||||||
|
|
||||||
|
/** Initial world position */
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
|
|
||||||
|
/** Direction of particle */
|
||||||
glm::vec3 direction;
|
glm::vec3 direction;
|
||||||
|
|
||||||
|
/** Velocity of particle */
|
||||||
float velocity;
|
float velocity;
|
||||||
|
|
||||||
|
/** Particle orientation modes */
|
||||||
enum Orientation {
|
enum Orientation {
|
||||||
Free,
|
Free, /** faces direction using up */
|
||||||
Camera,
|
Camera, /** Faces towards the camera @todo implement */
|
||||||
UpCamera
|
UpCamera /** Face closes point in camera's look direction */
|
||||||
};
|
};
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||||||
Orientation orientation;
|
Orientation orientation;
|
||||||
|
|
||||||
|
/** Game time at particle instantiation */
|
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float starttime;
|
float starttime;
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float lifetime;
|
float lifetime;
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||||||
|
|
||||||
/// @TODO convert use of TextureInfo to a pointer so it can be used here
|
/** Texture name */
|
||||||
GLuint texture;
|
GLuint texture;
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||||||
|
|
||||||
|
/** Size of particle */
|
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glm::vec2 size;
|
glm::vec2 size;
|
||||||
|
|
||||||
|
/** Up direction (only used in Free mode) */
|
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glm::vec3 up;
|
glm::vec3 up;
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||||||
|
|
||||||
|
/** Internal cache value */
|
||||||
glm::vec3 _currentPosition;
|
glm::vec3 _currentPosition;
|
||||||
|
|
||||||
|
/** Constructs a particle */
|
||||||
FXParticle(const glm::vec3& p, const glm::vec3& d, float v,
|
FXParticle(const glm::vec3& p, const glm::vec3& d, float v,
|
||||||
Orientation o, float st, float lt, GLuint texture,
|
Orientation o, float st, float lt, GLuint texture,
|
||||||
const glm::vec2& size, const glm::vec3& up = {0.f, 0.f, 1.f})
|
const glm::vec2& size, const glm::vec3& up = {0.f, 0.f, 1.f})
|
||||||
@ -86,6 +119,8 @@ public:
|
|||||||
};
|
};
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
/** Particles in flight */
|
||||||
std::vector<FXParticle> _particles;
|
std::vector<FXParticle> _particles;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
@ -94,11 +129,12 @@ public:
|
|||||||
|
|
||||||
ViewCamera camera;
|
ViewCamera camera;
|
||||||
|
|
||||||
/// The numer of things rendered by the last renderWorld
|
/** Number of issued draw calls */
|
||||||
size_t rendered;
|
size_t rendered;
|
||||||
|
/** Number of culling events */
|
||||||
size_t culled;
|
size_t culled;
|
||||||
|
|
||||||
/* TODO clean up all these variables */
|
/** @todo Clean up all these shader program and location variables */
|
||||||
GLuint worldProgram;
|
GLuint worldProgram;
|
||||||
GLint uniTexture;
|
GLint uniTexture;
|
||||||
GLuint ubiScene, ubiObject;
|
GLuint ubiScene, ubiObject;
|
||||||
@ -109,21 +145,44 @@ public:
|
|||||||
GLint skyUniView, skyUniProj, skyUniTop, skyUniBottom;
|
GLint skyUniView, skyUniProj, skyUniTop, skyUniBottom;
|
||||||
GLuint particleProgram;
|
GLuint particleProgram;
|
||||||
|
|
||||||
/// Internal VAO to avoid clobbering global state.
|
/** Internal non-descript VAOs */
|
||||||
GLuint vao, debugVAO;
|
GLuint vao, debugVAO;
|
||||||
|
|
||||||
GLuint skydomeVBO, skydomeIBO, debugVBO;
|
GLuint skydomeVBO, skydomeIBO, debugVBO;
|
||||||
GLuint debugTex;
|
GLuint debugTex;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Renders the current World.
|
* Draws the world:
|
||||||
|
*
|
||||||
|
* - draws all objects (instances, vehicles etc.)
|
||||||
|
* - draws particles
|
||||||
|
* - draws water surfaces
|
||||||
|
* - draws the skybox
|
||||||
*/
|
*/
|
||||||
void renderWorld(float alpha);
|
void renderWorld(float alpha);
|
||||||
|
|
||||||
// Object rendering methods.
|
/**
|
||||||
|
* @brief draws a CharacterObject and any item they are holding.
|
||||||
|
* @param pedestrian the character to render
|
||||||
|
*/
|
||||||
void renderPedestrian(CharacterObject* pedestrian);
|
void renderPedestrian(CharacterObject* pedestrian);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws a VehicleObject and it's wheels.
|
||||||
|
* @param vehicle vehicle to render
|
||||||
|
*/
|
||||||
void renderVehicle(VehicleObject* vehicle);
|
void renderVehicle(VehicleObject* vehicle);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draw part of the world.
|
||||||
|
*/
|
||||||
void renderInstance(InstanceObject* instance);
|
void renderInstance(InstanceObject* instance);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws a pickup with it's model
|
||||||
|
* @param pickup
|
||||||
|
* @todo corona rendering, with tint.
|
||||||
|
*/
|
||||||
void renderPickup(PickupObject* pickup);
|
void renderPickup(PickupObject* pickup);
|
||||||
|
|
||||||
void renderWheel(Model*, const glm::mat4& matrix, const std::string& name);
|
void renderWheel(Model*, const glm::mat4& matrix, const std::string& name);
|
||||||
@ -132,22 +191,26 @@ public:
|
|||||||
|
|
||||||
void renderGeometry(Model*, size_t geom, const glm::mat4& modelMatrix, GameObject* = nullptr);
|
void renderGeometry(Model*, size_t geom, const glm::mat4& modelMatrix, GameObject* = nullptr);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief renders all visible particles and removes expired
|
||||||
|
*/
|
||||||
void renderParticles();
|
void renderParticles();
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Renders a model (who'd have thought)
|
* Renders a model (who'd have thought)
|
||||||
*/
|
*/
|
||||||
void renderModel(Model*, const glm::mat4& modelMatrix, GameObject* = nullptr, Animator* animator = nullptr);
|
void renderModel(Model*, const glm::mat4& modelMatrix, GameObject* = nullptr, Animator* animator = nullptr);
|
||||||
|
|
||||||
/**
|
/** method for rendering AI debug information */
|
||||||
* Debug method renders all AI paths
|
|
||||||
*/
|
|
||||||
void renderPaths();
|
void renderPaths();
|
||||||
|
|
||||||
|
/** Adds a particle to the rendering */
|
||||||
void addParticle(const FXParticle& particle);
|
void addParticle(const FXParticle& particle);
|
||||||
|
|
||||||
static GLuint currentUBO;
|
static GLuint currentUBO;
|
||||||
|
/**
|
||||||
|
* Uploads data from T into the specified UBO
|
||||||
|
*/
|
||||||
template<class T> void uploadUBO(GLuint buffer, const T& data)
|
template<class T> void uploadUBO(GLuint buffer, const T& data)
|
||||||
{
|
{
|
||||||
if( currentUBO != buffer ) {
|
if( currentUBO != buffer ) {
|
||||||
|
@ -2,6 +2,9 @@
|
|||||||
#ifndef _GAMESHADERS_HPP_
|
#ifndef _GAMESHADERS_HPP_
|
||||||
#define _GAMESHADERS_HPP_
|
#define _GAMESHADERS_HPP_
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief collection of shaders to make managing them a little easier.
|
||||||
|
*/
|
||||||
namespace GameShaders {
|
namespace GameShaders {
|
||||||
|
|
||||||
struct WaterHQ {
|
struct WaterHQ {
|
||||||
@ -19,8 +22,8 @@ struct WorldObject {
|
|||||||
static const char* FragmentShader;
|
static const char* FragmentShader;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/** @brief Particle effect shaders, uses WorldObject::VertexShader */
|
||||||
struct Particle {
|
struct Particle {
|
||||||
/* Shares vertex with WorldObject */
|
|
||||||
static const char* FragmentShader;
|
static const char* FragmentShader;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -47,7 +47,7 @@ DrawBuffer waterLQDraw;
|
|||||||
GeometryBuffer waterHQBuffer;
|
GeometryBuffer waterHQBuffer;
|
||||||
DrawBuffer waterHQDraw;
|
DrawBuffer waterHQDraw;
|
||||||
|
|
||||||
/// @TODO collapse all of these into "VertPNC" etc.
|
/// @todo collapse all of these into "VertPNC" etc.
|
||||||
struct ParticleVert {
|
struct ParticleVert {
|
||||||
static const AttributeList vertex_attributes() {
|
static const AttributeList vertex_attributes() {
|
||||||
return {
|
return {
|
||||||
|
Loading…
Reference in New Issue
Block a user