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- #pragma once
- #include "../../game/map/terrain.h"
- #include "../i_render_pass.h"
- #include "pine_gpu.h"
- #include <QVector3D>
- #include <cstdint>
- #include <memory>
- #include <vector>
- namespace Render::GL {
- class Buffer;
- class Renderer;
- class PineRenderer : public IRenderPass {
- public:
- PineRenderer();
- ~PineRenderer() override;
- void configure(const Game::Map::TerrainHeightMap &height_map,
- const Game::Map::BiomeSettings &biome_settings);
- void submit(Renderer &renderer, ResourceManager *resources) override;
- void clear();
- private:
- void generatePineInstances();
- int m_width = 0;
- int m_height = 0;
- float m_tile_size = 1.0F;
- std::vector<float> m_heightData;
- std::vector<Game::Map::TerrainType> m_terrain_types;
- Game::Map::BiomeSettings m_biome_settings;
- std::uint32_t m_noiseSeed = 0U;
- std::vector<PineInstanceGpu> m_pineInstances;
- std::unique_ptr<Buffer> m_pineInstanceBuffer;
- std::size_t m_pineInstanceCount = 0;
- PineBatchParams m_pineParams;
- bool m_pineInstancesDirty = false;
- std::vector<PineInstanceGpu> m_visibleInstances;
- std::uint64_t m_cachedVisibilityVersion = 0;
- bool m_visibilityDirty = true;
- };
- } // namespace Render::GL
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