stone_renderer.h 1.2 KB

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  1. #pragma once
  2. #include "../../game/map/terrain.h"
  3. #include "../i_render_pass.h"
  4. #include "stone_gpu.h"
  5. #include <QVector3D>
  6. #include <cstdint>
  7. #include <memory>
  8. #include <vector>
  9. namespace Render::GL {
  10. class Buffer;
  11. class Renderer;
  12. class StoneRenderer : public IRenderPass {
  13. public:
  14. StoneRenderer();
  15. ~StoneRenderer() override;
  16. void configure(const Game::Map::TerrainHeightMap &height_map,
  17. const Game::Map::BiomeSettings &biome_settings);
  18. void submit(Renderer &renderer, ResourceManager *resources) override;
  19. void clear();
  20. [[nodiscard]] bool is_gpu_ready() const {
  21. return m_stoneInstanceBuffer != nullptr || m_stoneInstanceCount == 0;
  22. }
  23. private:
  24. void generate_stone_instances();
  25. int m_width = 0;
  26. int m_height = 0;
  27. float m_tile_size = 1.0F;
  28. std::vector<float> m_heightData;
  29. std::vector<Game::Map::TerrainType> m_terrain_types;
  30. Game::Map::BiomeSettings m_biome_settings;
  31. std::uint32_t m_noiseSeed = 0U;
  32. std::vector<StoneInstanceGpu> m_stoneInstances;
  33. std::unique_ptr<Buffer> m_stoneInstanceBuffer;
  34. std::size_t m_stoneInstanceCount = 0;
  35. StoneBatchParams m_stoneParams;
  36. bool m_stoneInstancesDirty = false;
  37. };
  38. } // namespace Render::GL