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RTHelper.h
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RTHelper.h
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/*
Copyright (c) 2008-2014 <>< Charles Lohr
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the <organization> nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef _rthelper_h
#define _rthelper_h
#include "Common.h"
#include "Map.h"
//Executed after everything
void LoadProbes( bool isRerun );
void DoneProbes( bool isRerun );
void UpdatePositionAndRotation();
//This is actually a square. So this is the edge (8 -> 64 points)
#define PHYSICS_SIZE 16
class RTHelper
{
public:
RTHelper() :
Pass1("Shaders/Pass1"), Pass1Physics("Shaders/Pass1", "#define PHYSICS\n"),
Pass2("Shaders/Pass2"), Pass3("Shaders/Pass3"),
v({0,0,0}), ProbePlace(0) {};
~RTHelper();
void Init(bool fakemode);
void DrawMap(double dTime, double Now);
void LoadAttribMap();
void SplitDrawSquare( float minx, float miny, float maxx, float maxy, float far = 10000 );
Shader Pass1;
Shader Pass1Physics;
Shader Pass2;
Shader Pass3;
//Outputs:
//1) 3D Position of texture intersection (relative to camera's int), a= [steps]
//2) Normal of texture, a= [quality : 1 = good; 0 = sky; -1= too far.]
Texture PassPhysicsOutputs[4];
Texture Pass1Outputs[2];
Texture Pass2Output;
RFBuffer PassPhysicsRFB;
RFBuffer Pass1RFB;
RFBuffer Pass2RFB;
Texture NoiseMap;
Texture AdditionalInformationMap; //For jumping, etc.
RGBAf * AdditionalInformationMapData;
int AdditionalInformationPointer;
int AllocAddInfo( int size ); //Request # of 4-float pairs.
void FreeAddInfo( int ptr ) { /*Stubbed, do not call AllocAddInfo() too much!*/ }
void ReloadAdditionalInformatioMapData();
void MarkAddInfoForReload() { bAddInfoForceReload = true; }
Texture AttributeMap;
void LoadAttributeMap();
unsigned long LastAttributeTime;
Map * TMap;
//Attributes
RGBAf * LTTex;
Vec3f MapOffset;
Vec3f v; //velocities of player
float LastPass1Time;
float LastPass2Time;
float LastPass3Time;
int lastWidth;
int lastHeight;
//Probes (They live in an array, you don't have to worry about free'ing or deleting them)
CollisionProbe * AddProbe() { if( ProbePlace < PHYSICS_SIZE*PHYSICS_SIZE ) return &Probes[ProbePlace++]; else return 0; }
CollisionProbe Probes[PHYSICS_SIZE*PHYSICS_SIZE];
unsigned ProbePlace;
void ExecProbes( bool bRerun);
void ForceProbeReRun() { bProbeReRun = true; }
bool bProbeReRun;
bool bAddInfoForceReload;
};
#endif