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#pragma once
#include "Configuration/UnityConfigure.h"
#if ENABLE_TERRAIN
#include "Runtime/Filters/Mesh/LodMesh.h"
#include "TerrainData.h"
#include "Runtime/Shaders/Material.h"
#include "Runtime/Camera/Camera.h"
#include "Runtime/Utilities/MemoryPool.h"
class DetailPatchRender
{
public:
Mesh *mesh;
bool isCulledVisible;
bool isMeshNull;
bool inited;
int lastUsed;
int x;
int y;
DetailPatchRender() { inited = false; mesh = NULL; }
~DetailPatchRender() { DestroySingleObject (mesh); }
};
class DetailRenderer
{
public:
Material *m_Materials[kDetailRenderModeCount];
DetailRenderer (PPtr<TerrainData> terrain, Vector3f position, int lightmapIndex);
void Render (Camera *camera, float viewDistance, int layer, float detailDensity);
void Cleanup ();
void ReloadAllDetails();
void ReloadDirtyDetails();
int GetLightmapIndex() { return m_LightmapIndex; }
void SetLightmapIndex(int value) { m_LightmapIndex = value; }
private:
typedef std::map<UInt32,DetailPatchRender, std::less<UInt32> ,memory_pool<std::pair<const UInt32, DetailPatchRender> > > DetailList;
PPtr<TerrainData> m_Database;
Vector3f m_TerrainSize;
UInt8 m_LightmapIndex;
DetailList m_Patches[kDetailRenderModeCount];
Vector3f m_Position;
int m_RenderCount;
float m_LastTime;
DetailPatchRender& GrabCachedPatch (int x, int y, int lightmapIndex, DetailRenderMode mode, float density);
};
#endif // ENABLE_TERRAIN
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