/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __HEIGHTMAP_H_
#define __HEIGHTMAP_H_
#include "always.h"
#include "rendobj.h"
#include "w3d_file.h"
#include "dx8vertexbuffer.h"
#include "dx8indexbuffer.h"
#include "dx8wrapper.h"
#include "shader.h"
#include "vertmaterial.h"
#include "Lib/BaseType.h"
#include "common/GameType.h"
#include "WorldHeightMap.h"
#define MAX_ENABLED_DYNAMIC_LIGHTS 20
typedef UnsignedByte HeightSampleType; //type of data to store in heightmap
class W3DTreeBuffer;
class W3DBibBuffer;
class W3DRoadBuffer;
class W3DBridgeBuffer;
class W3DWaypointBuffer;
class W3DTerrainLogic;
class W3DCustomEdging;
class W3DAssetManager;
class SimpleSceneClass;
class W3DShroud;
#define no_TIMING_TESTS 1
#define no_PRE_TRANSFORM_VERTEX // Don't do this, not a performance win. jba.
#define no_USE_TREE_BUFFER ///@todoRe-enable this optimization later... jba.
typedef struct {
Int minX, maxX;
Int minY, maxY;
} TBounds;
#define VERTEX_BUFFER_TILE_LENGTH 32 //tiles of side length 32 (grid of 33x33 vertices).
class LightMapTerrainTextureClass;
class CloudMapTerrainTextureClass;
class W3DDynamicLight;
#if 0
#define USE_NORMALS 1
#define VERTEX_FORMAT VertexFormatXYZNUV2
#else
#define USE_DIFFUSE 1
#define VERTEX_FORMAT VertexFormatXYZDUV2
#define DX8_VERTEX_FORMAT DX8_FVF_XYZDUV2
#endif
#define DO_SCORCH 1
#define DO_ROADS 1
#define TEST_CUSTOM_EDGING 1
// Adjust the triangles to make cliff sides most attractive. jba.
#define FLIP_TRIANGLES 1
#ifdef DO_SCORCH
typedef struct {
Vector3 location;
Real radius;
Int scorchType;
} TScorch;
#endif
/// Custom render object that draws the heightmap and handles intersection tests.
/**
Custom W3D render object that's used to process the terrain. It handles
virtually everything to do with the terrain, including: drawing, lighting,
scorchmarks and intersection tests.
*/
class HeightMapRenderObjClass : public RenderObjClass, public DX8_CleanupHook
{
public:
HeightMapRenderObjClass(void);
~HeightMapRenderObjClass(void);
// DX8_CleanupHook methods
virtual void ReleaseResources(void); ///< Release all dx8 resources so the device can be reset.
virtual void ReAcquireResources(void); ///< Reacquire all resources after device reset.
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface (W3D methods)
/////////////////////////////////////////////////////////////////////////////
virtual RenderObjClass * Clone(void) const;
virtual int Class_ID(void) const;
virtual void Render(RenderInfoClass & rinfo);
virtual bool Cast_Ray(RayCollisionTestClass & raytest); // This CANNOT be Bool, as it will not inherit properly if you make Bool == Int
///@todo: Add methods for collision detection with terrain
// virtual Bool Cast_AABox(AABoxCollisionTestClass & boxtest);
// virtual Bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
// virtual Bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
// virtual Bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
virtual void Get_Obj_Space_Bounding_Box(AABoxClass & aabox) const;
virtual void On_Frame_Update(void);
virtual void Notify_Added(SceneClass * scene);
///allocate resources needed to render heightmap
int initHeightData(Int width, Int height, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator);
Int freeMapResources(void); ///< free resources used to render heightmap
inline UnsignedByte getClipHeight(Int x, Int y) const
{
Int xextent = m_map->getXExtent() - 1;
Int yextent = m_map->getYExtent() - 1;
if (x < 0)
x = 0;
else if (x > xextent)
x = xextent;
if (y < 0)
y = 0;
else if (y > yextent)
y = yextent;
return m_map->getDataPtr()[x + y*m_map->getXExtent()];
}
void updateCenter(CameraClass *camera, RefRenderObjListIterator *pLightsIterator);
/// Update the macro texture (pass 3).
void updateMacroTexture(AsciiString textureName);
void doTextures(Bool flag) {m_disableTextures = !flag;};
/// Update the diffuse value from static light info for one vertex.
void doTheLight(VERTEX_FORMAT *vb, Vector3*light, Vector3*normal, RefRenderObjListIterator *pLightsIterator, UnsignedByte alpha);
void addScorch(Vector3 location, Real radius, Scorches type);
void addTree(Coord3D location, Real scale, Real angle, AsciiString name, Bool visibleInMirror);
void renderTrees(CameraClass * camera); ///< renders the tree buffer.
/// Add a bib at location.
void addTerrainBib(Vector3 corners[4], ObjectID id, Bool highlight);
void addTerrainBibDrawable(Vector3 corners[4], DrawableID id, Bool highlight);
/// Remove a bib.
void removeTerrainBib(ObjectID id);
void removeTerrainBibDrawable(DrawableID id);
/// Removes all bibs.
void removeAllTerrainBibs(void);
/// Remove all highlighting.
void removeTerrainBibHighlighting(void);
void renderTerrainPass(CameraClass *pCamera); ///< renders additional terrain pass.
W3DShroud *getShroud() {return m_shroud;}
void renderExtraBlendTiles(void); ///< render 3-way blend tiles that have blend of 3 textures.
void updateShorelineTiles(Int minX, Int minY, Int maxX, Int maxY, WorldHeightMap *pMap); /// m_showAsVisibleCliff;
DX8IndexBufferClass *m_indexBuffer; ///