/*
** 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. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: W3DCustomEdging.h //////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: W3DCustomEdging.h
//
// Created: John Ahlquist, May 2001
//
// Desc: Draw buffer to handle all the trees in a scene.
//
//-----------------------------------------------------------------------------
#pragma once
#ifndef __W3DCUSTOM_EDGING_H_
#define __W3DCUSTOM_EDGING_H_
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "always.h"
#include "rendobj.h"
#include "w3d_file.h"
#include "dx8vertexbuffer.h"
#include "dx8indexbuffer.h"
#include "shader.h"
#include "vertmaterial.h"
#include "Lib/BaseType.h"
#include "common/GameType.h"
#include "Common/AsciiString.h"
//-----------------------------------------------------------------------------
// Forward References
//-----------------------------------------------------------------------------
class WorldHeightMap;
//-----------------------------------------------------------------------------
// Type Defines
//-----------------------------------------------------------------------------
//
// W3DCustomEdging: Draw buffer for the trees.
//
//
class W3DCustomEdging
{
friend class HeightMapRenderObjClass;
public:
W3DCustomEdging(void);
~W3DCustomEdging(void);
void addEdging(Coord3D location, Real scale, Real angle, AsciiString name, Bool visibleInMirror);
/// Empties the tree buffer.
void clearAllEdging(void);
/// Draws the trees. Uses camera for culling.
void drawEdging( WorldHeightMap *pMap, Int minX, Int maxX, Int minY, Int maxY,
TextureClass * terrainTexture, TextureClass * cloudTexture, TextureClass * noiseTexture );
/// Called when the view changes, and sort key needs to be recalculated.
/// Normally sortKey gets calculated when a tree becomes visible.
void doFullUpdate(void) {clearAllEdging();};
protected:
#define MAX_BLENDS 2000
enum { MAX_EDGE_VERTEX=4*MAX_BLENDS,
MAX_EDGE_INDEX=6*MAX_BLENDS};
DX8VertexBufferClass *m_vertexEdging; ///