/*
** Command & Conquer Generals Zero Hour(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"
#include "BaseHeightMap.h"
#define VERTEX_BUFFER_TILE_LENGTH 32 //tiles of side length 32 (grid of 33x33 vertices).
// Adjust the triangles to make cliff sides most attractive. jba.
#define FLIP_TRIANGLES 1
/// 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 BaseHeightMapRenderObjClass
{
public:
HeightMapRenderObjClass(void);
virtual ~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 void Render(RenderInfoClass & rinfo);
virtual void On_Frame_Update(void);
///allocate resources needed to render heightmap
virtual int initHeightData(Int width, Int height, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator, Bool updateExtraPassTiles=TRUE);
virtual Int freeMapResources(void); ///< free resources used to render heightmap
virtual void updateCenter(CameraClass *camera, RefRenderObjListIterator *pLightsIterator);
void renderExtraBlendTiles(void); ///< render 3-way blend tiles that have blend of 3 textures.
virtual void staticLightingChanged(void);
virtual void adjustTerrainLOD(Int adj);
virtual void reset(void);
virtual void doPartialUpdate(const IRegion2D &partialRange, WorldHeightMap *htMap, RefRenderObjListIterator *pLightsIterator);
virtual void oversizeTerrain(Int tilesToOversize);
virtual int updateBlock(Int x0, Int y0, Int x1, Int y1, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator);
protected:
Int *m_extraBlendTilePositions; ///