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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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; ///<Edging vertex buffer.
- DX8IndexBufferClass *m_indexEdging; ///<indices defining a triangles for the tree drawing.
- Int m_curNumEdgingVertices; ///<Number of vertices used in m_vertexEdging.
- Int m_curNumEdgingIndices; ///<Number of indices used in b_indexEdging;
- Int m_curEdgingIndexOffset; ///<First index to draw at. We draw the trees backwards by filling up the index buffer backwards,
- // so any trees that don't fit are far away from the camera.
- Bool m_anythingChanged; ///< Set to true if visibility or sorting changed.
- Bool m_initialized; ///< True if the subsystem initialized.
- void allocateEdgingBuffers(void); ///< Allocates the buffers.
- void freeEdgingBuffers(void); ///< Frees the index and vertex buffers.
- void loadEdgingsInVertexAndIndexBuffers(WorldHeightMap *pMap, Int minX, Int maxX, Int minY, Int maxY);
- };
- #endif // end __W3DCUSTOM_EDGING_H_
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