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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: W3DTreeBuffer.h //////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: W3DTreeBuffer.h
- //
- // Created: John Ahlquist, May 2001
- //
- // Desc: Draw buffer to handle all the trees in a scene.
- //
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef __W3DTREE_BUFFER_H_
- #define __W3DTREE_BUFFER_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 MeshClass;
- //-----------------------------------------------------------------------------
- // Type Defines
- //-----------------------------------------------------------------------------
- typedef enum {
- ALPINE_TREE = 0,
- DECIDUOUS_TREE = 1,
- SHRUB = 2,
- FENCE = 3
- } TTreeType;
- /// The individual data for a tree.
- typedef struct {
- Vector3 location; ///< Drawing location
- Real scale; ///< Scale at location.
- Real sin; ///< Sine of the rotation angle at location.
- Real cos; ///< Cosine of the rotation angle at location.
- Int panelStart; ///< Index of the "panel" lod.
- TTreeType treeType; ///< Type of tree. Currently only 3 supported.
- Bool visible; ///< Visible flag, updated each frame.
- Bool mirrorVisible; ///< Possibly visible in mirror.
- Bool rotates; ///< Trees rotate to follow the camera in single panel mode, fences don't
- SphereClass bounds; ///< Bounding sphere for culling to set the visible flag.
- Real sortKey; ///< Sort key, essentially the distance along the look at vector.
- } TTree;
- //
- // W3DTreeBuffer: Draw buffer for the trees.
- //
- //
- class W3DTreeBuffer
- {
- friend class HeightMapRenderObjClass;
- public:
- W3DTreeBuffer(void);
- ~W3DTreeBuffer(void);
- /// Add a tree at location. Name is the w3d model name.
- void addTree(Coord3D location, Real scale, Real angle, AsciiString name, Bool visibleInMirror);
- /// Empties the tree buffer.
- void clearAllTrees(void);
- /// Draws the trees. Uses camera for culling.
- void drawTrees(CameraClass * camera, RefRenderObjListIterator *pDynamicLightsIterator);
- /// Called when the view changes, and sort key needs to be recalculated.
- /// Normally sortKey gets calculated when a tree becomes visible.
- void doFullUpdate(void) {m_updateAllKeys = true;};
- void setIsTerrain(void) {m_isTerrainPass = true;}; ///< Terrain calls this to tell trees to draw.
- Bool needToDraw(void) {return m_isTerrainPass;};
- protected:
- enum { MAX_TREE_VERTEX=4000,
- MAX_TREE_INDEX=2*4000,
- MAX_TREES=2000};
- enum {MAX_TYPES = 4,
- SORT_ITERATIONS_PER_FRAME=10};
- DX8VertexBufferClass *m_vertexTree; ///<Tree vertex buffer.
- DX8IndexBufferClass *m_indexTree; ///<indices defining a triangles for the tree drawing.
- TextureClass *m_treeTexture; ///<Trees texture
- Int m_curNumTreeVertices; ///<Number of vertices used in m_vertexTree.
- Int m_curNumTreeIndices; ///<Number of indices used in b_indexTree;
- Int m_curTreeIndexOffset; ///<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.
- TTree m_trees[MAX_TREES]; ///< The tree buffer. All trees are stored here.
- Int m_numTrees; ///< Number of trees in m_trees.
- Bool m_anythingChanged; ///< Set to true if visibility or sorting changed.
- Bool m_updateAllKeys; ///< Set to true when the view changes.
- Bool m_initialized; ///< True if the subsystem initialized.
- Bool m_isTerrainPass; ///< True if the terrain was drawn in this W3D scene render pass.
- SphereClass m_typeBounds[MAX_TYPES]; ///< Bounding boxes for the base tree models.
- MeshClass *m_typeMesh[MAX_TYPES]; ///< W3D mesh models for the trees.
- Vector3 m_cameraLookAtVector;
- void loadTreesInVertexAndIndexBuffers(RefRenderObjListIterator *pDynamicLightsIterator); ///< Fills the index and vertex buffers for drawing.
- void allocateTreeBuffers(void); ///< Allocates the buffers.
- void cull(CameraClass * camera); ///< Culls the trees.
- void cullMirror(CameraClass * camera); ///< Culls the trees in the mirror view.
- Int doLighting(Vector3 *loc, Real r, Real g, Real b, SphereClass &bounds, RefRenderObjListIterator *pDynamicLightsIterator);
- void freeTreeBuffers(void); ///< Frees the index and vertex buffers.
- void sort( Int iterations ); ///< Performs partial bubble sort.
- };
- #endif // end __W3DTREE_BUFFER_H_
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