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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DTerrainBackground.h //////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: W3DTerrainBackground.h
- //
- // Created: John Ahlquist, May 2001
- //
- // Desc: Draw buffer to handle all the bibs in a scene.
- //
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef __W3DTERRAIN_BUFFER_H_
- #define __W3DTERRAIN_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;
- class WorldHeightMap;
- class TerrainTextureClass;
- //-----------------------------------------------------------------------------
- // Type Defines
- //-----------------------------------------------------------------------------
- //
- // W3DTerrainBackground: Draw buffer for the bibs.
- //
- //
- class W3DTerrainBackground
- {
- friend class HeightMapRenderObjClass;
- public:
- W3DTerrainBackground(void);
- ~W3DTerrainBackground(void);
- /// Draws the terrain.
- void drawVisiblePolys(RenderInfoClass & rinfo, Bool disableTextures);
- void setFlip(WorldHeightMap *htMap); ///< Sets the flip bit for required vertices.
- void doPartialUpdate(const IRegion2D &partialRange, WorldHeightMap *htMap, Bool doTextures );
- void doTesselatedUpdate(const IRegion2D &partialRange, WorldHeightMap *htMap, Bool doTextures );
- void allocateTerrainBuffers(WorldHeightMap *htMap, Int xOrigin, Int yOrigin, Int width); ///< Allocates the buffers.
- void updateCenter(CameraClass *camera); // notify camera moved [3/24/2003]
- void updateTexture(void); // notify camera moved [3/24/2003]
- Bool isCulled(void) {return m_cullStatus==CULL_STATUS_INVISIBLE;}
- Int getTexMultiplier(void) {return m_texMultiplier;}
- protected:
- enum {CULL_STATUS_UNKNOWN, CULL_STATUS_VISIBLE, CULL_STATUS_INVISIBLE} m_cullStatus;
- AABoxClass m_bounds;
- DX8VertexBufferClass *m_vertexTerrain; ///<Terrain vertex buffer.
- Int m_vertexTerrainSize; ///< Num vertices in bib buffer.
- DX8IndexBufferClass *m_indexTerrain; ///<indices defining a triangles for the bib drawing.
- Int m_indexTerrainSize; ///<indices available in m_indexTerrain.
- TerrainTextureClass *m_terrainTexture; ///<Terrain texture
- TerrainTextureClass *m_terrainTexture2X; ///<Terrain texture
- TerrainTextureClass *m_terrainTexture4X; ///<Terrain texture
- enum {TEX4X=4, TEX2X=2, TEX1X=1} m_texMultiplier;
- Int m_curNumTerrainVertices; ///<Number of vertices used in m_vertexTerrain.
- Int m_curNumTerrainIndices; ///<Number of indices used in b_indexTerrain;
- Int m_xOrigin;
- Int m_yOrigin;
- Int m_width;
- WorldHeightMap *m_map;
- Bool m_anythingChanged; ///< Set to true if visibility or sorting changed.
- Bool m_initialized; ///< True if the subsystem initialized.
- protected:
- typedef enum {HORIZONTAL, VERTICAL} TDirection;
- void freeTerrainBuffers(void); ///< Frees the index and vertex buffers.
- void fillVBRecursive(UnsignedShort *ib, Int xOffset, Int yOffset, Int width, UnsignedShort *ndx, Int &curIndex);
- void setFlipRecursive(Int xOffset, Int yOffset, Int width);
- Bool advanceLeft(ICoord2D &left, Int xOffset, Int yOffset, Int width);
- Bool advanceRight(ICoord2D &left, Int xOffset, Int yOffset, Int width);
- };
- #endif // end __W3DTERRAIN_BUFFER_H_
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