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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: 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 "Texture.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"
- #include "common/GlobalData.h"
- //-----------------------------------------------------------------------------
- // Forward References
- //-----------------------------------------------------------------------------
- class MeshClass;
- class W3DTreeBuffer;
- class TileData;
- class W3DTreeDrawModuleData;
- struct BreezeInfo;
- class GeometryInfo;
- class W3DProjectedShadow;
- //-----------------------------------------------------------------------------
- // Type Defines
- //-----------------------------------------------------------------------------
- enum W3DToppleState
- {
- TOPPLE_UPRIGHT = 0,
- TOPPLE_FALLING,
- TOPPLE_FOGGED,
- TOPPPLE_SHROUDED,
- TOPPLE_DOWN
- };
- /// 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 treeType; ///< Type of tree.
- Bool visible; ///< Visible flag, updated each frame.
- SphereClass bounds; ///< Bounding sphere for culling to set the visible flag.
- Real sortKey; ///< Sort key, essentially the distance along the look at vector.
- DrawableID drawableID; ///< Drawable this tree corresponds to.
- Real pushAside;
- Real pushAsideDelta;
- Real pushAsideSin; ///< Sine of the rotation angle at location.
- Real pushAsideCos; ///< Cosine of the rotation angle at location.
- ObjectID pushAsideSource; ///< Unit that is pushing us aside.
- UnsignedInt lastFrameUpdated; ///< Last frame push aside was updated.
- Int nextInPartition;
- Int swayType; ///< Which sway array entry we are using.
- Int firstIndex; ///< First index in the vertex buffer for this tree.
- Int bufferNdx; ///< Which vertex buffer this is in.
- // Topple parameters. [7/7/2003]
- Real m_angularVelocity; ///< Velocity in degrees per frame (or is it radians per frame?)
- Real m_angularAcceleration; ///< Acceleration angularVelocity is increasing
- Coord3D m_toppleDirection; ///< Z-less direction we are toppling
- W3DToppleState m_toppleState; ///< Stage this module is in.
- Real m_angularAccumulation; ///< How much have I rotated so I know when to bounce.
- UnsignedInt m_options; ///< topple options
- Matrix3D m_mtx;
- UnsignedInt m_sinkFramesLeft; ///< Toppled trees sink into the terrain & disappear, how many frames left.
- } TTree;
- /// The individual data for a tree type.
- typedef struct {
- MeshClass * m_mesh; ///< Mesh for this kind of tree.
- SphereClass m_bounds; ///< Bounding boxes for the base tree models.
- const W3DTreeDrawModuleData *m_data;
- ICoord2D m_textureOrigin; ///< Texture origin in the mega texture.
- Int m_numTiles; ///< Number of tex tiles.
- Int m_firstTile;///< First texture tile.
- Int m_tileWidth;///< Width in tiles of texture;
- Bool m_halfTile; ///< Tiles are 64x64 pixels, half tile supports a 32x32 bit texture. Have to adjust the uv values.
- Vector3 m_offset;
- Real m_shadowSize; ///< Shadow radius.
- Bool m_doShadow; ///< Draw shadow.
- } TTreeType;
- //
- // W3DTreeBuffer: Draw buffer for the trees.
- //
- //
- class W3DTreeBuffer : public Snapshot
- {
- //friend class BaseHeightMapRenderObjClass;
- //-----------------------------------------------------------------------------
- // W3DTreeTextureClass
- //-----------------------------------------------------------------------------
- class W3DTreeTextureClass : public TextureClass
- {
- W3DMPO_GLUE(W3DTreeTextureClass)
- protected:
- virtual void Apply(unsigned int stage);
- public:
- /// Create texture.
- W3DTreeTextureClass(unsigned width, unsigned height);
- // just use default destructor. ~TerrainTextureClass(void);
- public:
- int update(W3DTreeBuffer *buffer); ///< Sets the pixels, and returns the actual height of the texture.
- void setLOD(Int LOD) const;
- };
- public:
-
- W3DTreeBuffer(void);
- ~W3DTreeBuffer(void);
- /// Add a tree at location. Name is the w3d model name.
- void addTree(DrawableID id, Coord3D location, Real scale, Real angle,
- Real randomScaleAmount, const W3DTreeDrawModuleData *data);
- /// Notify that an object moved, so check for collisions.
- void unitMoved(Object *unit);
- /// Add a type of tree. Name is the w3d model name.
- Int addTreeType(const W3DTreeDrawModuleData *data);
- /// Updates a tree's location.
- Bool updateTreePosition(DrawableID id, Coord3D location, Real angle);
- void pushAsideTree( DrawableID id, const Coord3D *pusherPos,
- const Coord3D *pusherDirection, ObjectID pusherID );
- /// Remove a tree.
- void removeTree(DrawableID id);
- /// Remove trees that would be under a building.
- void removeTreesForConstruction(
- const Coord3D* pos,
- const GeometryInfo& geom,
- Real angle
- );
- void setTextureLOD(Int lod); ///<used to adjust maximum mip level sent to hardware.
- /// Empties the tree buffer.
- void clearAllTrees(void);
- /// Empties the tree buffer.
- void setBounds(const Region2D &bounds) {m_bounds = bounds;}
- /// 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;};
- Int getNumTiles(void) {return m_numTiles;}
- TileData *getSourceTile(Int ndx) {return m_sourceTiles[ndx];}
- void allocateTreeBuffers(void); ///< Allocates the buffers.
- void freeTreeBuffers(void); ///< Frees the index and vertex buffers.
- private:
- enum { MAX_TREE_VERTEX=30000,
- MAX_TREE_INDEX=60000,
- MAX_TREES=4000};
- enum {MAX_TYPES = 64,
- MAX_TILES = 512,
- NUM_SWAY_ENTRIES = 100,
- MAX_SWAY_TYPES = 10,
- MAX_BUFFERS = 1,
- SORT_ITERATIONS_PER_FRAME=10};
- enum {PARTITION_WIDTH_HEIGHT = 100};
- DX8VertexBufferClass *m_vertexTree[MAX_BUFFERS]; ///<Tree vertex buffer.
- DX8IndexBufferClass *m_indexTree[MAX_BUFFERS]; ///<indices defining a triangles for the tree drawing.
- DWORD m_dwTreePixelShader; ///<handle to D3D pixel shader
- DWORD m_dwTreeVertexShader; ///<handle to D3D vertex shader
- Short m_areaPartition[PARTITION_WIDTH_HEIGHT*PARTITION_WIDTH_HEIGHT];
- Region2D m_bounds;
-
- TextureClass *m_treeTexture; ///<Trees texture
- Int m_textureWidth; ///<Width in pixels m_treeTexture;
- Int m_textureHeight; ///<Width in pixels m_treeTexture;
- Int m_curNumTreeVertices[MAX_BUFFERS]; ///<Number of vertices used in m_vertexTree.
- Int m_curNumTreeIndices[MAX_BUFFERS]; ///<Number of indices used in b_indexTree;
- 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_anyPushChanged; ///< Set to true if push aside is active.
- 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.
- Bool m_needToUpdateTexture; ///< True if we need to update the texture.
- TTreeType m_treeTypes[MAX_TYPES]; ///< Info about a kind of tree.
- Int m_numTreeTypes; ///< Number of entries in m_treeTypes.
- Int m_numTiles;
- TileData *m_sourceTiles[MAX_TILES]; ///< Tiles for m_textureClasses
- Vector3 m_cameraLookAtVector;
- Vector3 m_swayOffsets[NUM_SWAY_ENTRIES];
- Int m_curSwayVersion;
- Real m_curSwayOffset[MAX_SWAY_TYPES];
- Real m_curSwayStep[MAX_SWAY_TYPES];
- Real m_curSwayFactor[MAX_SWAY_TYPES];
- W3DProjectedShadow *m_shadow;
-
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- protected:
- /// Updates the sway offsets.
- void updateSway(const BreezeInfo& info);
- void loadTreesInVertexAndIndexBuffers(RefRenderObjListIterator *pDynamicLightsIterator); ///< Fills the index and vertex buffers for drawing.
- void updateVertexBuffer(void); ///< Fills the index and vertex buffers for drawing.
- void cull(const CameraClass * camera); ///< Culls the trees.
- UnsignedInt doLighting(const Vector3 *normal,
- const GlobalData::TerrainLighting *objectLighting,
- const Vector3 *emissive, UnsignedInt vertexDiffuse, Real scale) const;
- #if 0 // sort is no longer used and messes up the order. jba [6/6/2003]
- void sort( Int iterations ); ///< Performs partial bubble sort.
- #endif
- void updateTexture(void);
- Int getPartitionBucket(const Coord3D &pos) const;
- void updateTopplingTree(TTree *tree);
- void applyTopplingForce( TTree *tree, const Coord3D* toppleDirection, Real toppleSpeed,
- UnsignedInt options );
- };
- #endif // end __W3DTREE_BUFFER_H_
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