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- /*
- ** Command & Conquer Renegade(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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : wwphys *
- * *
- * $Archive:: /Commando/Code/wwphys/renegadeterrainpatch.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 3/12/02 2:34p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __RENEGADETERRAINPATCH_H
- #define __RENEGADETERRAINPATCH_H
- #include "rendobj.h"
- #include "vector.h"
- #include "shader.h"
- #include "coltest.h"
- #include "castres.h"
- #include "tri.h"
- #include "renegadeterrainmaterialpass.h"
- #include "terrainmaterial.h"
- //////////////////////////////////////////////////////////////////////
- // Forward declarations
- //////////////////////////////////////////////////////////////////////
- class VertexMaterialClass;
- class MaterialPassClass;
- //////////////////////////////////////////////////////////////////////
- //
- // RenegadeTerrainPatchClass
- //
- //////////////////////////////////////////////////////////////////////
- class RenegadeTerrainPatchClass : public RenderObjClass
- {
- public:
- ///////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ///////////////////////////////////////////////////////////////////
- RenegadeTerrainPatchClass (void);
- RenegadeTerrainPatchClass (const RenegadeTerrainPatchClass &src);
- virtual ~RenegadeTerrainPatchClass (void);
- ///////////////////////////////////////////////////////////////////
- // Public operators
- ///////////////////////////////////////////////////////////////////
- const RenegadeTerrainPatchClass & operator= (const RenegadeTerrainPatchClass &src);
- ///////////////////////////////////////////////////////////////////
- // Public methods
- ///////////////////////////////////////////////////////////////////
- //
- // Creation
- //
- void Allocate (int points_x, int points_y, float meters_per_point);
- //
- // Vertex access
- //
- void Set_Vertex_Pos (int x, int y, const Vector3 &pos);
- void Set_Vertex_Normal (int x, int y, const Vector3 &normal) { GridNormals[Grid_Index (x, y)] = normal; AreBuffersDirty = true; }
- //
- // Quad access
- //
- void Set_Quad_Flags (int quad_index, uint8 flags) { QuadFlags[quad_index] = flags; }
- //
- // UV access
- //
- void Update_UVs (void);
- void Update_Vertex_Render_Lists (void);
- //
- // Informational
- //
- void Set_Bounding_Box_Min (const Vector3 &box_min) { BoundingBoxMin = box_min; }
- void Set_Bounding_Box_Max (const Vector3 &box_max) { BoundingBoxMax = box_max; }
- //
- // Save/load support
- //
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- void Load_Variables (ChunkLoadClass &cload);
- void Load_Materials (ChunkLoadClass &cload);
- const PersistFactoryClass & Get_Factory (void) const;
- //
- // Inherited
- //
- RenderObjClass * Clone (void) const { return new RenegadeTerrainPatchClass (*this); }
- int Class_ID (void) const { return CLASSID_RENEGADE_TERRAIN; }
- void Render (RenderInfoClass &rinfo);
- void Get_Obj_Space_Bounding_Sphere (SphereClass &sphere) const;
- void Get_Obj_Space_Bounding_Box (AABoxClass &box) const;
-
- //
- // Inherited collision detection
- //
- bool Cast_Ray (RayCollisionTestClass &raytest);
- bool Cast_AABox (AABoxCollisionTestClass &boxtest);
- bool Cast_OBBox (OBBoxCollisionTestClass &boxtest);
- bool Intersect_AABox (AABoxIntersectionTestClass &boxtest);
- bool Intersect_OBBox (OBBoxIntersectionTestClass &boxtest);
- //
- // Material access
- //
- int Add_Material (TerrainMaterialClass *material);
- void Reset_Material_Passes (void);
- RenegadeTerrainMaterialPassClass * Get_Material_Pass (int index, TerrainMaterialClass *material);
- int Get_Material_Count (void) { return MaterialPassList.Count (); }
- RenegadeTerrainMaterialPassClass * Peek_Material_Pass (int index) { return MaterialPassList[index]; }
- //
- // Access to internal mesh data
- //
- int Get_Vertex_Count (void) const { return GridPointCount; }
- Vector3 * Get_Vertex_Array (void) const { return Grid; }
- Vector3 * Get_Vertex_Normal_Array (void) const { return GridNormals; }
- //
- // Lighting support
- //
- bool Is_Prelit (void) const { return IsPreLit; }
- void Set_Is_Prelit (bool onoff) { IsPreLit = onoff; }
- void Set_Vertex_Color (int index, const Vector3 &color) { VertexColors[index] = color; AreBuffersDirty = true; }
- const Vector3 & Get_Vertex_Color (int index) { return VertexColors[index]; }
- protected:
-
- ///////////////////////////////////////////////////////////////////
- // Protected methods
- ///////////////////////////////////////////////////////////////////
- //
- // Index utility functions
- //
- int Grid_Index (int x, int y) { return (y * GridPointsX) + x; }
-
- int Get_Quad_Index_X (float x_pos, bool clamp = true);
- int Get_Quad_Index_Y (float y_pos, bool clamp = true);
- float Get_Grid_Line_Pos_X (int grid_line_index);
- float Get_Grid_Line_Pos_Y (int grid_line_index);
- bool Is_Valid_Quad (int x, int y);
- //
- // Matrix utility functions
- //
- void Get_Inverse_Transform (Matrix3D &tm);
- //
- // Misc initialization and cleanup routines
- //
- void Free_Grid (void);
- void Free_Materials (void);
- void Initialize_Material (void);
- void Initialize (void);
- void Allocate_Grid (void);
- //
- // Rendering
- //
- void Render_By_Texture (int texture_index, int pass_type);
- void Submit_Rendering_Buffers (int texture_index, int pass_type);
- void Update_Rendering_Buffers (void);
- void Free_Rendering_Buffers (void);
- void Build_Rendering_Buffers (int texture_index, int pass_type);
- void Render_Procedural_Material_Pass(MaterialPassClass * matpass);
- //
- // Ray casting
- //
- bool Cast_Vertical_Ray (RayCollisionTestClass &raytest);
- bool Cast_Non_Vertical_Ray (RayCollisionTestClass &raytest);
- bool Brute_Force_Cast_Ray (RayCollisionTestClass &raytest);
- bool Collide_Quad (const LineSegClass &line_seg, int cell_x, int cell_y, CastResultStruct &result);
- ///////////////////////////////////////////////////////////////////
- // Protected data types
- ///////////////////////////////////////////////////////////////////
- enum
- {
- QF_NORMAL = 0,
- QF_HIDDEN = 1,
- } QUAD_FLAGS;
-
- ///////////////////////////////////////////////////////////////////
- // Protected member data
- ///////////////////////////////////////////////////////////////////
- Vector3 * Grid;
- Vector3 * GridNormals;
- Vector3 * VertexColors;
- uint8 * QuadFlags;
- int GridPointsX;
- int GridPointsY;
- int GridPointCount;
- float Density;
- VertexMaterialClass * BaseMaterial;
- ShaderClass BaseShader;
- VertexMaterialClass * LayerMaterial;
- ShaderClass LayerShader;
- Vector3 BoundingBoxMin;
- Vector3 BoundingBoxMax;
- bool AreBuffersDirty;
- bool IsPreLit;
-
- DynamicVectorClass<RenegadeTerrainMaterialPassClass *> MaterialPassList;
- };
- //////////////////////////////////////////////////////////////////////
- // Collide_Quad
- //////////////////////////////////////////////////////////////////////
- WWINLINE bool
- RenegadeTerrainPatchClass::Collide_Quad
- (
- const LineSegClass & line_seg,
- int cell_x,
- int cell_y,
- CastResultStruct & result
- )
- {
- bool retval = false;
- //
- // Calculate the four indices into the grid that define the four
- // corners of the quad we're testing.
- //
- int start_index = Grid_Index (cell_x, cell_y);
- int v0_index = start_index;
- int v1_index = start_index + 1;
- int v2_index = start_index + GridPointsX + 1;
- int v3_index = start_index + GridPointsX;
- float min_pz = WWMath::Min (line_seg.Get_P0 ().Z, line_seg.Get_P1 ().Z);
- float max_pz = WWMath::Max (line_seg.Get_P0 ().Z, line_seg.Get_P1 ().Z);
- if ( Grid[v0_index].Z < min_pz &&
- Grid[v1_index].Z < min_pz &&
- Grid[v2_index].Z < min_pz &&
- Grid[v3_index].Z < min_pz)
- {
- return false;
- }
- if ( Grid[v0_index].Z > max_pz &&
- Grid[v1_index].Z > max_pz &&
- Grid[v2_index].Z > max_pz &&
- Grid[v3_index].Z > max_pz)
- {
- return false;
- }
- //
- // Compose the two triangles for the collision check
- //
- TriClass tri1;
- TriClass tri2;
- Vector3 norm1 (0, 0, 0);
- Vector3 norm2 (0, 0, 0);
- tri1.N = &norm1;
- tri2.N = &norm2;
- tri1.V[0] = &Grid[v0_index];
- tri1.V[1] = &Grid[v2_index];
- tri1.V[2] = &Grid[v3_index];
- tri2.V[0] = &Grid[v2_index];
- tri2.V[1] = &Grid[v0_index];
- tri2.V[2] = &Grid[v1_index];
- tri1.Compute_Normal ();
- tri2.Compute_Normal ();
- //
- // Test the two polygons that form this quad to see if the ray hit
- //
- retval = CollisionMath::Collide (line_seg, tri1, &result);
- retval |= CollisionMath::Collide (line_seg, tri2, &result);
- //
- // Determine which surface type was hit
- //
- if (retval && MaterialPassList.Count () > 0) {
- int best_pass = 0;
- float best_alpha = 0;
- for (int index = 0; index < MaterialPassList.Count (); index ++) {
- float alpha = MaterialPassList[index]->VertexAlpha[v0_index];
- if (alpha > best_alpha && alpha != 1.0F) {
- best_alpha = alpha;
- best_pass = index;
- }
- }
- if (MaterialPassList[best_pass]->Material != NULL) {
- result.SurfaceType = MaterialPassList[best_pass]->Material->Get_Surface_Type ();
- }
- }
- return retval;
- }
- //////////////////////////////////////////////////////////////////////
- // Set_Vertex_Pos
- //////////////////////////////////////////////////////////////////////
- WWINLINE void
- RenegadeTerrainPatchClass::Set_Vertex_Pos (int x, int y, const Vector3 &pos)
- {
- //
- // Update the vertex position
- //
- Grid[Grid_Index (x, y)] = pos;
-
- //
- // Do we need to update the bounding volume of the patch?
- //
- if (pos.Z > BoundingBoxMax.Z) {
- BoundingBoxMax.Z = pos.Z;
- }
- if (pos.Z < BoundingBoxMin.Z) {
- BoundingBoxMin.Z = pos.Z;
- }
- Invalidate_Cached_Bounding_Volumes ();
- AreBuffersDirty = true;
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- // Get_Quad_Index_X
- //////////////////////////////////////////////////////////////////////
- WWINLINE int
- RenegadeTerrainPatchClass::Get_Quad_Index_X (float x_pos, bool clamp)
- {
- int quad_x = WWMath::Float_To_Int_Floor ((x_pos - BoundingBoxMin.X) / Density);
- //
- // Clamp the index to the range of existing quad cells
- //
- if (clamp) {
- quad_x = WWMath::Clamp_Int (quad_x, 0, GridPointsX - 2);
- }
- return quad_x;
- }
- //////////////////////////////////////////////////////////////////////
- // Get_Quad_Index_Y
- //////////////////////////////////////////////////////////////////////
- WWINLINE int
- RenegadeTerrainPatchClass::Get_Quad_Index_Y (float y_pos, bool clamp)
- {
- int quad_y = WWMath::Float_To_Int_Floor ((y_pos - BoundingBoxMin.Y) / Density);
- //
- // Clamp the index to the range of existing quad cells
- //
- if (clamp) {
- quad_y = WWMath::Clamp_Int (quad_y, 0, GridPointsY - 2);
- }
- return quad_y;
- }
- //////////////////////////////////////////////////////////////////////
- // Get_Grid_Line_Pos_X
- //////////////////////////////////////////////////////////////////////
- WWINLINE float
- RenegadeTerrainPatchClass::Get_Grid_Line_Pos_X (int grid_line_index)
- {
- return BoundingBoxMin.X + (grid_line_index * Density);
- }
- //////////////////////////////////////////////////////////////////////
- // Get_Grid_Line_Pos_Y
- //////////////////////////////////////////////////////////////////////
- WWINLINE float
- RenegadeTerrainPatchClass::Get_Grid_Line_Pos_Y (int grid_line_index)
- {
- return BoundingBoxMin.Y + (grid_line_index * Density);
- }
- //////////////////////////////////////////////////////////////////////
- // Get_Inverse_Transform
- //////////////////////////////////////////////////////////////////////
- WWINLINE void
- RenegadeTerrainPatchClass::Get_Inverse_Transform (Matrix3D &tm)
- {
- Get_Transform ().Get_Orthogonal_Inverse (tm);
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- // Is_Valid_Quad
- //////////////////////////////////////////////////////////////////////
- WWINLINE bool
- RenegadeTerrainPatchClass::Is_Valid_Quad (int x, int y)
- {
- bool retval = false;
- //
- // Simply check to see if the coordinates are inside the patch
- //
- if ( x >= 0 && x < (GridPointsX - 1) &&
- y >= 0 && y < (GridPointsY - 1))
- {
- retval = true;
- }
- return retval;
- }
- #endif //__RENEGADETERRAINPATCH_H
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