451 lines
14 KiB
C
451 lines
14 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/renegadeterrainpatch.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/12/02 2:34p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __RENEGADETERRAINPATCH_H
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#define __RENEGADETERRAINPATCH_H
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#include "rendobj.h"
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#include "vector.h"
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#include "shader.h"
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#include "coltest.h"
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#include "castres.h"
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#include "tri.h"
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#include "renegadeterrainmaterialpass.h"
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#include "terrainmaterial.h"
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//////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////
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class VertexMaterialClass;
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class MaterialPassClass;
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//////////////////////////////////////////////////////////////////////
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//
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// RenegadeTerrainPatchClass
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//
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//////////////////////////////////////////////////////////////////////
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class RenegadeTerrainPatchClass : public RenderObjClass
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{
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public:
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///////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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///////////////////////////////////////////////////////////////////
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RenegadeTerrainPatchClass (void);
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RenegadeTerrainPatchClass (const RenegadeTerrainPatchClass &src);
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virtual ~RenegadeTerrainPatchClass (void);
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///////////////////////////////////////////////////////////////////
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// Public operators
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///////////////////////////////////////////////////////////////////
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const RenegadeTerrainPatchClass & operator= (const RenegadeTerrainPatchClass &src);
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///////////////////////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////////////////////
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//
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// Creation
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//
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void Allocate (int points_x, int points_y, float meters_per_point);
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//
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// Vertex access
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//
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void Set_Vertex_Pos (int x, int y, const Vector3 &pos);
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void Set_Vertex_Normal (int x, int y, const Vector3 &normal) { GridNormals[Grid_Index (x, y)] = normal; AreBuffersDirty = true; }
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//
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// Quad access
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//
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void Set_Quad_Flags (int quad_index, uint8 flags) { QuadFlags[quad_index] = flags; }
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//
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// UV access
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//
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void Update_UVs (void);
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void Update_Vertex_Render_Lists (void);
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//
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// Informational
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//
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void Set_Bounding_Box_Min (const Vector3 &box_min) { BoundingBoxMin = box_min; }
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void Set_Bounding_Box_Max (const Vector3 &box_max) { BoundingBoxMax = box_max; }
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//
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// Save/load support
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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void Load_Variables (ChunkLoadClass &cload);
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void Load_Materials (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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//
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// Inherited
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//
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RenderObjClass * Clone (void) const { return new RenegadeTerrainPatchClass (*this); }
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int Class_ID (void) const { return CLASSID_RENEGADE_TERRAIN; }
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void Render (RenderInfoClass &rinfo);
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void Get_Obj_Space_Bounding_Sphere (SphereClass &sphere) const;
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void Get_Obj_Space_Bounding_Box (AABoxClass &box) const;
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//
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// Inherited collision detection
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//
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bool Cast_Ray (RayCollisionTestClass &raytest);
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bool Cast_AABox (AABoxCollisionTestClass &boxtest);
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bool Cast_OBBox (OBBoxCollisionTestClass &boxtest);
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bool Intersect_AABox (AABoxIntersectionTestClass &boxtest);
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bool Intersect_OBBox (OBBoxIntersectionTestClass &boxtest);
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//
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// Material access
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//
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int Add_Material (TerrainMaterialClass *material);
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void Reset_Material_Passes (void);
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RenegadeTerrainMaterialPassClass * Get_Material_Pass (int index, TerrainMaterialClass *material);
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int Get_Material_Count (void) { return MaterialPassList.Count (); }
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RenegadeTerrainMaterialPassClass * Peek_Material_Pass (int index) { return MaterialPassList[index]; }
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//
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// Access to internal mesh data
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//
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int Get_Vertex_Count (void) const { return GridPointCount; }
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Vector3 * Get_Vertex_Array (void) const { return Grid; }
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Vector3 * Get_Vertex_Normal_Array (void) const { return GridNormals; }
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//
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// Lighting support
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//
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bool Is_Prelit (void) const { return IsPreLit; }
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void Set_Is_Prelit (bool onoff) { IsPreLit = onoff; }
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void Set_Vertex_Color (int index, const Vector3 &color) { VertexColors[index] = color; AreBuffersDirty = true; }
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const Vector3 & Get_Vertex_Color (int index) { return VertexColors[index]; }
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protected:
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///////////////////////////////////////////////////////////////////
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// Protected methods
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///////////////////////////////////////////////////////////////////
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//
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// Index utility functions
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//
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int Grid_Index (int x, int y) { return (y * GridPointsX) + x; }
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int Get_Quad_Index_X (float x_pos, bool clamp = true);
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int Get_Quad_Index_Y (float y_pos, bool clamp = true);
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float Get_Grid_Line_Pos_X (int grid_line_index);
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float Get_Grid_Line_Pos_Y (int grid_line_index);
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bool Is_Valid_Quad (int x, int y);
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//
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// Matrix utility functions
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//
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void Get_Inverse_Transform (Matrix3D &tm);
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//
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// Misc initialization and cleanup routines
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//
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void Free_Grid (void);
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void Free_Materials (void);
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void Initialize_Material (void);
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void Initialize (void);
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void Allocate_Grid (void);
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//
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// Rendering
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//
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void Render_By_Texture (int texture_index, int pass_type);
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void Submit_Rendering_Buffers (int texture_index, int pass_type);
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void Update_Rendering_Buffers (void);
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void Free_Rendering_Buffers (void);
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void Build_Rendering_Buffers (int texture_index, int pass_type);
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void Render_Procedural_Material_Pass(MaterialPassClass * matpass);
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//
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// Ray casting
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//
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bool Cast_Vertical_Ray (RayCollisionTestClass &raytest);
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bool Cast_Non_Vertical_Ray (RayCollisionTestClass &raytest);
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bool Brute_Force_Cast_Ray (RayCollisionTestClass &raytest);
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bool Collide_Quad (const LineSegClass &line_seg, int cell_x, int cell_y, CastResultStruct &result);
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///////////////////////////////////////////////////////////////////
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// Protected data types
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///////////////////////////////////////////////////////////////////
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enum
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{
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QF_NORMAL = 0,
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QF_HIDDEN = 1,
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} QUAD_FLAGS;
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///////////////////////////////////////////////////////////////////
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// Protected member data
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///////////////////////////////////////////////////////////////////
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Vector3 * Grid;
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Vector3 * GridNormals;
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Vector3 * VertexColors;
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uint8 * QuadFlags;
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int GridPointsX;
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int GridPointsY;
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int GridPointCount;
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float Density;
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VertexMaterialClass * BaseMaterial;
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ShaderClass BaseShader;
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VertexMaterialClass * LayerMaterial;
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ShaderClass LayerShader;
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Vector3 BoundingBoxMin;
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Vector3 BoundingBoxMax;
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bool AreBuffersDirty;
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bool IsPreLit;
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DynamicVectorClass<RenegadeTerrainMaterialPassClass *> MaterialPassList;
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};
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//////////////////////////////////////////////////////////////////////
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// Collide_Quad
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//////////////////////////////////////////////////////////////////////
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WWINLINE bool
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RenegadeTerrainPatchClass::Collide_Quad
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(
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const LineSegClass & line_seg,
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int cell_x,
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int cell_y,
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CastResultStruct & result
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)
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{
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bool retval = false;
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//
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// Calculate the four indices into the grid that define the four
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// corners of the quad we're testing.
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//
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int start_index = Grid_Index (cell_x, cell_y);
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int v0_index = start_index;
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int v1_index = start_index + 1;
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int v2_index = start_index + GridPointsX + 1;
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int v3_index = start_index + GridPointsX;
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float min_pz = WWMath::Min (line_seg.Get_P0 ().Z, line_seg.Get_P1 ().Z);
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float max_pz = WWMath::Max (line_seg.Get_P0 ().Z, line_seg.Get_P1 ().Z);
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if ( Grid[v0_index].Z < min_pz &&
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Grid[v1_index].Z < min_pz &&
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Grid[v2_index].Z < min_pz &&
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Grid[v3_index].Z < min_pz)
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{
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return false;
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}
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if ( Grid[v0_index].Z > max_pz &&
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Grid[v1_index].Z > max_pz &&
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Grid[v2_index].Z > max_pz &&
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Grid[v3_index].Z > max_pz)
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{
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return false;
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}
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//
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// Compose the two triangles for the collision check
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//
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TriClass tri1;
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TriClass tri2;
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Vector3 norm1 (0, 0, 0);
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Vector3 norm2 (0, 0, 0);
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tri1.N = &norm1;
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tri2.N = &norm2;
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tri1.V[0] = &Grid[v0_index];
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tri1.V[1] = &Grid[v2_index];
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tri1.V[2] = &Grid[v3_index];
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tri2.V[0] = &Grid[v2_index];
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tri2.V[1] = &Grid[v0_index];
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tri2.V[2] = &Grid[v1_index];
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tri1.Compute_Normal ();
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tri2.Compute_Normal ();
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//
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// Test the two polygons that form this quad to see if the ray hit
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//
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retval = CollisionMath::Collide (line_seg, tri1, &result);
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retval |= CollisionMath::Collide (line_seg, tri2, &result);
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//
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// Determine which surface type was hit
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//
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if (retval && MaterialPassList.Count () > 0) {
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int best_pass = 0;
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float best_alpha = 0;
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for (int index = 0; index < MaterialPassList.Count (); index ++) {
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float alpha = MaterialPassList[index]->VertexAlpha[v0_index];
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if (alpha > best_alpha && alpha != 1.0F) {
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best_alpha = alpha;
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best_pass = index;
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}
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}
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if (MaterialPassList[best_pass]->Material != NULL) {
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result.SurfaceType = MaterialPassList[best_pass]->Material->Get_Surface_Type ();
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}
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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// Set_Vertex_Pos
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//////////////////////////////////////////////////////////////////////
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WWINLINE void
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RenegadeTerrainPatchClass::Set_Vertex_Pos (int x, int y, const Vector3 &pos)
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{
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//
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// Update the vertex position
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//
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Grid[Grid_Index (x, y)] = pos;
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//
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// Do we need to update the bounding volume of the patch?
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//
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if (pos.Z > BoundingBoxMax.Z) {
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BoundingBoxMax.Z = pos.Z;
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}
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if (pos.Z < BoundingBoxMin.Z) {
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BoundingBoxMin.Z = pos.Z;
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}
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Invalidate_Cached_Bounding_Volumes ();
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AreBuffersDirty = true;
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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// Get_Quad_Index_X
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//////////////////////////////////////////////////////////////////////
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WWINLINE int
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RenegadeTerrainPatchClass::Get_Quad_Index_X (float x_pos, bool clamp)
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{
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int quad_x = WWMath::Float_To_Int_Floor ((x_pos - BoundingBoxMin.X) / Density);
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//
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// Clamp the index to the range of existing quad cells
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//
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if (clamp) {
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quad_x = WWMath::Clamp_Int (quad_x, 0, GridPointsX - 2);
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}
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return quad_x;
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}
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//////////////////////////////////////////////////////////////////////
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// Get_Quad_Index_Y
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//////////////////////////////////////////////////////////////////////
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WWINLINE int
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RenegadeTerrainPatchClass::Get_Quad_Index_Y (float y_pos, bool clamp)
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{
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int quad_y = WWMath::Float_To_Int_Floor ((y_pos - BoundingBoxMin.Y) / Density);
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//
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// Clamp the index to the range of existing quad cells
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//
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if (clamp) {
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quad_y = WWMath::Clamp_Int (quad_y, 0, GridPointsY - 2);
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}
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return quad_y;
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}
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//////////////////////////////////////////////////////////////////////
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// Get_Grid_Line_Pos_X
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//////////////////////////////////////////////////////////////////////
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WWINLINE float
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RenegadeTerrainPatchClass::Get_Grid_Line_Pos_X (int grid_line_index)
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{
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return BoundingBoxMin.X + (grid_line_index * Density);
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}
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//////////////////////////////////////////////////////////////////////
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// Get_Grid_Line_Pos_Y
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//////////////////////////////////////////////////////////////////////
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WWINLINE float
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RenegadeTerrainPatchClass::Get_Grid_Line_Pos_Y (int grid_line_index)
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{
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return BoundingBoxMin.Y + (grid_line_index * Density);
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}
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//////////////////////////////////////////////////////////////////////
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// Get_Inverse_Transform
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//////////////////////////////////////////////////////////////////////
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WWINLINE void
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RenegadeTerrainPatchClass::Get_Inverse_Transform (Matrix3D &tm)
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{
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Get_Transform ().Get_Orthogonal_Inverse (tm);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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// Is_Valid_Quad
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//////////////////////////////////////////////////////////////////////
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WWINLINE bool
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RenegadeTerrainPatchClass::Is_Valid_Quad (int x, int y)
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{
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bool retval = false;
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//
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// Simply check to see if the coordinates are inside the patch
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//
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if ( x >= 0 && x < (GridPointsX - 1) &&
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y >= 0 && y < (GridPointsY - 1))
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{
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retval = true;
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}
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return retval;
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}
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#endif //__RENEGADETERRAINPATCH_H
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