/* ** 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 . */ /*********************************************************************************************** *** 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 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