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CnC_Renegade/Code/ww3d2/segline.h

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C++

/*
** 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 : G *
* *
* $Archive:: /Commando/Code/ww3d2/segline.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/13/01 4:09p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef SEGLINE_H
#define SEGLINE_H
#include "rendobj.h"
#include "shader.h"
#include "simplevec.h"
#include "seglinerenderer.h"
class TextureClass;
/*
** SegmentedLineClass -- a render object for rendering thick segmented lines.
*/
class SegmentedLineClass : public RenderObjClass
{
public:
SegmentedLineClass(void);
SegmentedLineClass(const SegmentedLineClass & src);
SegmentedLineClass & SegmentedLineClass::operator = (const SegmentedLineClass &that);
virtual ~SegmentedLineClass(void);
void Reset_Line(void);
/*
** SegmentedLineClass interface:
*/
// These are segment points, and include the start and end point of the
// entire line. Therefore there must be at least two.
void Set_Points(unsigned int num_points, Vector3 *locs);
int Get_Num_Points(void);
// Set object-space location for a given point.
// NOTE: If given position beyond end of point list, do nothing.
void Set_Point_Location(unsigned int point_idx, const Vector3 &location);
// Get object-space location for a given point.
void Get_Point_Location(unsigned int point_idx, Vector3 &loc);
// Modify the line by adding and removing points
void Add_Point(const Vector3 & location);
void Delete_Point(unsigned int point_idx);
// Get/set global properties (which affect all line segments)
TextureClass * Get_Texture(void);
ShaderClass Get_Shader(void);
float Get_Width(void);
void Get_Color(Vector3 &color);
float Get_Opacity(void);
float Get_Noise_Amplitude(void);
float Get_Merge_Abort_Factor(void);
unsigned int Get_Subdivision_Levels(void);
SegLineRendererClass::TextureMapMode Get_Texture_Mapping_Mode(void);
float Get_Texture_Tile_Factor(void);
Vector2 Get_UV_Offset_Rate(void);
int Is_Merge_Intersections(void);
int Is_Freeze_Random(void);
int Is_Sorting_Disabled(void);
int Are_End_Caps_Enabled(void);
void Set_Texture(TextureClass *texture);
void Set_Shader(ShaderClass shader);
void Set_Width(float width);
void Set_Color(const Vector3 &color);
void Set_Opacity(float opacity);
void Set_Noise_Amplitude(float amplitude);
void Set_Merge_Abort_Factor(float factor);
void Set_Subdivision_Levels(unsigned int levels);
void Set_Texture_Mapping_Mode(SegLineRendererClass::TextureMapMode mode);
// WARNING! Do NOT set the tile factor to be too high (should be less than 8) or negative
//performance impact will result!
void Set_Texture_Tile_Factor(float factor);
void Set_UV_Offset_Rate(const Vector2 &rate);
void Set_Merge_Intersections(int onoff);
void Set_Freeze_Random(int onoff);
void Set_Disable_Sorting(int onoff);
void Set_End_Caps(int onoff);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Cloning and Identification
/////////////////////////////////////////////////////////////////////////////
virtual RenderObjClass * Clone(void) const;
virtual int Class_ID(void) const { return CLASSID_SEGLINE; }
virtual int Get_Num_Polys(void) const;
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Rendering
/////////////////////////////////////////////////////////////////////////////
virtual void Render(RenderInfoClass & rinfo);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Bounding Volumes
/////////////////////////////////////////////////////////////////////////////
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Predictive LOD
/////////////////////////////////////////////////////////////////////////////
virtual void Prepare_LOD(CameraClass &camera);
virtual void Increment_LOD(void);
virtual void Decrement_LOD(void);
virtual float Get_Cost(void) const;
virtual float Get_Value(void) const;
virtual float Get_Post_Increment_Value(void) const;
virtual void Set_LOD_Level(int lod);
virtual int Get_LOD_Level(void) const;
virtual int Get_LOD_Count(void) const;
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Attributes, Options, Properties, etc
/////////////////////////////////////////////////////////////////////////////
// virtual void Set_Texture_Reduction_Factor(float trf);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Collision Detection
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
virtual bool Cast_Ray(RayCollisionTestClass & raytest);
protected:
void Render_Seg_Line(RenderInfoClass & rinfo);
private:
// Subdivision properties
unsigned int MaxSubdivisionLevels;
// Normalized screen area - used for LOD purposes
float NormalizedScreenArea;
// Per-point location array
SimpleDynVecClass<Vector3> PointLocations;
// LineRenderer, contains most of the line settings.
SegLineRendererClass LineRenderer;
};
#endif SEGLINE_H