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CnC_Renegade/Code/wwphys/renegadeterrainpatch.h

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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