0ad/source/graphics/Decal.cpp

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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Decal.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/CStrInternStatic.h"
CModelAbstract* CModelDecal::Clone() const
{
CModelDecal* clone = new CModelDecal(m_Terrain, m_Decal);
return clone;
}
void CModelDecal::CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1)
{
CVector3D corner0(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
CVector3D corner1(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
CVector3D corner2(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
CVector3D corner3(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
corner0 = GetTransform().Transform(corner0);
corner1 = GetTransform().Transform(corner1);
corner2 = GetTransform().Transform(corner2);
corner3 = GetTransform().Transform(corner3);
i0 = floor(std::min(std::min(corner0.X, corner1.X), std::min(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
j0 = floor(std::min(std::min(corner0.Z, corner1.Z), std::min(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
i1 = ceil(std::max(std::max(corner0.X, corner1.X), std::max(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
j1 = ceil(std::max(std::max(corner0.Z, corner1.Z), std::max(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
i0 = Clamp<ssize_t>(i0, 0, m_Terrain->GetVerticesPerSide() - 1);
j0 = Clamp<ssize_t>(j0, 0, m_Terrain->GetVerticesPerSide() - 1);
i1 = Clamp<ssize_t>(i1, 0, m_Terrain->GetVerticesPerSide() - 1);
j1 = Clamp<ssize_t>(j1, 0, m_Terrain->GetVerticesPerSide() - 1);
}
void CModelDecal::CalcBounds()
{
ssize_t i0, j0, i1, j1;
CalcVertexExtents(i0, j0, i1, j1);
m_WorldBounds = m_Terrain->GetVertexesBound(i0, j0, i1, j1);
}
void CModelDecal::SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
{
// Check if there's no intersection between the dirty range and this decal
ssize_t bi0, bj0, bi1, bj1;
CalcVertexExtents(bi0, bj0, bi1, bj1);
if (bi1 < i0 || bi0 > i1 || bj1 < j0 || bj0 > j1)
return;
SetDirty(RENDERDATA_UPDATE_VERTICES);
}
void CModelDecal::InvalidatePosition()
{
m_PositionValid = false;
}
void CModelDecal::ValidatePosition()
{
if (m_PositionValid)
{
ENSURE(!m_Parent || m_Parent->m_PositionValid);
return;
}
if (m_Parent && !m_Parent->m_PositionValid)
{
// Make sure we don't base our calculations on
// a parent animation state that is out of date.
m_Parent->ValidatePosition();
// Parent will recursively call our validation.
ENSURE(m_PositionValid);
return;
}
m_PositionValid = true;
}
void CModelDecal::SetTransform(const CMatrix3D& transform)
{
// Since decals are assumed to be horizontal and projected downwards
// onto the terrain, use just the Y-axis rotation and the translation
CMatrix3D newTransform;
newTransform.SetYRotation(transform.GetYRotation() + m_Decal.m_Angle);
newTransform.Translate(transform.GetTranslation());
CRenderableObject::SetTransform(newTransform);
InvalidatePosition();
}
void CModelDecal::RemoveShadows()
{
m_Decal.m_Material.AddShaderDefine(str_DISABLE_RECEIVE_SHADOWS, str_1);
}