#ifndef RAGNAROK_SOURCE_CONTENTS_GROUND_GROUNDGEOMETRY_H #define RAGNAROK_SOURCE_CONTENTS_GROUND_GROUNDGEOMETRY_H #include "Contents/Ground/GroundSpatial.h" #include "Contents/Ground/GroundWaterState.h" #include #include class CGndRes; class TextureCache; struct GroundRenderContext; struct GroundLightmap { /* 0000 */ unsigned char color[4]; /* 0004 */ CTexture* texture; /* 0008 */ float uv[4][2]; /* 0028 */ std::uint32_t unknown_0028[4]; }; class GroundGeometry { public: GroundGeometry(); ~GroundGeometry(); GroundGeometry(const GroundGeometry&) = delete; GroundGeometry& operator=(const GroundGeometry&) = delete; void Build(CGndRes& resource, TextureCache& textures, const float* lightDirection, const float* diffuse, const float* ambient); void ClearGeometry(); void Reset(int columns, int rows); GroundSpatial Spatial() const; void Draw(const float* matrix, const int* rectangle, bool clip, GroundRenderContext& context); void CellBounds(int column, int row, float& minimum, float& maximum) const; bool OverlayHeights(const class C3dAttr& terrain, float* vertices, int column, int row) const; bool CellVertices(const class C3dAttr& terrain, float* vertices, int column, int row) const; void MarkRay(const float* ray, int column, int row, float limit); bool CellRectangle(const class C3dAttr& terrain, int column, int row, float* vertices) const; void DrawCellDecal( const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv, GroundRenderContext& context ) const; void DrawGridDecal( const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv, GroundRenderContext& context ) const; void DrawGrid( const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, TextureCache& textures, GroundRenderContext& context ) const; void DrawTerrainOverlay( const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture* texture, GroundRenderContext& context ) const; void DrawWaterCell(int column, int row, GroundCell& cell, const float* matrix, const float* ambient, bool overrideColor, GroundRenderContext& context); void DrawLit(const float* matrix, const int* rectangle, bool clip, struct GroundLightingContext& context); void WorldColor(float x, float unusedY, float z, std::uint32_t* output) const; void Lighting(int column, int row, float& red, float& green, float& blue) const; int Slot12(int first, int second, int third, int fourth, int fifth) const; void Slot14(int first, int second, int third, int fourth); void Slot16(int first, int second, int third, int fourth, int fifth, int sixth); void LightmapSample(int column, int row, unsigned char& alpha, unsigned char& red, unsigned char& green, unsigned char& blue) const; bool TerrainCellCorners(const class C3dAttr& terrain, int column, int row, float* vertices) const; void InitializeLighting(const class C3dAttr& terrain); int width; int height; float cellSize; int loaded; std::vector lightmaps; std::vector lightmapTextures; std::vector tiles; std::vector> lighting; std::vector cells; std::uint32_t unknown_0058; std::uint32_t unknown_005C; GroundWaterState water; private: void BuildLightmaps(CGndRes& resource, TextureCache& textures); void ClearLightmaps(); }; #if defined(_WIN32) && !defined(_WIN64) static_assert(sizeof(GroundLightmap) == 56); static_assert(offsetof(GroundLightmap, texture) == 0x04); static_assert(offsetof(GroundLightmap, uv) == 0x08); static_assert(offsetof(GroundLightmap, unknown_0028) == 0x28); #endif #endif