#include "Contents/Ground/GroundGeometry.h" #include "Contents/Ground/GroundRendering.h" #include "Render/Primitives/RenderPrimitivePool.h" #include "Render/Projection/RenderProjection.h" #include "Render/Primitives/RenderQueues.h" #include "Render/Textures/Texture.h" #include "Render/Textures/TextureCache.h" #include "Resource/World/TerrainResource.h" #include "Utility/Math/ScalarConversion.h" #include // OFFSET: 0x00AC0A90 // FUNCTION: fn_17569 bool GroundGeometry::CellRectangle(const C3dAttr& terrain, int column, int row, float* vertices) const { if (column < 0 || (column >> 1) >= this->width || row < 0 || (row >> 1) >= this->height) { return false; } const int x = (column >> 1) - this->width / 2; const int z = (row >> 1) - this->height / 2; const int offsets[4][2] = {{0, 0}, {1, 0}, {0, 1}, {1, 1}}; for (unsigned corner = 0; corner < 4; ++corner) { vertices[corner * 3 + 1] = 0.0f; vertices[corner * 3] = static_cast(x + offsets[corner][0]) * this->cellSize; vertices[corner * 3 + 2] = static_cast(z + offsets[corner][1]) * this->cellSize; } return this->OverlayHeights(terrain, vertices, column, row); } namespace { // INLINED void DrawDecal( const GroundGeometry& ground, const C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv, float bias, GroundRenderContext& context ) { float vertices[4][3]{}; if (!ground.CellRectangle(terrain, column, row, vertices[0])) { return; } for (auto& vertex : vertices) { if (column & 1) { if (vertices[1][0] > vertex[0]) { vertex[0] = (vertices[1][0] - vertex[0]) * 0.5f + vertex[0]; } } else if (vertex[0] > vertices[0][0]) { vertex[0] = vertex[0] - (vertex[0] - vertices[0][0]) * 0.5f; } if (row & 1) { if (vertices[2][2] > vertex[2]) { vertex[2] = (vertices[2][2] - vertex[2]) * 0.5f + vertex[2]; } } else if (vertex[2] > vertices[0][2]) { vertex[2] = vertex[2] - (vertex[2] - vertices[0][2]) * 0.5f; } } RenderPrimitive* primitive = context.primitives.Acquire(); for (unsigned corner = 0; corner < 4; ++corner) { context.projection.Project(vertices[corner], matrix, primitive->vertices[corner]); primitive->vertices[corner].z = primitive->vertices[corner].z - bias; } const float scaleU = static_cast(texture.Width()) / static_cast(texture.TextureWidth()); const float scaleV = static_cast(texture.Height()) / static_cast(texture.TextureHeight()); for (unsigned corner = 0; corner < 4; ++corner) { primitive->vertices[corner].u = scaleU * uv[corner * 2]; primitive->vertices[corner].v = scaleV * uv[corner * 2 + 1]; primitive->vertices[corner].diffuse = color; } primitive->unknown_0018 = 5; primitive->unknown_001C = 6; primitive->texture = &texture; context.queues.Submit(primitive, 1, context.depthAlpha, context.depthStart, context.depthEnd); } } // OFFSET: 0x00AC3380 // FUNCTION: fn_17602 void GroundGeometry::DrawCellDecal( const C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv, GroundRenderContext& context ) const { DrawDecal(*this, terrain, matrix, column, row, color, texture, uv, 0.10003052f, context); } // OFFSET: 0x00AC1720 // FUNCTION: fn_17589 void GroundGeometry::DrawGridDecal( const C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv, GroundRenderContext& context ) const { DrawDecal(*this, terrain, matrix, column, row, color, texture, uv, 3.0517578e-05f, context); } // OFFSET: 0x00AC16D0 // FUNCTION: fn_17587 void GroundGeometry::DrawGrid( const C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, TextureCache& textures, GroundRenderContext& context ) const { CTexture* texture = textures.Load("grid.tga", 0, false, true, false); // STATIC: 0x01347EB0 constexpr float uv[8] = {0, 0, 1, 0, 0, 1, 1, 1}; this->DrawGridDecal(terrain, matrix, column, row, color, *texture, uv, context); } // OFFSET: 0x00AC3610 // FUNCTION: fn_17604 void GroundGeometry::DrawTerrainOverlay( const C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture* texture, GroundRenderContext& context ) const { const auto half = [](int value) { return TruncateToInt(static_cast(value) * 0.5f); }; const int cellColumn = half(column); const int cellRow = half(row); const int halfWidth = half(this->width); const int halfHeight = half(this->height); const float halfSize = this->cellSize * 0.5f; const float margin = halfSize * 0.5f; if (column < 0 || cellColumn >= this->width || row < 0 || cellRow >= this->height) { return; } const TerrainHeightCell* cell = terrain.Grid().CellAt(column, row); if (!cell) { return; } const float x = static_cast(cellColumn - halfWidth) * this->cellSize + ((column & 1) ? halfSize : 0.0f); const float z = static_cast(cellRow - halfHeight) * this->cellSize + (row % 2 == 1 ? halfSize : 0.0f); const float left = x - margin; const float right = (x + halfSize) + margin; const float top = z - margin; const float bottom = (z + halfSize) + margin; const float vertices[4][3] = { {left, cell->heights[0], top}, {right, cell->heights[1], top}, {left, cell->heights[2], bottom}, {right, cell->heights[3], bottom} }; RenderPrimitive* primitive = context.primitives.Acquire(); for (unsigned corner = 0; corner < 4; ++corner) { context.projection.Project(vertices[corner], matrix, primitive->vertices[corner]); primitive->vertices[corner].u = static_cast(corner & 1); primitive->vertices[corner].v = static_cast(corner >> 1); primitive->vertices[corner].diffuse = color; } primitive->unknown_0018 = 5; primitive->unknown_001C = 6; primitive->texture = texture; context.queues.Submit(primitive, 1, context.depthAlpha, context.depthStart, context.depthEnd); }