Batch #1066 by ragnarok-clanker: no function's compiled code changes; checked with 70 compiled unit(s), including every includer of Source/Contents/Actors/RenderObject.h, Source/Contents/CashEmotionMgr.h, Source/Contents/Effects/AttachedEffect.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectParticle.h, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Emblems/GuildEmblemReqBundle.h, Source/Contents/Ground/GroundGeometry.h, Source/Contents/Ground/GroundSpatial.h, Source/Contents/Ground/GroundWaterState.h, Source/Contents/Ground/TerrainHeight.h, Source/Contents/Hotkeys/EmotionHotkeys.h, Source/Contents/Hotkeys/HotkeyInfo.h, Source/Contents/Hotkeys/UserHotkeyMgr.h, Source/Contents/InstantVar.h.
84 lines
3.5 KiB
C++
84 lines
3.5 KiB
C++
#ifndef RAGNAROK_SOURCE_CONTENTS_GROUND_GROUNDGEOMETRY_H
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#define RAGNAROK_SOURCE_CONTENTS_GROUND_GROUNDGEOMETRY_H
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#include "Contents/Ground/GroundSpatial.h"
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#include "Contents/Ground/GroundWaterState.h"
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#include <cstddef>
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#include <array>
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class CGndRes;
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class TextureCache;
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struct GroundRenderContext;
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struct GroundLightmap {
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/* 0000 */ unsigned char color[4];
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/* 0004 */ CTexture* texture;
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/* 0008 */ float uv[4][2];
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/* 0028 */ std::uint32_t unknown_0028[4];
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};
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class GroundGeometry {
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public:
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GroundGeometry();
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~GroundGeometry();
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GroundGeometry(const GroundGeometry&) = delete;
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GroundGeometry& operator=(const GroundGeometry&) = delete;
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void Build(CGndRes& resource, TextureCache& textures, const float* lightDirection, const float* diffuse, const float* ambient);
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void ClearGeometry();
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void Reset(int columns, int rows);
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GroundSpatial Spatial() const;
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void Draw(const float* matrix, const int* rectangle, bool clip, GroundRenderContext& context);
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void CellBounds(int column, int row, float& minimum, float& maximum) const;
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bool OverlayHeights(const class C3dAttr& terrain, float* vertices, int column, int row) const;
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bool CellVertices(const class C3dAttr& terrain, float* vertices, int column, int row) const;
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void MarkRay(const float* ray, int column, int row, float limit);
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bool CellRectangle(const class C3dAttr& terrain, int column, int row, float* vertices) const;
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void DrawCellDecal(
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const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv,
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GroundRenderContext& context
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) const;
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void DrawGridDecal(
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const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv,
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GroundRenderContext& context
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) const;
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void DrawGrid(
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const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, TextureCache& textures, GroundRenderContext& context
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) const;
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void DrawTerrainOverlay(
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const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture* texture, GroundRenderContext& context
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) const;
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void DrawWaterCell(int column, int row, GroundCell& cell, const float* matrix, const float* ambient, bool overrideColor, GroundRenderContext& context);
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void DrawLit(const float* matrix, const int* rectangle, bool clip, struct GroundLightingContext& context);
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void WorldColor(float x, float unusedY, float z, std::uint32_t* output) const;
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void Lighting(int column, int row, float& red, float& green, float& blue) const;
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void LightmapSample(int column, int row, unsigned char& alpha, unsigned char& red, unsigned char& green, unsigned char& blue) const;
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bool TerrainCellCorners(const class C3dAttr& terrain, int column, int row, float* vertices) const;
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void InitializeLighting(const class C3dAttr& terrain);
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int width;
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int height;
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float cellSize;
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int loaded;
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std::vector<GroundLightmap> lightmaps;
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std::vector<CTexture*> lightmapTextures;
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std::vector<GroundQuad> tiles;
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std::vector<std::array<float, 3>> lighting;
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std::vector<GroundCell> cells;
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std::uint32_t unknown_0058;
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std::uint32_t unknown_005C;
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GroundWaterState water;
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private:
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void BuildLightmaps(CGndRes& resource, TextureCache& textures);
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void ClearLightmaps();
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};
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#if defined(_WIN32) && !defined(_WIN64)
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static_assert(sizeof(GroundLightmap) == 56);
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static_assert(offsetof(GroundLightmap, texture) == 0x04);
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static_assert(offsetof(GroundLightmap, uv) == 0x08);
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static_assert(offsetof(GroundLightmap, unknown_0028) == 0x28);
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#endif
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#endif
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