rodecomp/Source/Contents/Ground/GroundGeometry.h
ragnarok-clanker 02df811b36 Maintenance: Add mandatory field offset markers /* XXXX */ and assertions to Contents headers (part 1: Actors, Effects, Ground, Hotke
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.
2026-10-27 13:57:41 +00:00

84 lines
3.5 KiB
C++

#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 <cstddef>
#include <array>
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;
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<GroundLightmap> lightmaps;
std::vector<CTexture*> lightmapTextures;
std::vector<GroundQuad> tiles;
std::vector<std::array<float, 3>> lighting;
std::vector<GroundCell> 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