rodecomp/Source/Contents/Ground/GroundGeometry.h
ragnarok-clanker eb47976075 Maintenance: [forced, user-approved] Family G rows 82 (GroundLightingContext), 111 (GroundRenderContext), 109 (GroundSpatial): remove
Batch #10262 by ragnarok-clanker: forced by an admin (1 lower score(s), 22 changed function(s)); checked with 170 compiled unit(s), including every includer of Source/Contents/Ground/GroundGeometry.h, Source/Contents/Ground/GroundRendering.h, Source/Contents/Ground/GroundSpatial.h, Source/Contents/World/WorldModelView.h, Source/Contents/World/WorldSpatialInitialization.h, Source/Contents/World/WorldSpatialTree.h.
2026-11-03 13:50:06 +00:00

96 lines
4.2 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 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, const float* lightDirection, const float* diffuse, const float* ambient);
void ClearGeometry();
void Reset(int columns, int rows);
void SpatialCell(float x, float z, int& column, int& row) const;
void HeightBounds(const int* rectangle, float& minimum, float& maximum) const;
void Draw(const float* matrix, const int* rectangle, bool clip);
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
) const;
void DrawGridDecal(
const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture& texture, const float* uv
) const;
void DrawGrid(const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color) const;
void DrawTerrainOverlay(const class C3dAttr& terrain, const float* matrix, int column, int row, std::uint32_t color, CTexture* texture) const;
void DrawWaterCell(int column, int row, GroundCell& cell, const float* matrix, const float* ambient);
void DrawLit(const float* matrix, const int* rectangle, bool clip);
__declspec(noinline) void DrawLightmapped(const float* matrix, const struct GroundQuad& quad, bool clip);
__declspec(noinline) void DrawSide(const float* matrix, const struct GroundQuad& quad, bool clip);
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 Slot01(int first, int second);
void Slot02(int first, int second, int third, int fourth);
void Slot04(int first);
void Ground15Slot04(int first);
void Slot05(int first, int second, int third);
void Slot06(int first, int second, int third);
void Slot07(int first, int second, int third, int fourth) const;
void Slot08(int first, int second, int third) const;
void Slot09(int first, int second, int third, int fourth);
bool Slot10();
bool Ground15Slot10();
void Slot11();
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 Slot19();
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);
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