rodecomp/Source/Contents/GroundGeometry.h
2026-10-24 00:35:19 +00:00

127 lines
3.6 KiB
C++

#ifndef RAGNAROK_SOURCE_CONTENTS_GROUNDGEOMETRY_H
#define RAGNAROK_SOURCE_CONTENTS_GROUNDGEOMETRY_H
#include "Contents/GroundSpatial.h"
#include "Contents/GroundWaterState.h"
#include <array>
class CGndRes;
class TextureCache;
struct GroundRenderContext;
struct GroundLightmap {
unsigned char color[4];
CTexture* texture;
float uv[4][2];
std::uint32_t unknown_0028[4];
};
// Recovered C3dGround15 geometry ownership. Device dispatch remains outside
// this owner; all tile/lightmap construction and lighting are concrete.
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);
#endif
#endif