rodecomp/Source/Contents/Ground/GroundGeometry.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

Previous head: 35d2a8cb36
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2026-10-25 07:42:41 +00:00

80 lines
3.3 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 <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];
};
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