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
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
80 lines
3.3 KiB
C++
80 lines
3.3 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 <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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unsigned char color[4];
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CTexture* texture;
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float uv[4][2];
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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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#endif
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#endif
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