1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93
|
/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_DECAL
#define INCLUDED_DECAL
#include "graphics/Material.h"
#include "graphics/ModelAbstract.h"
#include "graphics/Texture.h"
class CTerrain;
/**
* Terrain decal definition.
* Decals are rectangular textures that are projected vertically downwards
* onto the terrain.
*/
struct SDecal
{
SDecal(const CMaterial& material, float sizeX, float sizeZ, float angle,
float offsetX, float offsetZ, bool floating)
: m_Material(material), m_SizeX(sizeX), m_SizeZ(sizeZ), m_Angle(angle),
m_OffsetX(offsetX), m_OffsetZ(offsetZ), m_Floating(floating)
{
}
CMaterial m_Material;
float m_SizeX;
float m_SizeZ;
float m_Angle;
float m_OffsetX;
float m_OffsetZ;
bool m_Floating;
};
class CModelDecal : public CModelAbstract
{
public:
CModelDecal(CTerrain* terrain, const SDecal& decal)
: m_Terrain(terrain), m_Decal(decal)
{
ENSURE(terrain != NULL);
}
/// Dynamic cast
virtual CModelDecal* ToCModelDecal()
{
return this;
}
virtual CModelAbstract* Clone() const;
virtual void SetDirtyRec(int dirtyflags)
{
SetDirty(dirtyflags);
}
virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1);
virtual void CalcBounds();
virtual void ValidatePosition();
virtual void InvalidatePosition();
virtual void SetTransform(const CMatrix3D& transform);
// remove shadow receiving
void RemoveShadows();
/**
* Compute the terrain vertex indexes that bound the decal's
* projection onto the terrain.
* The returned indexes are clamped to the terrain size.
*/
void CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1);
CTerrain* m_Terrain;
SDecal m_Decal;
};
#endif // INCLUDED_DECAL
|