/* Copyright (C) 2023 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 . */ #include "precompiled.h" #include "Decal.h" #include "graphics/Terrain.h" #include "maths/MathUtil.h" #include "ps/CStrInternStatic.h" std::unique_ptr CModelDecal::Clone() const { return std::make_unique(m_Terrain, m_Decal); } void CModelDecal::CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1) { CVector3D corner0(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2); CVector3D corner1(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2); CVector3D corner2(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2); CVector3D corner3(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2); corner0 = GetTransform().Transform(corner0); corner1 = GetTransform().Transform(corner1); corner2 = GetTransform().Transform(corner2); corner3 = GetTransform().Transform(corner3); i0 = floor(std::min(std::min(corner0.X, corner1.X), std::min(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE); j0 = floor(std::min(std::min(corner0.Z, corner1.Z), std::min(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE); i1 = ceil(std::max(std::max(corner0.X, corner1.X), std::max(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE); j1 = ceil(std::max(std::max(corner0.Z, corner1.Z), std::max(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE); i0 = Clamp(i0, 0, m_Terrain->GetVerticesPerSide() - 1); j0 = Clamp(j0, 0, m_Terrain->GetVerticesPerSide() - 1); i1 = Clamp(i1, 0, m_Terrain->GetVerticesPerSide() - 1); j1 = Clamp(j1, 0, m_Terrain->GetVerticesPerSide() - 1); } void CModelDecal::CalcBounds() { ssize_t i0, j0, i1, j1; CalcVertexExtents(i0, j0, i1, j1); m_WorldBounds = m_Terrain->GetVertexesBound(i0, j0, i1, j1); } void CModelDecal::SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) { // Check if there's no intersection between the dirty range and this decal ssize_t bi0, bj0, bi1, bj1; CalcVertexExtents(bi0, bj0, bi1, bj1); if (bi1 < i0 || bi0 > i1 || bj1 < j0 || bj0 > j1) return; SetDirty(RENDERDATA_UPDATE_VERTICES); } void CModelDecal::InvalidatePosition() { m_PositionValid = false; } void CModelDecal::ValidatePosition() { if (m_PositionValid) { ENSURE(!m_Parent || m_Parent->m_PositionValid); return; } if (m_Parent && !m_Parent->m_PositionValid) { // Make sure we don't base our calculations on // a parent animation state that is out of date. m_Parent->ValidatePosition(); // Parent will recursively call our validation. ENSURE(m_PositionValid); return; } m_PositionValid = true; } void CModelDecal::SetTransform(const CMatrix3D& transform) { // Since decals are assumed to be horizontal and projected downwards // onto the terrain, use just the Y-axis rotation and the translation CMatrix3D newTransform; newTransform.SetYRotation(transform.GetYRotation() + m_Decal.m_Angle); newTransform.Translate(transform.GetTranslation()); CRenderableObject::SetTransform(newTransform); InvalidatePosition(); } void CModelDecal::RemoveShadows() { m_Decal.m_Material.AddShaderDefine(str_DISABLE_RECEIVE_SHADOWS, str_1); }