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forked from 0ad/0ad
0ad/source/graphics/Decal.h
Ykkrosh d24c93237c # Initial version of terrain decal textures.
Rejig CModel to support non-mesh-based props.
Avoid redundant recomputation for non-moving CRenderableObjects.

This was SVN commit r9055.
2011-03-13 19:22:05 +00:00

89 lines
2.2 KiB
C++

/* Copyright (C) 2011 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/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 CTexturePtr& texture, float sizeX, float sizeZ, float angle,
float offsetX, float offsetZ, bool floating)
: m_Texture(texture), m_SizeX(sizeX), m_SizeZ(sizeZ), m_Angle(angle),
m_OffsetX(offsetX), m_OffsetZ(offsetZ), m_Floating(floating)
{
}
CTexturePtr m_Texture;
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)
{
}
/// 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);
/**
* 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