Serious-Engine/Sources/Engine/Terrain/TerrainTile.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_TERRAIN_TILE_H
#define SE_INCL_TERRAIN_TILE_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Graphics/Vertex.h>
#include <Engine/Terrain/ArrayHolder.h>
#define NB_TOP 0
#define NB_LEFT 1
#define NB_BOTTOM 2
#define NB_RIGHT 3
#define TT_REGENERATE (1UL<<0) // tile needs to be regenerated
#define TT_NO_TOPMAP_REGEN (1UL<<1) // when regenerating tile do not regenerate top map
#define TT_NO_GEOMETRY_REGEN (1UL<<2) // when regenerating tile do not regenerate geometry
#define TT_QUADTREENODE_REGEN (1UL<<3) // when regenerating tile also regenerate it quad tree node box
#define TT_NO_LODING (1UL<<4) // when regenerating tile do not use lod
#define TT_FORCE_TOPMAP_REGEN (1UL<<5) // force top map regen
#define TT_IN_LOWEST_LOD (1UL<<6) // tile in lowest lod and has no additional vertices inserted
class ENGINE_API CTerrainTile
{
public:
CTerrainTile();
~CTerrainTile();
// Render tile
void Render(void);
// Regenerate tile
void ReGenerate(void);
// Regenerate tile layer
void ReGenerateTileLayer(INDEX iTileLayer);
// Release tile
void Clear(void);
// Terrain tile flags handling
inline ULONG &GetFlags() { return tt_ulTileFlags; }
inline void SetFlags(ULONG ulFlags) { tt_ulTileFlags = ulFlags; }
inline void AddFlag(ULONG ulFlag) { tt_ulTileFlags |= ulFlag; }
inline void RemoveFlag(ULONG ulFlag) { tt_ulTileFlags &= ~ulFlag; }
CStaticStackArray<GFXVertex4> &GetVertices();
CStaticStackArray<GFXTexCoord> &GetTexCoords();
CStaticStackArray<GFXTexCoord> &GetShadowMapTC();
CStaticStackArray<GFXTexCoord> &GetDetailTC();
CStaticStackArray<INDEX> &GetIndices();
CStaticStackArray<TileLayer> &GetTileLayers();
CTextureData *GetTopMap();
INDEX ChangeTileArrays(INDEX iRequestedArrayLod);
void ReleaseTileArrays();
void EmptyTileArrays();
// Calculate lod of tile
INDEX CalculateLOD(void);
// Update quad tree node
void UpdateQuadTreeNode();
// Count used memory
SLONG GetUsedMemory(void);
//temp:
void AddTriangle(INDEX iind1,INDEX iind2,INDEX iind3);
void AddVertex(INDEX ic, INDEX ir);
void LerpVertexPos(GFXVertex4 &vtx, INDEX iVxTarget, INDEX iVxFirst,INDEX iVxLast);
void PrepareSmothVertices();
private:
// Regenerate left border
void ReGenerateLeftBorder();
// Regenerate top border
void ReGenerateTopBorder();
// Regenerate right border
void ReGenerateRightBorder();
// Regenerate bottom border
void ReGenerateBottomBorder();
public:
INDEX tt_ctVtxX; // Number of vertices in row
INDEX tt_ctVtxY; // Number of vertices in col
INDEX tt_ctLodVtxX; // Number of vertices in row for current lod
INDEX tt_ctLodVtxY; // Number of vertices in col for current lod
INDEX tt_iIndex; // Index of this tile
INDEX tt_iLod; // Current lod of tile
INDEX tt_iRequestedLod; // Requested lod for tile
INDEX tt_iArrayIndex; // Index of array holder this tile uses
INDEX tt_aiNeighbours[4]; // Array of tile neighbours
INDEX tt_iFirstBorderVertex[4];// Index of first border vertex inserted
INDEX tt_ctBorderVertices[4]; // Number of vertices inserted for each border
FLOAT tt_fLodLerpFactor; // Lod lerp factor
ULONG tt_ulTileFlags;
BOOL tt_bUseOnlyGlobalTopMap; // Allways use global top map
INDEX tt_iOffsetX; // Offset of this tile in world
INDEX tt_iOffsetZ; // Offset of this tile in world
private:
};
#endif