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