1 | /* Copyright (C) 2021 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | #include "precompiled.h"
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19 |
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20 | #include "Decal.h"
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21 |
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22 | #include "graphics/Terrain.h"
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23 | #include "maths/MathUtil.h"
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24 |
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25 | CModelAbstract* CModelDecal::Clone() const
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26 | {
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27 | CModelDecal* clone = new CModelDecal(m_Terrain, m_Decal);
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28 | return clone;
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29 | }
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30 |
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31 | void CModelDecal::CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1)
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32 | {
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33 | CVector3D corner0(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
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34 | CVector3D corner1(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
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35 | CVector3D corner2(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
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36 | CVector3D corner3(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
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37 |
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38 | corner0 = GetTransform().Transform(corner0);
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39 | corner1 = GetTransform().Transform(corner1);
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40 | corner2 = GetTransform().Transform(corner2);
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41 | corner3 = GetTransform().Transform(corner3);
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42 |
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43 | i0 = floor(std::min(std::min(corner0.X, corner1.X), std::min(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
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44 | j0 = floor(std::min(std::min(corner0.Z, corner1.Z), std::min(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
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45 | i1 = ceil(std::max(std::max(corner0.X, corner1.X), std::max(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
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46 | j1 = ceil(std::max(std::max(corner0.Z, corner1.Z), std::max(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
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47 |
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48 | i0 = Clamp<ssize_t>(i0, 0, m_Terrain->GetVerticesPerSide() - 1);
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49 | j0 = Clamp<ssize_t>(j0, 0, m_Terrain->GetVerticesPerSide() - 1);
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50 | i1 = Clamp<ssize_t>(i1, 0, m_Terrain->GetVerticesPerSide() - 1);
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51 | j1 = Clamp<ssize_t>(j1, 0, m_Terrain->GetVerticesPerSide() - 1);
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52 | }
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53 |
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54 | void CModelDecal::CalcBounds()
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55 | {
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56 | ssize_t i0, j0, i1, j1;
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57 | CalcVertexExtents(i0, j0, i1, j1);
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58 | m_WorldBounds = m_Terrain->GetVertexesBound(i0, j0, i1, j1);
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59 | }
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60 |
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61 | void CModelDecal::SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
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62 | {
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63 | // Check if there's no intersection between the dirty range and this decal
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64 | ssize_t bi0, bj0, bi1, bj1;
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65 | CalcVertexExtents(bi0, bj0, bi1, bj1);
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66 | if (bi1 < i0 || bi0 > i1 || bj1 < j0 || bj0 > j1)
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67 | return;
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68 |
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69 | SetDirty(RENDERDATA_UPDATE_VERTICES);
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70 | }
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71 |
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72 | void CModelDecal::InvalidatePosition()
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73 | {
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74 | m_PositionValid = false;
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75 | }
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76 |
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77 | void CModelDecal::ValidatePosition()
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78 | {
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79 | if (m_PositionValid)
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80 | {
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81 | ENSURE(!m_Parent || m_Parent->m_PositionValid);
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82 | return;
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83 | }
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84 |
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85 | if (m_Parent && !m_Parent->m_PositionValid)
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86 | {
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87 | // Make sure we don't base our calculations on
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88 | // a parent animation state that is out of date.
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89 | m_Parent->ValidatePosition();
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90 |
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91 | // Parent will recursively call our validation.
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92 | ENSURE(m_PositionValid);
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93 | return;
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94 | }
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95 |
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96 | m_PositionValid = true;
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97 | }
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98 |
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99 | void CModelDecal::SetTransform(const CMatrix3D& transform)
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100 | {
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101 | // Since decals are assumed to be horizontal and projected downwards
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102 | // onto the terrain, use just the Y-axis rotation and the translation
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103 | CMatrix3D newTransform;
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104 | newTransform.SetYRotation(transform.GetYRotation() + m_Decal.m_Angle);
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105 | newTransform.Translate(transform.GetTranslation());
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106 |
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107 | CRenderableObject::SetTransform(newTransform);
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108 | InvalidatePosition();
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109 | }
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110 |
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111 | void CModelDecal::RemoveShadows()
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112 | {
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113 | m_Decal.m_Material.AddShaderDefine(str_DISABLE_RECEIVE_SHADOWS, str_1);
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114 | m_Decal.m_Material.RecomputeCombinedShaderDefines();
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115 | }
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