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//-----------------------------------------------------------------------------
// Name: terrainobject.h
// Developer: Wolfire Games LLC
// Author: David Rosen
// Description: The terrain object is an entity representing some terrain
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Graphics/terrain.h>
#include <Graphics/glstate.h>
#include <Graphics/textureref.h>
#include <Objects/object.h>
#include <Internal/levelxml.h>
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
struct MaterialEvent;
struct MaterialDecal;
class BulletObject;
class TerrainObject: public Object {
public:
const TerrainInfo& terrain_info() const;
EntityType GetType() const override { return _terrain_type; }
TerrainObject(const TerrainInfo &terrain_info);
~TerrainObject() override;
void HandleMaterialEvent( const std::string &the_event, const vec3 &event_pos, int* tri ) override;
void PreDrawCamera(float curr_game_time) override;
void PreDrawFrame(float curr_game_time) override;
void Draw() override;
void DrawDepthMap(const mat4& proj_view_matrix, const vec4* cull_planes, int num_cull_planes, Object::DrawType draw_type) override;
int lineCheck(const vec3 &start, const vec3 &end, vec3 *point, vec3 *normal=0) override;
bool Initialize() override;
void GetShaderNames(std::map<std::string, int>& preload_shaders) override;
const MaterialEvent& GetMaterialEvent( const std::string &the_event, const vec3 &event_pos, int* tri ) override;
const MaterialEvent& GetMaterialEvent( const std::string &the_event, const vec3 &event_pos, const std::string &mod, int* tri ) override;
const MaterialDecal& GetMaterialDecal( const std::string &type, const vec3 &pos, int* tri ) override;
const MaterialParticle& GetMaterialParticle( const std::string &type, const vec3 &pos, int* tri ) override;
void GetDisplayName(char* buf, int buf_size) override;
MaterialRef GetMaterial( const vec3 &pos, int* tri = NULL ) override;
vec3 GetColorAtPoint( const vec3 &pos, int* tri ) override;
void PreparePhysicsMesh();
const Model* GetModel() const;
void DrawTerrain();
bool preview_mode;
void ReceiveObjectMessageVAList( OBJECT_MSG::Type type, va_list args ) override;
BulletObject* bullet_object_;
Terrain terrain_;
void SetTerrainColorTexture(const char* path);
void SetTerrainWeightTexture(const char* path);
void SetTerrainDetailTextures(const std::vector<DetailMapInfo>& detail_map_info);
private:
GLState gl_state_;
GLState edge_gl_state_;
int bullet_entry_;
bool added_to_physics_scene_;
std::string shader_extra;
TerrainInfo terrain_info_;
};
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