client/SpeedTreeLib/SpeedGrassRT.h

180 lines
5.0 KiB
C++

///////////////////////////////////////////////////////////////////////
// CSpeedGrassRT Class
//
// (c) 2003 IDV, Inc.
//
// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
//
// This software is supplied under the terms of a license agreement or
// nondisclosure agreement with Interactive Data Visualization and may
// not be copied or disclosed except in accordance with the terms of
// that agreement.
//
// Copyright (c) 2001-2003 IDV, Inc.
// All Rights Reserved.
//
// IDV, Inc.
// 1233 Washington St. Suite 610
// Columbia, SC 29201
// Voice: (803) 799-1699
// Fax: (803) 931-0320
// Web: http://www.idvinc.com
#pragma once
//#include <vector>
//#include "Constants.h"
//#include "../Common Source/IdvVertexBuffer.h"
#ifdef USE_SPEEDGRASS
// forward reference
class CIdvTerrain;
///////////////////////////////////////////////////////////////////////
// class CSpeedGrassRT declaration
class CSpeedGrassRT
{
public:
CSpeedGrassRT( );
virtual ~CSpeedGrassRT( );
///////////////////////////////////////////////////////////////////////
// struct SBlade
struct SBlade
{
SBlade( );
// geometry
float m_afPos[3];
float m_afNormal[3];
float m_fSize;
unsigned char m_ucWhichTexture;
// wind
float m_fNoise;
float m_fThrow;
// color
float m_afBottomColor[3];
float m_afTopColor[3];
};
///////////////////////////////////////////////////////////////////////
// struct SRegion
struct SRegion
{
SRegion( );
// dimensions
float m_afCenter[3];
float m_afMin[3];
float m_afMax[3];
// culling
bool m_bCulled;
float m_fCullingRadius;
// grass/brush blades
std::vector<SBlade> m_vBlades;
// CIdvVertexBuffer* m_pVertexBuffer;
CGraphicVertexBuffer m_VertexBuffer;
};
void DeleteRegions(void);
const SRegion* GetRegions(unsigned int& uiNumRegions);
bool ParseBsfFile(const char* pFilename, unsigned int nNumBlades, unsigned int uiRows, unsigned int uiCols, float fCollisionDistance = 0.0f);
bool CustomPlacement(unsigned int uiRows, unsigned int uiCols);
//////////////////////////////////////////////////////////////////////////
// Utility
static void RotateAxisFromIdentity(D3DXMATRIX * pMat, const float & c_fAngle, const D3DXVECTOR3 & c_rv3Axis);
///////////////////////////////////////////////////////////////////////
// Geometry
static const float* GetUnitBillboard(void) { return m_afUnitBillboard; }
///////////////////////////////////////////////////////////////////////
// LOD
static void GetLodParams(float& fFarDistance, float& fTransitionLength);
static void SetLodParams(float fFarDistance, float fTransitionLength);
///////////////////////////////////////////////////////////////////////
// Culling
bool AllRegionsAreCulled(void) const { return m_bAllRegionsCulled; }
void Cull(void);
///////////////////////////////////////////////////////////////////////
// Wind
static void SetWindDirection(const float* pWindDir);
static const float* GetWindDirection(void);
///////////////////////////////////////////////////////////////////////
// Camera
static const float* GetCameraPos(void);
static void SetCamera(const float* pPosition, const double* pModelviewMatrix);
static void SetPerspective(float fAspectRatio, float fFieldOfView);
///////////////////////////////////////////////////////////////////////
// Terrain hugging
virtual float Color(float fX, float fY, const float* pNormal, float* pTopColor, float* pBottomColor) const { return 0.0f; }
virtual float Height(float fX, float fY, float* pNormal) const { return 0.0f; }
protected:
void CreateRegions(const std::vector<SBlade>& vSceneBlades, float fCollisionDistance = 0.0f);
static void ComputeFrustum(void);
static void ComputeUnitBillboard(void);
void ConvertCoordsToCell(const float* pCoords, int* pGridCoords) const;
unsigned int GetRegionIndex(unsigned int uiRow, unsigned int uiCol) const { return uiRow * m_nNumRegionCols + uiCol; }
static bool OutsideFrustum(SRegion* pRegion);
// general
static float m_fLodFarDistance;
static float m_fLodTransitionLength;
static float m_afUnitBillboard[12];
static float m_afWindDir[4];
// regions
int m_nNumRegions;
int m_nNumRegionCols;
int m_nNumRegionRows;
SRegion* m_pRegions;
// camera
static float m_afCameraOut[3];
static float m_afCameraRight[3];
static float m_afCameraUp[3];
static float m_afCameraPos[3];
static float m_fFieldOfView;
static float m_fAspectRatio;
// culling
static float m_afFrustumBox[6];
static float m_afFrustumMin[2];
static float m_afFrustumMax[2];
static float m_afFrustumPlanes[5][4];
float m_afBoundingBox[6];
bool m_bAllRegionsCulled;
};
extern float VecInterpolate(float fStart, float fEnd, float fPercent);
#endif // USE_SPEEDGRASS