[Gameplay] Reduce loom cost
[0ad.git] / source / graphics / Decal.h
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1 /* Copyright (C) 2023 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_DECAL
19 #define INCLUDED_DECAL
21 #include "graphics/Material.h"
22 #include "graphics/ModelAbstract.h"
24 class CTerrain;
26 /**
27 * Terrain decal definition.
28 * Decals are rectangular textures that are projected vertically downwards
29 * onto the terrain.
31 struct SDecal
33 SDecal(const CMaterial& material, float sizeX, float sizeZ, float angle,
34 float offsetX, float offsetZ, bool floating)
35 : m_Material(material), m_SizeX(sizeX), m_SizeZ(sizeZ), m_Angle(angle),
36 m_OffsetX(offsetX), m_OffsetZ(offsetZ), m_Floating(floating)
40 CMaterial m_Material;
41 float m_SizeX;
42 float m_SizeZ;
43 float m_Angle;
44 float m_OffsetX;
45 float m_OffsetZ;
46 bool m_Floating;
49 class CModelDecal : public CModelAbstract
51 public:
52 CModelDecal(CTerrain* terrain, const SDecal& decal)
53 : m_Terrain(terrain), m_Decal(decal)
55 ENSURE(terrain != NULL);
58 /// Dynamic cast
59 virtual CModelDecal* ToCModelDecal()
61 return this;
64 virtual std::unique_ptr<CModelAbstract> Clone() const;
66 virtual void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1);
68 virtual void CalcBounds();
69 virtual void ValidatePosition();
70 virtual void InvalidatePosition();
71 virtual void SetTransform(const CMatrix3D& transform);
73 // remove shadow receiving
74 void RemoveShadows();
76 /**
77 * Compute the terrain vertex indexes that bound the decal's
78 * projection onto the terrain.
79 * The returned indexes are clamped to the terrain size.
81 void CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1);
83 CTerrain* m_Terrain;
84 SDecal m_Decal;
87 #endif // INCLUDED_DECAL