LCOV - code coverage report
Current view: top level - source/graphics - Decal.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 52 1.9 %
Date: 2023-01-19 00:18:29 Functions: 2 10 20.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       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.
       8             :  *
       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.
      13             :  *
      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/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "Decal.h"
      21             : 
      22             : #include "graphics/Terrain.h"
      23             : #include "maths/MathUtil.h"
      24             : #include "ps/CStrInternStatic.h"
      25             : 
      26           0 : CModelAbstract* CModelDecal::Clone() const
      27             : {
      28           0 :     CModelDecal* clone = new CModelDecal(m_Terrain, m_Decal);
      29           0 :     return clone;
      30             : }
      31             : 
      32           0 : void CModelDecal::CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1)
      33             : {
      34           0 :     CVector3D corner0(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
      35           0 :     CVector3D corner1(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
      36           0 :     CVector3D corner2(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
      37           0 :     CVector3D corner3(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
      38             : 
      39           0 :     corner0 = GetTransform().Transform(corner0);
      40           0 :     corner1 = GetTransform().Transform(corner1);
      41           0 :     corner2 = GetTransform().Transform(corner2);
      42           0 :     corner3 = GetTransform().Transform(corner3);
      43             : 
      44           0 :     i0 = floor(std::min(std::min(corner0.X, corner1.X), std::min(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
      45           0 :     j0 = floor(std::min(std::min(corner0.Z, corner1.Z), std::min(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
      46           0 :     i1 = ceil(std::max(std::max(corner0.X, corner1.X), std::max(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
      47           0 :     j1 = ceil(std::max(std::max(corner0.Z, corner1.Z), std::max(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
      48             : 
      49           0 :     i0 = Clamp<ssize_t>(i0, 0, m_Terrain->GetVerticesPerSide() - 1);
      50           0 :     j0 = Clamp<ssize_t>(j0, 0, m_Terrain->GetVerticesPerSide() - 1);
      51           0 :     i1 = Clamp<ssize_t>(i1, 0, m_Terrain->GetVerticesPerSide() - 1);
      52           0 :     j1 = Clamp<ssize_t>(j1, 0, m_Terrain->GetVerticesPerSide() - 1);
      53           0 : }
      54             : 
      55           0 : void CModelDecal::CalcBounds()
      56             : {
      57             :     ssize_t i0, j0, i1, j1;
      58           0 :     CalcVertexExtents(i0, j0, i1, j1);
      59           0 :     m_WorldBounds = m_Terrain->GetVertexesBound(i0, j0, i1, j1);
      60           0 : }
      61             : 
      62           0 : void CModelDecal::SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
      63             : {
      64             :     // Check if there's no intersection between the dirty range and this decal
      65             :     ssize_t bi0, bj0, bi1, bj1;
      66           0 :     CalcVertexExtents(bi0, bj0, bi1, bj1);
      67           0 :     if (bi1 < i0 || bi0 > i1 || bj1 < j0 || bj0 > j1)
      68           0 :         return;
      69             : 
      70           0 :     SetDirty(RENDERDATA_UPDATE_VERTICES);
      71             : }
      72             : 
      73           0 : void CModelDecal::InvalidatePosition()
      74             : {
      75           0 :     m_PositionValid = false;
      76           0 : }
      77             : 
      78           0 : void CModelDecal::ValidatePosition()
      79             : {
      80           0 :     if (m_PositionValid)
      81             :     {
      82           0 :         ENSURE(!m_Parent || m_Parent->m_PositionValid);
      83           0 :         return;
      84             :     }
      85             : 
      86           0 :     if (m_Parent && !m_Parent->m_PositionValid)
      87             :     {
      88             :         // Make sure we don't base our calculations on
      89             :         // a parent animation state that is out of date.
      90           0 :         m_Parent->ValidatePosition();
      91             : 
      92             :         // Parent will recursively call our validation.
      93           0 :         ENSURE(m_PositionValid);
      94           0 :         return;
      95             :     }
      96             : 
      97           0 :     m_PositionValid = true;
      98             : }
      99             : 
     100           0 : void CModelDecal::SetTransform(const CMatrix3D& transform)
     101             : {
     102             :     // Since decals are assumed to be horizontal and projected downwards
     103             :     // onto the terrain, use just the Y-axis rotation and the translation
     104           0 :     CMatrix3D newTransform;
     105           0 :     newTransform.SetYRotation(transform.GetYRotation() + m_Decal.m_Angle);
     106           0 :     newTransform.Translate(transform.GetTranslation());
     107             : 
     108           0 :     CRenderableObject::SetTransform(newTransform);
     109           0 :     InvalidatePosition();
     110           0 : }
     111             : 
     112           0 : void CModelDecal::RemoveShadows()
     113             : {
     114           0 :     m_Decal.m_Material.AddShaderDefine(str_DISABLE_RECEIVE_SHADOWS, str_1);
     115           3 : }

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