mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
This commit primarily corrects an inaccurate comment and resolves a hidden bug in the VisualActor shadow logic, while preserving the current behavior. Previously, the DisableShadows option removed both casting and receiving shadows. However, the internal logic ignored this setting in some cases, causing shadows to appear even when explicitly disabled in XML templates. This change introduces the ability to control CastShadows and ReceiveShadows independently via template settings, defaulting both to true unless explicitly specified. In addition, previews are updated to receive shadows but not cast them, improving visual volume effects without affecting lighting behavior.
114 lines
3.8 KiB
C++
114 lines
3.8 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
|
|
* This file is part of 0 A.D.
|
|
*
|
|
* 0 A.D. is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* 0 A.D. is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "Decal.h"
|
|
|
|
#include "graphics/Terrain.h"
|
|
#include "maths/MathUtil.h"
|
|
#include "ps/CStrInternStatic.h"
|
|
|
|
std::unique_ptr<CModelAbstract> CModelDecal::Clone() const
|
|
{
|
|
return std::make_unique<CModelDecal>(m_Terrain, m_Decal);
|
|
}
|
|
|
|
void CModelDecal::CalcVertexExtents(ssize_t& i0, ssize_t& j0, ssize_t& i1, ssize_t& j1)
|
|
{
|
|
CVector3D corner0(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
|
|
CVector3D corner1(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
|
|
CVector3D corner2(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2);
|
|
CVector3D corner3(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2);
|
|
|
|
corner0 = GetTransform().Transform(corner0);
|
|
corner1 = GetTransform().Transform(corner1);
|
|
corner2 = GetTransform().Transform(corner2);
|
|
corner3 = GetTransform().Transform(corner3);
|
|
|
|
i0 = floor(std::min(std::min(corner0.X, corner1.X), std::min(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
|
|
j0 = floor(std::min(std::min(corner0.Z, corner1.Z), std::min(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
|
|
i1 = ceil(std::max(std::max(corner0.X, corner1.X), std::max(corner2.X, corner3.X)) / TERRAIN_TILE_SIZE);
|
|
j1 = ceil(std::max(std::max(corner0.Z, corner1.Z), std::max(corner2.Z, corner3.Z)) / TERRAIN_TILE_SIZE);
|
|
|
|
i0 = Clamp<ssize_t>(i0, 0, m_Terrain->GetVerticesPerSide() - 1);
|
|
j0 = Clamp<ssize_t>(j0, 0, m_Terrain->GetVerticesPerSide() - 1);
|
|
i1 = Clamp<ssize_t>(i1, 0, m_Terrain->GetVerticesPerSide() - 1);
|
|
j1 = Clamp<ssize_t>(j1, 0, m_Terrain->GetVerticesPerSide() - 1);
|
|
}
|
|
|
|
void CModelDecal::CalcBounds()
|
|
{
|
|
ssize_t i0, j0, i1, j1;
|
|
CalcVertexExtents(i0, j0, i1, j1);
|
|
m_WorldBounds = m_Terrain->GetVertexesBound(i0, j0, i1, j1);
|
|
}
|
|
|
|
void CModelDecal::SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
|
|
{
|
|
// Check if there's no intersection between the dirty range and this decal
|
|
ssize_t bi0, bj0, bi1, bj1;
|
|
CalcVertexExtents(bi0, bj0, bi1, bj1);
|
|
if (bi1 < i0 || bi0 > i1 || bj1 < j0 || bj0 > j1)
|
|
return;
|
|
|
|
SetDirty(RENDERDATA_UPDATE_VERTICES);
|
|
}
|
|
|
|
void CModelDecal::InvalidatePosition()
|
|
{
|
|
m_PositionValid = false;
|
|
}
|
|
|
|
void CModelDecal::ValidatePosition()
|
|
{
|
|
if (m_PositionValid)
|
|
{
|
|
ENSURE(!m_Parent || m_Parent->m_PositionValid);
|
|
return;
|
|
}
|
|
|
|
if (m_Parent && !m_Parent->m_PositionValid)
|
|
{
|
|
// Make sure we don't base our calculations on
|
|
// a parent animation state that is out of date.
|
|
m_Parent->ValidatePosition();
|
|
|
|
// Parent will recursively call our validation.
|
|
ENSURE(m_PositionValid);
|
|
return;
|
|
}
|
|
|
|
m_PositionValid = true;
|
|
}
|
|
|
|
void CModelDecal::SetTransform(const CMatrix3D& transform)
|
|
{
|
|
// Since decals are assumed to be horizontal and projected downwards
|
|
// onto the terrain, use just the Y-axis rotation and the translation
|
|
CMatrix3D newTransform;
|
|
newTransform.SetYRotation(transform.GetYRotation() + m_Decal.m_Angle);
|
|
newTransform.Translate(transform.GetTranslation());
|
|
|
|
CRenderableObject::SetTransform(newTransform);
|
|
InvalidatePosition();
|
|
}
|
|
|
|
void CModelDecal::RemoveShadowsReceive()
|
|
{
|
|
m_Decal.m_Material.AddShaderDefine(str_DISABLE_RECEIVE_SHADOWS, str_1);
|
|
}
|