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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/TerrainApron.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/TerrainApron.cpp')
-rw-r--r--Stars45/TerrainApron.cpp334
1 files changed, 0 insertions, 334 deletions
diff --git a/Stars45/TerrainApron.cpp b/Stars45/TerrainApron.cpp
deleted file mode 100644
index 6c605cf..0000000
--- a/Stars45/TerrainApron.cpp
+++ /dev/null
@@ -1,334 +0,0 @@
-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
-*/
-
-#include "Terrain.h"
-#include "TerrainApron.h"
-#include "TerrainRegion.h"
-
-#include "CameraView.h"
-#include "Bitmap.h"
-#include "DataLoader.h"
-#include "Game.h"
-#include "Light.h"
-#include "Scene.h"
-
-// +====================================================================+
-
-const int PATCH_SIZE = 17;
-const int HALF_PATCH_SIZE = 8;
-const int MAX_VERTS = PATCH_SIZE * PATCH_SIZE;
-const int NUM_INDICES_TRI = 3;
-
-// +--------------------------------------------------------------------+
-
-TerrainApron::TerrainApron(Terrain* terr,const Bitmap* patch, const Rect& r,
-const Point& p1, const Point& p2)
-: terrain(terr), rect(r)
-{
- size = fabs(p2.x - p1.x);
- scale = size / (PATCH_SIZE-1);
- mtnscale = 1.3 * (p2.y - p1.y);
- base = p1.y;
-
- terrain_width = patch->Width();
-
- loc = (p1 + p2) * 0.5;
- loc.y = base;
-
- radius = (float) (size * 0.75);
- heights = new float[MAX_VERTS];
-
- float* pHeight = heights;
-
- int i, j;
-
- for (i = 0; i < PATCH_SIZE; i++) {
- int ty = rect.y + i;
-
- if (ty < 0)
- ty = 0;
-
- if (ty > patch->Height()-1)
- ty = patch->Height()-1;
-
- for (j = 0; j < PATCH_SIZE; j++) {
- int tx = rect.x + (PATCH_SIZE-1 - j);
-
- if (tx < 0)
- tx = 0;
-
- if (tx > patch->Width()-1)
- tx = patch->Width()-1;
-
- *pHeight++ = (float) (patch->GetColor(tx,ty).Red() * mtnscale);
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-TerrainApron::~TerrainApron()
-{
- delete [] heights;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainApron::SetScales(double s, double m, double b)
-{
- scale = s;
- mtnscale = m;
- base = b;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-TerrainApron::BuildApron()
-{
- int i, j;
-
- int detail_size = PATCH_SIZE-1;
- int ds1 = PATCH_SIZE;
- int nverts = MAX_VERTS;
- int npolys = detail_size * detail_size * 2;
-
- model = new Model;
- model->SetLuminous(true);
- model->SetDynamic(true);
-
- Material* mtl = new Material;
- mtl->Ka = ColorValue(0.5f, 0.5f, 0.5f);
- mtl->Kd = ColorValue(0.3f, 0.6f, 0.2f);
- mtl->Ks = Color::Black;
-
- mtl->tex_diffuse = terrain->ApronTexture();
- strcpy_s(mtl->name, "Terrain Apron");
-
- model->GetMaterials().append(mtl);
-
- Surface* s = new Surface;
- VertexSet* vset = 0;
-
- if (s) {
- s->SetName("default");
- s->CreateVerts(nverts);
- s->CreatePolys(npolys);
- s->AddIndices(npolys*NUM_INDICES_TRI);
-
- vset = s->GetVertexSet();
-
- ZeroMemory(vset->loc, nverts * sizeof(Vec3));
- ZeroMemory(vset->diffuse, nverts * sizeof(DWORD));
- ZeroMemory(vset->specular, nverts * sizeof(DWORD));
- ZeroMemory(vset->tu, nverts * sizeof(float));
- ZeroMemory(vset->tv, nverts * sizeof(float));
- ZeroMemory(vset->rw, nverts * sizeof(float));
-
-
- // initialize vertices
- Vec3* pVert = vset->loc;
- float* pTu = vset->tu;
- float* pTv = vset->tv;
- double dt = (1.0/3.0) / (double) detail_size;
- double tu0 = (double) rect.x / rect.w / 3.0 + (1.0/3.0);
- double tv0 = (double) rect.y / rect.h / 3.0;
-
- for (i = 0; i < ds1; i++) {
- for (j = 0; j < ds1; j++) {
- *pVert++ = Vec3((float) (j* scale - (HALF_PATCH_SIZE*scale)),
- (float) (heights[i*PATCH_SIZE + j]),
- (float) (i* scale - (HALF_PATCH_SIZE*scale)));
-
- *pTu++ = (float) (tu0 - j*dt);
- *pTv++ = (float) (tv0 + i*dt);
- }
- }
-
- // create the polys
- for (i = 0; i < npolys; i++) {
- Poly* p = s->GetPolys() + i;
- p->nverts = 3;
- p->vertex_set = vset;
- p->material = mtl;
- p->visible = 1;
- p->sortval = 0;
- }
-
- int index = 0;
-
- // build main patch polys:
- for (i = 0; i < detail_size; i++) {
- for (j = 0; j < detail_size; j++) {
- // first triangle
- Poly* p = s->GetPolys() + index++;
- p->verts[0] = (ds1 * (i ) + (j ));
- p->verts[1] = (ds1 * (i ) + (j+1));
- p->verts[2] = (ds1 * (i+1) + (j+1));
-
- // second triangle
- p = s->GetPolys() + index++;
- p->verts[0] = (ds1 * (i ) + (j ));
- p->verts[1] = (ds1 * (i+1) + (j+1));
- p->verts[2] = (ds1 * (i+1) + (j ));
- }
- }
-
- // update the verts and colors of each poly:
- for (i = 0; i < npolys; i++) {
- Poly* p = s->GetPolys() + i;
- Plane& plane = p->plane;
- WORD* v = p->verts;
-
- plane = Plane(vset->loc[v[0]] + loc,
- vset->loc[v[1]] + loc,
- vset->loc[v[2]] + loc);
- }
-
- // create continguous segments for each material:
- s->Normalize();
-
- Segment* segment = new Segment(npolys, s->GetPolys(), mtl, model);
- s->GetSegments().append(segment);
-
- model->AddSurface(s);
-
-
- // copy vertex normals:
- Vec3 normal = Vec3(0, 1, 0);
-
- for (i = 0; i < ds1; i++) {
- for (j = 0; j < ds1; j++) {
- vset->nrm[i*ds1+j] = normal;
- }
- }
- }
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-int
-TerrainApron::CollidesWith(Graphic& o)
-{
- return 0;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainApron::Update()
-{
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainApron::Illuminate(Color ambient, List<Light>& lights)
-{
- if (!model || model->NumVerts() < 1) return;
- Surface* s = model->GetSurfaces().first();
- if (!s) return;
-
- // clear the solid lights to ambient:
- VertexSet* vset = s->GetVertexSet();
- int nverts = vset->nverts;
- DWORD aval = ambient.Value();
-
- for (int i = 0; i < nverts; i++) {
- vset->diffuse[i] = aval;
- }
-
- TerrainRegion* trgn = terrain->GetRegion();
- bool eclipsed = false;
-
- // for each light:
- ListIter<Light> iter = lights;
- while (++iter) {
- Light* light = iter.value();
-
- if (light->CastsShadow())
- eclipsed = light->Location().y < -100;
-
- if (!light->CastsShadow() || !eclipsed) {
- Vec3 vl = light->Location();
- vl.Normalize();
-
- for (int i = 0; i < nverts; i++) {
- Vec3& nrm = vset->nrm[i];
- double val = 0;
-
- if (light->IsDirectional()) {
- double gain = vl * nrm;
-
- if (gain > 0) {
- val = light->Intensity() * (0.85 * gain);
-
- if (val > 1)
- val = 1;
- }
- }
-
- if (val > 0.01)
- vset->diffuse[i] = ((light->GetColor().dim(val)) + vset->diffuse[i]).Value();
- }
- }
- }
-
- InvalidateSurfaceData();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainApron::Render(Video* video, DWORD flags)
-{
- if (!video || (flags & RENDER_ADDITIVE) || (flags & RENDER_ADD_LIGHT)) return;
-
- if (!model)
- BuildApron();
-
- if (scene) {
- Illuminate(scene->Ambient(), scene->Lights());
- }
-
- double visibility = terrain->GetRegion()->GetWeather().Visibility();
- FLOAT fog_density = (FLOAT) (terrain->GetRegion()->FogDensity() * 2.5e-5 * 1/visibility);
-
- video->SetRenderState(Video::LIGHTING_ENABLE, false);
- video->SetRenderState(Video::SPECULAR_ENABLE, false);
- video->SetRenderState(Video::FOG_ENABLE, true);
- video->SetRenderState(Video::FOG_COLOR, terrain->GetRegion()->FogColor().Value());
- video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density));
-
- Solid::Render(video, flags);
-
- video->SetRenderState(Video::LIGHTING_ENABLE, true);
- video->SetRenderState(Video::SPECULAR_ENABLE, true);
- video->SetRenderState(Video::FOG_ENABLE, false);
-}
-
-// +--------------------------------------------------------------------+
-
-int
-TerrainApron::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, bool ttpas)
-{
- // compute leading edge of ray:
- Point sun = Q + w*len;
-
- if (sun.y < loc.y)
- return 1;
-
- return 0;
-}