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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/TerrainApron.cpp
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/TerrainApron.cpp')
-rw-r--r--Stars45/TerrainApron.cpp696
1 files changed, 360 insertions, 336 deletions
diff --git a/Stars45/TerrainApron.cpp b/Stars45/TerrainApron.cpp
index fdc9958..43f6c4d 100644
--- a/Stars45/TerrainApron.cpp
+++ b/Stars45/TerrainApron.cpp
@@ -1,336 +1,360 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: TerrainApron.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
-*/
-
-#include "MemDebug.h"
-#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(__FILE__,__LINE__) 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(__FILE__,__LINE__) Model;
- model->SetLuminous(true);
- model->SetDynamic(true);
-
- Material* mtl = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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;
-}
+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: TerrainApron.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+*/
+
+#include "MemDebug.h"
+#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(__FILE__,__LINE__) 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(__FILE__,__LINE__) Model;
+ model->SetLuminous(true);
+ model->SetDynamic(true);
+
+ Material* mtl = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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;
+}