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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)
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parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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+/* 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
+ ========
+ Test pseudo-random terrain heightfield, based on Solid
+*/
+
+#ifndef Terrain_h
+#define Terrain_h
+
+#include "Types.h"
+#include "Graphic.h"
+#include "Geometry.h"
+#include "Bitmap.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Projector;
+class Scene;
+class TerrainApron;
+class TerrainClouds;
+class TerrainLayer;
+class TerrainPatch;
+class TerrainRegion;
+class Water;
+
+// +--------------------------------------------------------------------+
+
+struct Vec3B
+{
+ Vec3B() { }
+ Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }
+
+ BYTE x, y, z;
+};
+
+// +--------------------------------------------------------------------+
+
+class Terrain
+{
+public:
+ Terrain(TerrainRegion* region);
+ virtual ~Terrain();
+
+ virtual void Activate(Scene& scene);
+ virtual void Deactivate(Scene& scene);
+
+ virtual void SelectDetail(Projector* proj);
+ virtual void BuildTerrain();
+ virtual void BuildNormals();
+
+ virtual void ExecFrame(double seconds);
+
+ double Height(double x, double y) const;
+
+ const Vec3B* Normals() const { return terrain_normals; }
+ TerrainRegion* GetRegion() { return region; }
+ double FogFade() const { return fog_fade; }
+
+ Bitmap* Texture() { return terrain_texture; }
+ Bitmap* ApronTexture() { return apron_texture; }
+ Bitmap* WaterTexture() { return water_texture; }
+ Bitmap** EnvironmentTexture() { return env_texture; }
+ Bitmap* TileTexture(int n) { return tiles[n]; }
+ Bitmap* CloudTexture(int n) { return cloud_texture[n]; }
+ Bitmap* ShadeTexture(int n) { return shade_texture[n]; }
+ Bitmap* DetailTexture(int n) { return noise_texture[n]; }
+ Water* GetWater(int level) { return water[level]; }
+ List<TerrainLayer>& GetLayers() { return layers; }
+
+ bool IsFirstPatch(TerrainPatch* p) const;
+
+ static int DetailLevel() { return detail_level; }
+ static void SetDetailLevel(int detail);
+
+protected:
+ TerrainRegion* region;
+ TerrainPatch** patches;
+ TerrainPatch** water_patches;
+ Water** water;
+ TerrainApron** aprons;
+ TerrainClouds** clouds;
+ int nclouds;
+
+ Bitmap terrain_patch;
+ Bitmap terrain_apron;
+ Bitmap* terrain_texture;
+ Bitmap* apron_texture;
+ Bitmap* water_texture;
+ Bitmap* env_texture[6];
+ Bitmap* tiles[256];
+ Bitmap* cloud_texture[2];
+ Bitmap* shade_texture[2];
+ Bitmap* noise_texture[2];
+
+ Vec3B* terrain_normals;
+ List<TerrainLayer> layers;
+
+ Text datapath;
+ double scale;
+ double mtnscale;
+ int subdivisions;
+ int patch_size;
+ DWORD detail_frame;
+ double fog_fade;
+
+ static int detail_level;
+};
+
+#endif // Terrain_h
+