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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/Terrain.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Terrain.h')
-rw-r--r-- | StarsEx/Terrain.h | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/StarsEx/Terrain.h b/StarsEx/Terrain.h new file mode 100644 index 0000000..2420dca --- /dev/null +++ b/StarsEx/Terrain.h @@ -0,0 +1,118 @@ +/* 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 + |