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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
Diffstat (limited to 'StarsEx/TerrainApron.cpp')
-rw-r--r--StarsEx/TerrainApron.cpp334
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diff --git a/StarsEx/TerrainApron.cpp b/StarsEx/TerrainApron.cpp
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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
+ ========
+*/
+
+#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;
+}