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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 /StarsEx/TerrainPatch.h
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
+ ========
+ A Single Multi-LOD Section of a Terrain Object
+*/
+
+#ifndef TerrainPatch_h
+#define TerrainPatch_h
+
+#include "Types.h"
+#include "Solid.h"
+#include "Geometry.h"
+#include "Polygon.h"
+
+// +--------------------------------------------------------------------+
+
+class Projector;
+class Terrain;
+class Water;
+
+// +--------------------------------------------------------------------+
+
+class TerrainPatch : public Solid
+{
+public:
+ TerrainPatch(Terrain* terrain,
+ const Bitmap* patch, const Rect& rect,
+ const Point& p1, const Point& p2);
+ TerrainPatch(Terrain* terrain, const Rect& rect,
+ const Point& p1, const Point& p2,
+ double sea_level);
+ virtual ~TerrainPatch();
+
+ virtual void SelectDetail(Projector* projector);
+ virtual void Render(Video* video, DWORD flags);
+
+ virtual int CollidesWith(Graphic& o);
+
+ // accessors:
+ double Scale() const { return scale; }
+ double MountainScale() const { return mtnscale; }
+ double SeaLevel() const { return base; }
+ double MinHeight() const { return min_height; }
+ double MaxHeight() const { return max_height; }
+ bool IsWater() const { return water != 0; }
+
+ void UpdateSurfaceWaves(Vec3& eyePos);
+
+ void SetScales(double scale, double mtnscale, double base);
+ void SetDetailLevel(int nd);
+
+ virtual int CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
+ bool treat_translucent_polys_as_solid=true);
+
+ double Height(double x, double y) const;
+ DWORD BlendValue(double y);
+ int CalcLayer(Poly* p);
+ void Illuminate(Color ambient, List<Light>& lights);
+
+protected:
+ virtual bool BuildDetailLevel(int level);
+
+ enum { MAX_LOD=8 };
+
+ Terrain* terrain;
+ int patch_size;
+ int ndetail;
+ int max_detail;
+ int terrain_width;
+
+ Rect rect;
+ float* heights;
+ Model* detail_levels[MAX_LOD];
+ List<Material> materials;
+ Water* water;
+
+ double scale;
+ double mtnscale;
+ double base;
+ double size;
+ float min_height;
+ float max_height;
+};
+
+#endif // TerrainPatch_h
+