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Diffstat (limited to 'Stars45/TerrainPatch.cpp')
-rw-r--r-- | Stars45/TerrainPatch.cpp | 1137 |
1 files changed, 1137 insertions, 0 deletions
diff --git a/Stars45/TerrainPatch.cpp b/Stars45/TerrainPatch.cpp new file mode 100644 index 0000000..c9108f6 --- /dev/null +++ b/Stars45/TerrainPatch.cpp @@ -0,0 +1,1137 @@ +/* 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: TerrainPatch.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== +*/ + +#include "MemDebug.h" +#include "Terrain.h" +#include "TerrainLayer.h" +#include "TerrainPatch.h" +#include "TerrainRegion.h" +#include "Sim.h" + +#include "Light.h" +#include "CameraView.h" +#include "Projector.h" +#include "Bitmap.h" +#include "DataLoader.h" +#include "Game.h" +#include "Scene.h" +#include "Water.h" + +// +====================================================================+ + +// #define DEBUG_DETAIL 1 + +// +====================================================================+ + +const int MAX_DETAIL = 4; +const int PATCH_SIZE = 17; +const int HALF_PATCH_SIZE = 8; +const int MAX_VERTS = PATCH_SIZE * PATCH_SIZE; + +static bool illuminating = false; + +// +--------------------------------------------------------------------+ + +TerrainPatch::TerrainPatch(Terrain* terr,const Bitmap* patch, const Rect& r, +const Point& p1, const Point& p2) +: ndetail(0), terrain(terr), rect(r), water(0), min_height(1e9), max_height(-1e9) +{ + luminous = true; // we will do our own lighting + own_model = false; // manage the model lifetimes in this derived class + + max_detail = Terrain::DetailLevel(); + scale = fabs(p1.x - p2.x) / (PATCH_SIZE-1); + mtnscale = p2.y - p1.y; + base = p1.y; + size = p2.x - p1.x; + + ZeroMemory(detail_levels, sizeof(detail_levels)); + + 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 tscale = rect.w / (PATCH_SIZE-1); + int i, j; + + for (i = 0; i < PATCH_SIZE; i++) { + int ty = rect.y + i * tscale; + + 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) * tscale; + + if (tx < 0) + tx = 0; + + if (tx > patch->Width()-1) + tx = patch->Width()-1; + + int red = patch->GetColor(tx,ty).Red(); + float alt = (float) (red * mtnscale); + + if (alt < min_height) + min_height = alt; + if (alt > max_height) + max_height = alt; + + if (terrain->WaterTexture() && red < 2) + alt = -5000.0f; + + *pHeight++ = alt; + } + } + + 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->Texture(); + + materials.append(mtl); + + List<TerrainLayer>& layers = terrain->GetLayers(); + for (i = 0; i < layers.size(); i++) { + Bitmap* tex0 = layers.at(i)->GetTileTexture(); + Bitmap* tex1 = 0; + Bitmap* texd = layers.at(i)->GetDetailTexture(); + + if (i < layers.size()-1) + tex1 = layers.at(i+1)->GetTileTexture(); + + if (!texd) + texd = terrain->DetailTexture(0); + + 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; + + if ((i & 1) != 0) { + mtl->tex_diffuse = tex1; + mtl->tex_alternate = tex0; + } + else { + mtl->tex_diffuse = tex0; + mtl->tex_alternate = tex1; + } + + mtl->tex_detail = texd; + + materials.append(mtl); + } + + for (i = 0; i <= max_detail; i++) + BuildDetailLevel(i); + + model = detail_levels[1]; +} + +// +--------------------------------------------------------------------+ + +TerrainPatch::TerrainPatch(Terrain* terr, +const Rect& r, +const Point& p1, +const Point& p2, +double sea_level) +: ndetail(0), terrain(terr), rect(r), water(0) +{ + luminous = true; // water is lit by the graphics engine + own_model = false; // manage the model lifetimes in this derived class + + max_detail = Terrain::DetailLevel(); + scale = fabs(p1.x - p2.x) / (PATCH_SIZE-1); + mtnscale = 0; + base = sea_level; + size = p2.x - p1.x; + + ZeroMemory(detail_levels, sizeof(detail_levels)); + + terrain_width = 0; + + 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++) { + for (j = 0; j < PATCH_SIZE; j++) { + *pHeight++ = (float) sea_level; + } + } + + Material* mtl = new(__FILE__,__LINE__) Material; + mtl->Ka = Color::Gray; + mtl->Kd = Color::White; + mtl->Ks = Color::White; + mtl->power = 30.0f; + mtl->shadow = false; + mtl->tex_diffuse = terrain->WaterTexture(); + //strcpy_s(mtl->shader, "WaterReflections"); + materials.append(mtl); + + water = terrain->GetWater(1); + + for (i = 0; i <= max_detail; i++) + BuildDetailLevel(i); + + model = detail_levels[1]; +} + +// +--------------------------------------------------------------------+ + +TerrainPatch::~TerrainPatch() +{ + delete [] heights; + + for (int i = 0; i < MAX_LOD; i++) { + Model* m = detail_levels[i]; + + if (m) { + m->GetMaterials().clear(); + delete m; + } + } + + materials.destroy(); +} + +// +--------------------------------------------------------------------+ + +void +TerrainPatch::SetScales(double s, double m, double b) +{ + scale = s; + mtnscale = m; + base = b; +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + + +static void bisect(VertexSet* vset, int v[4]) +{ + double d1 = fabs(vset->loc[ v[0] ].y - + vset->loc[ v[3] ].y); + + double d2 = fabs(vset->loc[ v[1] ].y - + vset->loc[ v[2] ].y); + + if (d2 < 0.7*d1) { + int odd[4] = { v[1], v[3], v[0], v[2] }; + for (int i = 0; i < 4; i++) + v[i] = odd[i]; + } +} + +bool +TerrainPatch::BuildDetailLevel(int level) +{ + int i, j; + + int detail_size = 1 << level; + int ds1 = detail_size+1; + + if (detail_size > PATCH_SIZE) + return false; + + Model* model = new(__FILE__,__LINE__) Model; + detail_levels[level] = model; + + model->SetLuminous(luminous); + model->SetDynamic(true); + + const int NUM_STRIPS = 4; + const int NUM_INDICES_TRI = 3; + const int NUM_INDICES_QUAD = 6; + + int nverts = ds1*ds1 + ds1*2*NUM_STRIPS; + int npolys = detail_size*detail_size*2; + int strip_len = detail_size; + int total = npolys + strip_len*NUM_STRIPS; + + if (water) { + nverts = ds1*ds1; + strip_len = 0; + total = npolys; + } + + Surface* s = new(__FILE__,__LINE__) Surface; + VertexSet* vset = 0; + + if (s) { + s->SetName("default"); + s->CreateVerts(nverts); + s->CreatePolys(total); + s->AddIndices(npolys*NUM_INDICES_TRI + strip_len*NUM_STRIPS*NUM_INDICES_QUAD); + + vset = s->GetVertexSet(); + if (!water) + vset->CreateAdditionalTexCoords(); + + 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)); + if (!water) { + ZeroMemory(vset->tu1, nverts * sizeof(float)); + ZeroMemory(vset->tv1, nverts * sizeof(float)); + } + ZeroMemory(vset->rw, nverts * sizeof(float)); + + // initialize vertices + Vec3* pVert = vset->loc; + float* pTu = vset->tu; + float* pTv = vset->tv; + float* pTu1 = vset->tu1; + float* pTv1 = vset->tv1; + DWORD* pSpec = vset->specular; + + int dscale = (PATCH_SIZE-1)/detail_size; + double dt = 0.0625 / (ds1-1); // terrain texture scale + double dtt = 2.0000 / (ds1-1); // tile texture scale + double tu0 = (double) rect.x / rect.w / 16.0 + 1.0/16.0; + double tv0 = (double) rect.y / rect.h / 16.0; + + // surface verts + for (i = 0; i < ds1; i++) { + for (j = 0; j < ds1; j++) { + *pVert = Vec3((float) (j* scale * dscale - (HALF_PATCH_SIZE*scale)), + (float) (heights[i*dscale*PATCH_SIZE + j*dscale]), + (float) (i* scale * dscale - (HALF_PATCH_SIZE*scale))); + + if (level >= 2) { + *pTu++ = (float) (-j*dtt); + *pTv++ = (float) ( i*dtt); + + if (level >= 4 && !water) { + *pTu1++ = (float) (-j*dtt*3); + *pTv1++ = (float) ( i*dtt*3); + } + + *pSpec++ = BlendValue(pVert->y); + } + + else { + *pTu++ = (float) (tu0 - j*dt); + *pTv++ = (float) (tv0 + i*dt); + } + + pVert++; + } + } + + if (!water) { + // strip 1 & 2 verts + for (i = 0; i < ds1; i += detail_size) { + for (j = 0; j < ds1; j++) { + Vec3 vl = Vec3((float) (j* scale * dscale - (HALF_PATCH_SIZE*scale)), + (float) (heights[i*dscale*PATCH_SIZE + j*dscale]), + (float) (i* scale * dscale - (HALF_PATCH_SIZE*scale))); + + *pVert++ = vl; + + DWORD blend = 0; + + if (level >= 2) { + blend = BlendValue(vl.y); + + *pSpec++ = blend; + *pTu++ = (float) (-j*dtt); + *pTv++ = (float) ( i*dtt); + } + + else { + *pTu++ = (float) (tu0 - j*dt); + *pTv++ = (float) (tv0 + i*dt); + } + + vl.y = -5000.0f; + + *pVert++ = vl; + + if (level >= 2) { + *pSpec++ = blend; + *pTu++ = (float) (-j*dtt); + *pTv++ = (float) ( i*dtt); + } + + else { + *pTu++ = (float) (tu0 - j*dt); + *pTv++ = (float) (tv0 + i*dt); + } + } + } + + // strip 3 & 4 verts + for (j = 0; j < ds1; j += detail_size) { + for (i = 0; i < ds1; i++) { + Vec3 vl = Vec3((float) (j* scale * dscale - (HALF_PATCH_SIZE*scale)), + (float) (heights[i*dscale*PATCH_SIZE + j*dscale]), + (float) (i* scale * dscale - (HALF_PATCH_SIZE*scale))); + + *pVert++ = vl; + + DWORD blend = 0; + + if (level >= 2) { + blend = BlendValue(vl.y); + + *pSpec++ = blend; + *pTu++ = (float) (-j*dtt); + *pTv++ = (float) ( i*dtt); + } + + else { + *pTu++ = (float) (tu0 - j*dt); + *pTv++ = (float) (tv0 + i*dt); + } + + vl.y = -5000.0f; + + *pVert++ = vl; + + if (level >= 2) { + *pSpec++ = blend; + *pTu++ = (float) (-j*dtt); + *pTv++ = (float) ( i*dtt); + } + + else { + *pTu++ = (float) (tu0 - j*dt); + *pTv++ = (float) (tv0 + i*dt); + } + } + } + } + + Material* m = materials.first(); + + // initialize the polys + for (i = 0; i < npolys; i++) { + Poly* p = s->GetPolys() + i; + p->nverts = 3; + p->vertex_set = vset; + p->visible = 1; + p->sortval = 0; + p->material = m; + + if (level >= 2 && !water) { + p->material = materials.at(1); + p->sortval = 1; + } + } + + for (i = npolys; i < total; i++) { + Poly* p = s->GetPolys() + i; + p->nverts = 4; + p->vertex_set = vset; + p->visible = 1; + p->sortval = 0; + p->material = m; + } + + int index = 0; + + // build main patch polys: + for (i = 0; i < detail_size; i++) { + for (j = 0; j < detail_size; j++) { + int v[4] = { + (ds1 * (i ) + (j )), + (ds1 * (i ) + (j+1)), + (ds1 * (i+1) + (j )), + (ds1 * (i+1) + (j+1)) }; + + bisect(vset, v); + + // first triangle + Poly* p = s->GetPolys() + index++; + p->verts[0] = v[0]; + p->verts[1] = v[1]; + p->verts[2] = v[3]; + + if (level >= 2 && !water) { + int layer = CalcLayer(p) + 1; + p->material = materials.at(layer); + p->sortval = layer; + } + + // second triangle + p = s->GetPolys() + index++; + p->verts[0] = v[0]; + p->verts[1] = v[3]; + p->verts[2] = v[2]; + + if (level >= 2 && !water) { + int layer = CalcLayer(p) + 1; + p->material = materials.at(layer); + p->sortval = layer; + } + } + } + + // build vertical edge strip polys: + + if (!water) { + for (i = 0; i < NUM_STRIPS; i++) { + Poly* p = s->GetPolys() + npolys + i*strip_len; + int base_index = ds1*ds1 + ds1*2*i; + + for (j = 0; j < strip_len; j++) { + int v = base_index + j * 2; + p->nverts = 4; + + if (i == 1 || i == 2) { + p->verts[0] = v; + p->verts[1] = v+2; + p->verts[2] = v+3; + p->verts[3] = v+1; + } + + else { + p->verts[0] = v; + p->verts[1] = v+1; + p->verts[2] = v+3; + p->verts[3] = v+2; + } + + if (level >= 2) { + int layer = CalcLayer(p) + 1; + p->material = materials.at(layer); + p->sortval = layer; + } + + p++; + } + } + } + + // update the poly planes: + for (i = 0; i < total; 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); + } + + s->Normalize(); + + // create continguous segments for each material: + // sort the polys by material index: + qsort((void*) s->GetPolys(), s->NumPolys(), sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + Poly* spolys = s->GetPolys(); + + for (int n = 0; n < s->NumPolys(); n++) { + if (segment && segment->material == spolys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new(__FILE__,__LINE__) Segment; + + segment->npolys = 1; + segment->polys = &spolys[n]; + segment->material = segment->polys->material; + segment->model = model; + + s->GetSegments().append(segment); + } + } + + Solid::EnableCollision(false); + model->AddSurface(s); + Solid::EnableCollision(true); + + // copy vertex normals: + const Vec3B* tnorms = terrain->Normals(); + + for (i = 0; i < ds1; i++) { + for (j = 0; j < ds1; j++) { + + if (water) { + vset->nrm[i*ds1+j] = Point(0,1,0); + } + + // blend adjacent normals: + else if (dscale > 1) { + Point normal; + + // but don't blend more than 16 normals per vertex: + int step = 1; + if (dscale > 4) + step = dscale / 4; + + for (int dy = -dscale/2; dy < dscale/2; dy += step) { + for (int dx = -dscale/2; dx < dscale/2; dx += step) { + int ix = rect.x + (ds1-1-j)*dscale + dx; + int iy = rect.y + i*dscale + dy; + + if (ix < 0) ix = 0; + if (ix > terrain_width-1) ix = terrain_width-1; + if (iy < 0) iy = 0; + if (iy > terrain_width-1) iy = terrain_width-1; + + Vec3B vbn = tnorms[iy*terrain_width + ix]; + normal += Point((128-vbn.x)/127.0, (vbn.z-128)/127.0, (vbn.y-128)/127.0); + } + } + + normal.Normalize(); + vset->nrm[i*ds1+j] = normal; + } + + // just copy the one normal: + else { + Vec3B vbn = tnorms[(rect.y + i*dscale)*terrain_width + (rect.x + (ds1-1-j) * dscale)]; + Point normal = Point((128-vbn.x)/127.0, (vbn.z-128)/127.0, (vbn.y-128)/127.0); + vset->nrm[i*ds1+j] = normal; + } + } + } + + if (!water) { + pVert = &vset->nrm[ds1*ds1]; + + // strip 1 & 2 verts + for (i = 0; i < ds1; i += detail_size) { + for (j = 0; j < ds1; j++) { + Vec3 vn = vset->nrm[i*ds1 + j]; + + *pVert++ = vn; + *pVert++ = vn; + } + } + + // strip 3 & 4 verts + for (j = 0; j < ds1; j += detail_size) { + for (i = 0; i < ds1; i++) { + Vec3 vn = vset->nrm[i*ds1 + j]; + + *pVert++ = vn; + *pVert++ = vn; + } + } + } + } + + if (level > max_detail) + max_detail = level; + + return true; +} + +// +--------------------------------------------------------------------+ + +DWORD +TerrainPatch::BlendValue(double y) +{ + if (terrain && y >= 0 && !water) { + // find the proper layer: + for (int i = 0; i < terrain->GetLayers().size(); i++) { + TerrainLayer* layer = terrain->GetLayers().at(i); + + if (y >= layer->GetMinHeight() && y < layer->GetMaxHeight()) { + double scale = (y-layer->GetMinHeight()) / (layer->GetMaxHeight()-layer->GetMinHeight()); + + if (scale < 0.2) + scale = 0; + else if (scale > 0.8) + scale = 1; + else + scale = (scale - 0.2) / 0.6; + + if ((i & 1) == 0) { + scale = 1 - scale; + } + + DWORD val = (DWORD) (scale*255); + + return val << 24; + } + } + } + + return 0; +} + +int +TerrainPatch::CalcLayer(Poly* poly) +{ + if (terrain && poly) { + if (water) + return 0; + + double y = 1e6; + + for (int i = 0; i < poly->nverts; i++) { + double h = poly->vertex_set->loc[ poly->verts[i] ].y; + + if (h >= 0 && h < y) { + y = h; + } + } + + if (y <= terrain->GetLayers().first()->GetMinHeight()) + return 0; + + for (int i = 0; i < terrain->GetLayers().size(); i++) { + TerrainLayer* layer = terrain->GetLayers().at(i); + + if (y >= layer->GetMinHeight() && y < layer->GetMaxHeight()) { + return i; + } + } + } + + return -1; +} + +// +--------------------------------------------------------------------+ + +void +TerrainPatch::UpdateSurfaceWaves(Vec3& eyePos) +{ + if (water && model && model->NumVerts() > 1) { + Surface* s = model->GetSurfaces().first(); + if (s) { + VertexSet* vset = s->GetVertexSet(); + for (int i = 0; i < vset->nverts; i++) + vset->loc[i].y = 0.0f; + + water->UpdateSurface(eyePos, vset); + } + } +} + +// +--------------------------------------------------------------------+ + +int +TerrainPatch::CollidesWith(Graphic& o) +{ + return 0; +} + +// +--------------------------------------------------------------------+ + +void +TerrainPatch::SelectDetail(Projector* projector) +{ + // This is where all the work is done, + // Delegate to the overall terrain to + // compute a detail level for every patch: + + if (terrain) { + terrain->SelectDetail(projector); + } + + // Build detail levels on demand: + + if (detail_levels[ndetail] == 0) + BuildDetailLevel(ndetail); +} + +void +TerrainPatch::SetDetailLevel(int nd) +{ + if (nd >= 0 && nd <= max_detail) { + if (ndetail != nd) + DeletePrivateData(); + + ndetail = nd; + + // build detail levels on demand: + if (detail_levels[ndetail] == 0) + BuildDetailLevel(ndetail); + + model = detail_levels[ndetail]; + + if (water) + water = terrain->GetWater(ndetail); + } +} + +// +--------------------------------------------------------------------+ + +void +TerrainPatch::Illuminate(Color ambient, List<Light>& lights) +{ + if (!model || model->NumVerts() < 1) return; + Surface* s = model->GetSurfaces().first(); + if (!s) return; + + illuminating = true; + + // 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; + bool first = terrain->IsFirstPatch(this); + + if (trgn && !first) { + eclipsed = trgn->IsEclipsed(); + } + + // for sun and back lights: + ListIter<Light> iter = lights; + while (++iter) { + Light* light = iter.value(); + + if (!light->IsDirectional()) // only do sun and + continue; // back lights + + if (light->CastsShadow() && first) { + eclipsed = light->Location().y < -100 || // has sun set, or + + scene->IsLightObscured(vset->loc[0], // is sun in eclipse + light->Location(), // by orbital body + radius); // such as a moon? + } + + 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; + 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(); + } + } + } + + // combine blend weights: + if (ndetail >= 2) { + for (int i = 0; i < nverts; i++) { + vset->diffuse[i] = vset->specular[i] | (vset->diffuse[i] & 0x00ffffff); + } + } + + if (trgn && first) { + trgn->SetEclipsed(eclipsed); + } + + InvalidateSurfaceData(); + illuminating = false; +} + +// +--------------------------------------------------------------------+ + +void +TerrainPatch::Render(Video* video, DWORD flags) +{ + if (max_height < 0) + return; + + if (flags & RENDER_ADDITIVE) + return; + + if (!model) + model = detail_levels[0]; + + if (scene) { + /*** + *** TWO PASS LIGHTING FOR TERRAIN SHADOWS DOESN'T + *** WORK - IT MESSES UP THE HARDWARE FOG CALCS + *** + *** PLUS, IT'S INCREDIBLY SLOW!!! + ***/ + + if ((flags & RENDER_ADD_LIGHT) != 0) + return; + + if (water) { + UpdateSurfaceWaves(Vec3(0,0,0)); + Illuminate(scene->Ambient(), scene->Lights()); + } + else { + Illuminate(scene->Ambient(), scene->Lights()); + } + } + else { + if ((flags & RENDER_ADD_LIGHT) != 0) + return; + } + + Bitmap* details[16]; + ZeroMemory(details, sizeof(details)); + + if (ndetail < 3) { + for (int i = 0; i < 16 && i < materials.size(); i++) { + Material* mtl = materials[i]; + + if (mtl->tex_detail) { + details[i] = mtl->tex_detail; + mtl->tex_detail = 0; + } + } + } + + 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); //water != 0); + video->SetRenderState(Video::FOG_ENABLE, true); + video->SetRenderState(Video::FOG_COLOR, terrain->GetRegion()->FogColor().Value()); + video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density)); + + // Too bad this doesn't work right. But it makes the + // ground mostly disappear. :-( + // + //video->SetRenderState(Video::Z_BIAS, -2); + + Solid::Render(video, flags); + + video->SetRenderState(Video::LIGHTING_ENABLE, true); + video->SetRenderState(Video::SPECULAR_ENABLE, true); + video->SetRenderState(Video::FOG_ENABLE, false); + //video->SetRenderState(Video::Z_BIAS, 0); + + if (ndetail < 3) { + for (int i = 0; i < 16 && i < materials.size(); i++) { + Material* mtl = materials[i]; + + if (details[i] && !mtl->tex_detail) { + mtl->tex_detail = details[i]; + } + } + } +} + +// +--------------------------------------------------------------------+ + +int +TerrainPatch::CheckRayIntersection(Point obj_pos, Point dir, double len, Point& ipt, bool ttpas) +{ + Point light_pos = obj_pos + dir * len; + int impact = light_pos.y < -100; + + // Special case for illumination - + // just check if sun is above or below the horizon: + + if (illuminating || impact) { + return impact; + } + + if (obj_pos.x != 0 || obj_pos.y != 0 || obj_pos.z != 0) { + return impact; + } + + // the rest of this code is only used for eclipsing + // the solar lens flare: + + // check right angle spherical distance: + Point d0 = loc; + Point d1 = d0.cross(dir); + double dlen = d1.length(); // distance of point from line + + if (dlen > radius) // clean miss + return 0; // (no impact) + + // make sure some part of this patch falls between + // the camera and the sun: + + Point closest = loc + dir * radius; + + if (closest * dir < 0) + return 0; + + // probable hit at this point... + // test for polygon intersection: + if (!model) + return 0; + + Surface* s = model->GetSurfaces().first(); + + if (!s) + return 0; + + + // transform ray into object space: + Matrix xform(Orientation()); + + Vec3 tmp = dir; + + dir.x = tmp * Vec3(xform(0,0), xform(0,1), xform(0,2)); + dir.y = tmp * Vec3(xform(1,0), xform(1,1), xform(1,2)); + dir.z = tmp * Vec3(xform(2,0), xform(2,1), xform(2,2)); + + tmp = obj_pos-loc; + + obj_pos.x = tmp * Vec3(xform(0,0), xform(0,1), xform(0,2)); + obj_pos.y = tmp * Vec3(xform(1,0), xform(1,1), xform(1,2)); + obj_pos.z = tmp * Vec3(xform(2,0), xform(2,1), xform(2,2)); + + double min = 2 * len; + + // check each polygon: + Poly* p = s->GetPolys(); + + for (int i = 0; i < s->NumPolys(); i++) { + Point v = p->plane.normal; + double d = p->plane.distance; + + double denom = dir*v; + + if (denom < -1.0e-5) { + Point P = v * d; + double ilen = ((P-obj_pos)*v)/denom; + + if (ilen > 0 && ilen < min) { + Point intersect = obj_pos + dir * ilen; + + if (p->Contains(intersect)) { + ipt = intersect; + min = ilen; + impact = 1; + } + } + } + + p++; + } + + // xform impact point back into world coordinates: + + if (impact) { + ipt = (ipt * Orientation()) + loc; + } + + return impact; +} + +// +--------------------------------------------------------------------+ + +double +TerrainPatch::Height(double x, double z) const +{ + if (water) return base; + + double height = 0; + + x /= scale; + z /= scale; + + int x0 = (int) x; + int z0 = (int) z; + + if (x0 >= 0 && x0 < PATCH_SIZE && z0 >= 0 && z0 < PATCH_SIZE) { + double dx = x-x0; + double dz = z-z0; + + double h[4]; + + h[0] = heights[(z0*PATCH_SIZE + x0)]; + h[1] = heights[((z0+1)*PATCH_SIZE + x0)]; + h[2] = heights[(z0*PATCH_SIZE + x0+1)]; + h[3] = heights[((z0+1)*PATCH_SIZE + x0+1)]; + + // if level, just return height of one vertex: + if (h[0] == h[1] && h[1] == h[2] && h[2] == h[3]) { + height = h[0]; + } + + // if sloped, interpolate between vertex heights: + else { + double hl = h[0]*(1-dz) + h[1]*dz; + double hr = h[2]*(1-dz) + h[3]*dz; + + height = hl*(1-dx) + hr*dx + 5; // fudge + } + } + + if (height < 0) + height = 0; + + return height; +} |