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+/* 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.h
+ 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
+