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Diffstat (limited to 'StarsEx/TerrainPatch.h')
-rw-r--r-- | StarsEx/TerrainPatch.h | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/StarsEx/TerrainPatch.h b/StarsEx/TerrainPatch.h new file mode 100644 index 0000000..db91833 --- /dev/null +++ b/StarsEx/TerrainPatch.h @@ -0,0 +1,93 @@ +/* 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 + |