From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_terrain_8cpp_source.html | 678 ----------------------------- 1 file changed, 678 deletions(-) delete mode 100644 Doc/doxygen/html/_terrain_8cpp_source.html (limited to 'Doc/doxygen/html/_terrain_8cpp_source.html') diff --git a/Doc/doxygen/html/_terrain_8cpp_source.html b/Doc/doxygen/html/_terrain_8cpp_source.html deleted file mode 100644 index a485956..0000000 --- a/Doc/doxygen/html/_terrain_8cpp_source.html +++ /dev/null @@ -1,678 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/Terrain.cpp Source File - - - - - - - - - - - - - -
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Starshatter_Open -
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Open source Starshatter engine
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Terrain.cpp
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-Go to the documentation of this file.
1 /* Project Starshatter 4.5
-
2  Destroyer Studios LLC
-
3  Copyright © 1997-2005. All Rights Reserved.
-
4 
-
5  SUBSYSTEM: Stars.exe
-
6  FILE: Terrain.cpp
-
7  AUTHOR: John DiCamillo
-
8 
-
9 
-
10  OVERVIEW
-
11  ========
-
12 */
-
13 
-
14 #include "MemDebug.h"
-
15 #include "Terrain.h"
-
16 #include "TerrainApron.h"
-
17 #include "TerrainClouds.h"
-
18 #include "TerrainLayer.h"
-
19 #include "TerrainPatch.h"
-
20 #include "TerrainRegion.h"
-
21 #include "Water.h"
-
22 
-
23 #include "CameraView.h"
-
24 #include "Projector.h"
-
25 #include "Scene.h"
-
26 #include "Bitmap.h"
-
27 #include "DataLoader.h"
-
28 #include "Game.h"
-
29 #include "MachineInfo.h"
-
30 
-
31 // +--------------------------------------------------------------------+
-
32 
-
33 int Terrain::detail_level = 3; // default = MEDIUM DETAIL
-
34 
-
35 const int PATCH_SIZE = 16;
-
36 
-
37 // +--------------------------------------------------------------------+
-
38 
- -
40 : region(trgn), patches(0), water_patches(0), water(0),
-
41 aprons(0), clouds(0), terrain_normals(0)
-
42 {
-
43  detail_frame = 0;
-
44  datapath = "Galaxy/";
-
45  terrain_texture = 0;
-
46  apron_texture = 0;
-
47  water_texture = 0;
-
48 
-
49  for (int i = 0; i < 2; i++) {
-
50  cloud_texture[i] = 0;
-
51  shade_texture[i] = 0;
-
52  noise_texture[i] = 0;
-
53  }
-
54 
-
55  if (region) {
- - -
58 
- -
60  while (++iter) {
-
61  TerrainLayer* orig = iter.value();
-
62  TerrainLayer* copy = new(__FILE__,__LINE__) TerrainLayer;
-
63  *copy = *orig;
-
64  layers.append(copy);
-
65  }
-
66 
-
67  layers.sort();
-
68  }
-
69 
-
70  else {
-
71  scale = 1;
-
72  mtnscale = 1;
-
73  }
-
74 }
-
75 
-
76 // +--------------------------------------------------------------------+
-
77 
- -
79 {
-
80  int i, j;
-
81 
-
82  if (patches)
-
83  for (i = 0; i < subdivisions; i++)
-
84  for (j = 0; j < subdivisions; j++)
-
85  GRAPHIC_DESTROY(patches[i*subdivisions+j]);
-
86 
-
87  if (water_patches)
-
88  for (i = 0; i < subdivisions; i++)
-
89  for (j = 0; j < subdivisions; j++)
-
90  GRAPHIC_DESTROY(water_patches[i*subdivisions+j]);
-
91 
-
92  if (aprons)
-
93  for (i = 0; i < 8; i++)
- -
95 
-
96  if (clouds)
-
97  for (i = 0; i < nclouds; i++)
- -
99 
-
100  if (water)
-
101  for (i = 0; i < 6; i++)
-
102  delete water[i];
-
103 
-
104  delete [] aprons;
-
105  delete [] clouds;
-
106  delete [] patches;
-
107  delete [] water;
-
108  delete [] terrain_normals;
-
109 
- - -
112 
-
113  layers.destroy();
-
114 }
-
115 
-
116 // +--------------------------------------------------------------------+
-
117 
-
118 void
- -
120 {
-
121  DataLoader* loader = DataLoader::GetLoader();
-
122  loader->SetDataPath(datapath);
- - - - -
127  if (region->WaterTexture().length()) {
- -
129 
-
130  if (region->EnvironmentTexture(0).length() > 0) {
- - - - - - -
137  }
-
138  }
-
139 
- - - -
143 
-
144  if (region->DetailTexture0().length())
- -
146 
-
147  if (region->DetailTexture1().length())
-
148  loader->LoadTexture(region->DetailTexture1(),noise_texture[1], Bitmap::BMP_TRANSLUCENT, false, true);
-
149 
- - -
152 
-
153  BuildNormals();
-
154 
-
155  int i, j;
-
156  int ntiles = terrain_patch.Width()/2 * terrain_patch.Height()/2;
-
157  double dx = scale * patch_size;
-
158  double dz = scale * patch_size;
-
159  double offset = -subdivisions/2;
-
160 
-
161  if (water_texture) {
-
162  water = new(__FILE__,__LINE__) Water*[6];
-
163  for (i = 0; i < 6; i++) {
-
164  water[i] = new(__FILE__,__LINE__) Water();
-
165  int n = (1<<i) + 1;
-
166  water[i]->Init(n, (float) (scale*patch_size), 90.0f);
-
167  }
-
168  }
-
169 
-
170  // load tile textures:
-
171  for (i = 0; i < layers.size(); i++) {
-
172  TerrainLayer* layer = layers.at(i);
-
173 
-
174  if (i < layers.size()-1)
-
175  layer->max_height = layers.at(i+1)->min_height;
-
176  else
-
177  layer->max_height = 1e6;
-
178 
-
179  if (layer->tile_name.length())
-
180  loader->LoadTexture(layer->tile_name, layer->tile_texture);
-
181 
-
182  if (layer->detail_name.length())
-
183  loader->LoadTexture(layer->detail_name, layer->detail_texture);
-
184  }
-
185 
-
186  patches = new(__FILE__,__LINE__) TerrainPatch*[subdivisions*subdivisions];
-
187 
-
188  if (water_texture)
-
189  water_patches = new(__FILE__,__LINE__) TerrainPatch*[subdivisions*subdivisions];
-
190 
-
191  for (i = 0; i < subdivisions; i++) {
-
192  for (j = 0; j < subdivisions; j++) {
-
193  int j1 = subdivisions - j;
-
194  Rect rect(j * patch_size, i * patch_size, patch_size, patch_size);
-
195  Point p1((j1 + offset )*dx, 0, (i + offset )*dz);
-
196  Point p2((j1 + offset+1)*dx, mtnscale, (i + offset+1)*dz);
-
197 
-
198  int index = i*subdivisions+j;
-
199  patches[index] = new(__FILE__,__LINE__) TerrainPatch(this, &terrain_patch, rect, p1, p2);
-
200 
-
201  if (water_texture && patches[index]->MinHeight() < 3)
-
202  water_patches[index] = new(__FILE__,__LINE__) TerrainPatch(this, rect, p1, p2, 30);
-
203 
-
204  else if (water_patches != 0)
-
205  water_patches[index] = 0;
-
206  }
-
207  }
-
208 
-
209  int a = 0;
-
210  dx = scale * terrain_patch.Width();
-
211  dz = scale * terrain_patch.Height();
-
212  offset = -3.0/2;
-
213  double xoffset = offset + 1.0/16.0;
-
214 
-
215  aprons = new(__FILE__,__LINE__) TerrainApron*[8];
-
216 
-
217  for (i = 0; i < 3; i++) {
-
218  for (j = 0; j < 3; j++) {
-
219  int j1 = 2 - j;
-
220  if (i != 1 || j1 != 1) {
-
221  Rect rect(j * subdivisions, i * subdivisions, subdivisions, subdivisions);
-
222  Point p1((j1 + xoffset )*dx, 0, (i + offset )*dz);
-
223  Point p2((j1 + xoffset+1)*dx, mtnscale, (i + offset+1)*dz);
-
224 
-
225  aprons[a++] = new(__FILE__,__LINE__) TerrainApron(this, &terrain_apron, rect, p1, p2);
-
226  }
-
227  }
-
228  }
-
229 
-
230  Weather::STATE state = region->GetWeather().State();
-
231 
-
232  if (state == Weather::HIGH_CLOUDS || state == Weather::MODERATE_CLOUDS) {
-
233  double altitude = region->CloudAltHigh();
-
234  nclouds = 9;
-
235 
-
236  if (state == Weather::MODERATE_CLOUDS)
-
237  nclouds *= 2;
-
238 
-
239  clouds = new(__FILE__,__LINE__) TerrainClouds*[nclouds];
-
240 
-
241  a = 0;
-
242  for (i = 0; i < 3; i++) {
-
243  for (j = 0; j < 3; j++) {
-
244  clouds[a] = new(__FILE__,__LINE__) TerrainClouds(this, 0);
-
245 
-
246  double xloc = (j-1) * 75000 + (rand()/32768.0 - 0.5) * 50000;
-
247  double yloc = (i-1) * 75000 + (rand()/32768.0 - 0.5) * 50000;
-
248 
-
249  clouds[a]->MoveTo(Point(xloc, altitude, yloc));
-
250  a++;
-
251  }
-
252  }
-
253 
-
254  if (state == Weather::MODERATE_CLOUDS) {
-
255  altitude = region->CloudAltLow();
-
256 
-
257  for (i = 0; i < 3; i++) {
-
258  for (j = 0; j < 3; j++) {
-
259  clouds[a] = new(__FILE__,__LINE__) TerrainClouds(this, 1);
-
260 
-
261  double xloc = (j-1) * 75000 + (rand()/32768.0 - 0.5) * 50000;
-
262  double yloc = (i-1) * 75000 + (rand()/32768.0 - 0.5) * 50000;
-
263 
-
264  clouds[a]->MoveTo(Point(xloc, altitude, yloc));
-
265  a++;
-
266  }
-
267  }
-
268  }
-
269  }
-
270 }
-
271 
-
272 // +--------------------------------------------------------------------+
-
273 
-
274 void
- -
276 {
-
277  if (terrain_normals) {
-
278  delete [] terrain_normals;
-
279  terrain_normals = 0;
-
280  }
-
281 
-
282  int i, x, y;
-
283 
-
284  int w = terrain_patch.Width();
-
285  int h = terrain_patch.Height();
-
286  Color* pix = terrain_patch.HiPixels();
-
287  BYTE* alt = new(__FILE__,__LINE__) BYTE[h*w];
-
288  int nverts = w * h;
-
289  double scale = region->MountainScale() / (region->LateralScale() * 2.0);
-
290 
-
291  terrain_normals = new(__FILE__,__LINE__) Vec3B[nverts];
-
292 
-
293  ZeroMemory(terrain_normals, sizeof(Vec3B) * nverts);
-
294 
-
295  for (i = 0; i < w; i++) {
-
296  alt [ i] = 0;
-
297  alt [(h-1)*w + i] = 0;
-
298  terrain_normals[ i] = Vec3B(128,128,255);
-
299  terrain_normals[(h-1)*w + i] = Vec3B(128,128,255);
-
300  }
-
301 
-
302  for (i = 0; i < h; i++) {
-
303  alt [i*w ] = 0;
-
304  alt [i*w + (w-1)] = 0;
-
305  terrain_normals[i*w ] = Vec3B(128,128,255);
-
306  terrain_normals[i*w + (w-1)] = Vec3B(128,128,255);
-
307  }
-
308 
-
309  for (y = 1; y < h-1; y++) {
-
310  for (x = 1; x < w-1; x++) {
-
311  alt[y*w+x] = (BYTE) pix[y*w+x].Red();
-
312  }
-
313  }
-
314 
-
315  for (y = 1; y < h-1; y++) {
-
316  for (x = 1; x < w-1; x++) {
-
317  double dx = (alt[y*w + (x-1)] - alt[y*w + (x+1)]) * scale +
-
318  (alt[(y-1)*w + (x-1)] - alt[(y-1)*w + (x+1)]) * scale * 0.5 +
-
319  (alt[(y+1)*w + (x-1)] - alt[(y+1)*w + (x+1)]) * scale * 0.5;
-
320 
-
321  double dy = (alt[(y-1)*w + x ] - alt[(y+1)*w + x ]) * scale +
-
322  (alt[(y-1)*w + (x-1)] - alt[(y+1)*w + (x-1)]) * scale * 0.5 +
-
323  (alt[(y-1)*w + (x+1)] - alt[(y+1)*w + (x+1)]) * scale * 0.5;
-
324 
-
325  Point norm(dx,dy,1);
-
326  norm.Normalize();
-
327 
-
328  Vec3B* tnorm = &terrain_normals[y*w + x];
-
329 
-
330  tnorm->x = (BYTE) (norm.x * 127 + 128);
-
331  tnorm->y = (BYTE) (norm.y * 127 + 128);
-
332  tnorm->z = (BYTE) (norm.z * 127 + 128);
-
333 
-
334  double foo = dx/dy;
-
335  }
-
336  }
-
337 
-
338  delete [] alt;
-
339 }
-
340 
-
341 // +--------------------------------------------------------------------+
-
342 
-
343 void
- -
345 {
-
346  int i, j;
-
347 
-
348  StarSystem* system = region->System();
-
349  if (system)
-
350  datapath = system->GetDataPath();
-
351 
-
352  region->GetWeather().Update();
-
353 
-
354  if (!patches)
-
355  BuildTerrain();
-
356 
-
357  if (patches) {
-
358  for (i = 0; i < subdivisions; i++)
-
359  for (j = 0; j < subdivisions; j++)
-
360  if (patches[i*subdivisions+j])
-
361  scene.AddGraphic(patches[i*subdivisions+j]);
-
362  }
-
363 
-
364  if (water_patches) {
-
365  for (i = 0; i < subdivisions; i++)
-
366  for (j = 0; j < subdivisions; j++)
-
367  if (water_patches[i*subdivisions+j])
-
368  scene.AddGraphic(water_patches[i*subdivisions+j]);
-
369  }
-
370 
-
371  if (aprons) {
-
372  for (i = 0; i < 8; i++)
-
373  if (aprons[i])
-
374  scene.AddGraphic(aprons[i]);
-
375  }
-
376 
-
377  if (clouds) {
-
378  for (i = 0; i < nclouds; i++)
-
379  if (clouds[i])
-
380  scene.AddGraphic(clouds[i]);
-
381  }
-
382 }
-
383 
-
384 void
- -
386 {
-
387  int i, j;
-
388 
-
389  if (patches) {
-
390  for (i = 0; i < subdivisions; i++) {
-
391  for (j = 0; j < subdivisions; j++) {
-
392  TerrainPatch* p = patches[i*subdivisions+j];
-
393 
-
394  if (p) {
-
395  p->DeletePrivateData();
-
396  scene.DelGraphic(p);
-
397  }
-
398  }
-
399  }
-
400  }
-
401 
-
402  if (water_patches) {
-
403  for (i = 0; i < subdivisions; i++) {
-
404  for (j = 0; j < subdivisions; j++) {
-
405  TerrainPatch* p = water_patches[i*subdivisions+j];
-
406 
-
407  if (p) {
-
408  p->DeletePrivateData();
-
409  scene.DelGraphic(p);
-
410  }
-
411  }
-
412  }
-
413  }
-
414 
-
415  if (aprons) {
-
416  for (i = 0; i < 8; i++)
-
417  if (aprons[i])
-
418  scene.DelGraphic(aprons[i]);
-
419  }
-
420 
-
421  if (clouds) {
-
422  for (i = 0; i < nclouds; i++)
-
423  if (clouds[i])
-
424  scene.DelGraphic(clouds[i]);
-
425  }
-
426 
-
427  StarSystem* system = region->System();
-
428 
-
429  // restore sunlight color and brightness on exit:
-
430  if (system) {
-
431  system->RestoreTrueSunColor();
-
432  }
-
433 }
-
434 
-
435 // +--------------------------------------------------------------------+
-
436 
-
437 void
-
438 Terrain::ExecFrame(double seconds)
-
439 {
-
440  if (water) {
-
441  for (int i = 0; i < 6; i++) {
-
442  if (water[i])
-
443  water[i]->CalcWaves(seconds);
-
444  }
-
445  }
-
446 }
-
447 
-
448 // +--------------------------------------------------------------------+
-
449 
-
450 void
- -
452 {
-
453  if (!patches)
-
454  return;
-
455 
-
456  if (detail_frame >= Game::Frame())
-
457  return;
-
458 
-
459  // compute detail map:
-
460  int x, z;
-
461 
-
462  for (z = 0; z < subdivisions; z++) {
-
463  for (x = 0; x < subdivisions; x++) {
-
464  TerrainPatch* patch = patches[z*subdivisions + x];
-
465  int ndetail = 0;
-
466  Point loc = patch->Location();
-
467  float radius = patch->Radius();
-
468 
-
469  if (loc.length() < 2*radius) {
-
470  ndetail = detail_level;
-
471  }
-
472 
-
473  else {
-
474  double threshold = 4; //16;
-
475 
-
476  for (int level = 1; level <= detail_level; level++) {
-
477  double feature_size = radius / (1 << level);
-
478 
-
479  if (projector->ApparentRadius(loc, (float) feature_size) > threshold)
-
480  ndetail = level;
-
481  }
-
482  }
-
483 
-
484  patch->SetDetailLevel(ndetail);
-
485 
-
486  if (water_patches) {
-
487  patch = water_patches[z*subdivisions + x];
-
488  if (patch)
-
489  patch->SetDetailLevel(ndetail);
-
490  }
-
491  }
-
492  }
-
493 
-
494  // compute fog fade level:
-
495  double hour = region->DayPhase();
-
496 
-
497  if (hour < 12)
-
498  fog_fade = (hour) / 12.0;
-
499  else
-
500  fog_fade = (24-hour) / 12.0;
-
501 
- -
503 
- -
505 }
-
506 
-
507 // +--------------------------------------------------------------------+
-
508 
-
509 double
-
510 Terrain::Height(double x, double y) const
-
511 {
-
512  double h = 0;
-
513 
-
514  if (patches) {
-
515  int ix = (int) floor(x / (patch_size * scale));
-
516  int iy = (int) floor(y / (patch_size * scale));
-
517 
-
518  double px = x - ix * patch_size * scale;
-
519  double py = y - iy * patch_size * scale;
-
520 
-
521  ix = subdivisions/2 - ix;
-
522  iy = subdivisions/2 + iy;
-
523 
-
524  TerrainPatch* patch = 0;
-
525 
-
526  if (ix >= 0 && ix < subdivisions &&
-
527  iy >= 0 && iy < subdivisions)
-
528  patch = patches[iy*subdivisions+ix];
-
529 
-
530  if (patch)
-
531  h = patch->Height(px, py);
-
532  }
-
533 
-
534  if (water_patches && h < 30)
-
535  h = 30;
-
536 
-
537  return h;
-
538 }
-
539 
-
540 // +--------------------------------------------------------------------+
-
541 
-
542 void
- -
544 {
-
545  if (detail >= 1 && detail <= 4) {
-
546 
-
547  // limit detail on low memory machines:
-
548  if (detail > 3 && MachineInfo::GetTotalRam() < 64)
-
549  detail = 3;
-
550 
-
551  detail_level = detail;
-
552  }
-
553 }
-
554 
-
555 // +--------------------------------------------------------------------+
-
556 
-
557 bool
- -
559 {
-
560  return (patches && *patches == p);
-
561 }
-
-
- - - - -- cgit v1.1