From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/Terrain.cpp | 561 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 561 insertions(+) create mode 100644 Stars45/Terrain.cpp (limited to 'Stars45/Terrain.cpp') diff --git a/Stars45/Terrain.cpp b/Stars45/Terrain.cpp new file mode 100644 index 0000000..7a0251c --- /dev/null +++ b/Stars45/Terrain.cpp @@ -0,0 +1,561 @@ +/* Project Starshatter 4.5 + Destroyer Studios LLC + Copyright © 1997-2005. All Rights Reserved. + + SUBSYSTEM: Stars.exe + FILE: Terrain.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== +*/ + +#include "MemDebug.h" +#include "Terrain.h" +#include "TerrainApron.h" +#include "TerrainClouds.h" +#include "TerrainLayer.h" +#include "TerrainPatch.h" +#include "TerrainRegion.h" +#include "Water.h" + +#include "CameraView.h" +#include "Projector.h" +#include "Scene.h" +#include "Bitmap.h" +#include "DataLoader.h" +#include "Game.h" +#include "MachineInfo.h" + +// +--------------------------------------------------------------------+ + +int Terrain::detail_level = 3; // default = MEDIUM DETAIL + +const int PATCH_SIZE = 16; + +// +--------------------------------------------------------------------+ + +Terrain::Terrain(TerrainRegion* trgn) + : region(trgn), patches(0), water_patches(0), water(0), + aprons(0), clouds(0), terrain_normals(0) +{ + detail_frame = 0; + datapath = "Galaxy/"; + terrain_texture = 0; + apron_texture = 0; + water_texture = 0; + + for (int i = 0; i < 2; i++) { + cloud_texture[i] = 0; + shade_texture[i] = 0; + noise_texture[i] = 0; + } + + if (region) { + scale = region->LateralScale(); + mtnscale = region->MountainScale(); + + ListIter iter = region->GetLayers(); + while (++iter) { + TerrainLayer* orig = iter.value(); + TerrainLayer* copy = new(__FILE__,__LINE__) TerrainLayer; + *copy = *orig; + layers.append(copy); + } + + layers.sort(); + } + + else { + scale = 1; + mtnscale = 1; + } +} + +// +--------------------------------------------------------------------+ + +Terrain::~Terrain() +{ + int i, j; + + if (patches) + for (i = 0; i < subdivisions; i++) + for (j = 0; j < subdivisions; j++) + GRAPHIC_DESTROY(patches[i*subdivisions+j]); + + if (water_patches) + for (i = 0; i < subdivisions; i++) + for (j = 0; j < subdivisions; j++) + GRAPHIC_DESTROY(water_patches[i*subdivisions+j]); + + if (aprons) + for (i = 0; i < 8; i++) + GRAPHIC_DESTROY(aprons[i]); + + if (clouds) + for (i = 0; i < nclouds; i++) + GRAPHIC_DESTROY(clouds[i]); + + if (water) + for (i = 0; i < 6; i++) + delete water[i]; + + delete [] aprons; + delete [] clouds; + delete [] patches; + delete [] water; + delete [] terrain_normals; + + terrain_patch.ClearImage(); + terrain_apron.ClearImage(); + + layers.destroy(); +} + +// +--------------------------------------------------------------------+ + +void +Terrain::BuildTerrain() +{ + DataLoader* loader = DataLoader::GetLoader(); + loader->SetDataPath(datapath); + loader->LoadBitmap( region->PatchName(), terrain_patch); + loader->LoadBitmap( region->ApronName(), terrain_apron); + loader->LoadTexture(region->PatchTexture(), terrain_texture); + loader->LoadTexture(region->ApronTexture(), apron_texture); + if (region->WaterTexture().length()) { + loader->LoadTexture(region->WaterTexture(), water_texture); + + if (region->EnvironmentTexture(0).length() > 0) { + loader->LoadTexture(region->EnvironmentTexture(0), env_texture[0]); + loader->LoadTexture(region->EnvironmentTexture(1), env_texture[1]); + loader->LoadTexture(region->EnvironmentTexture(2), env_texture[2]); + loader->LoadTexture(region->EnvironmentTexture(3), env_texture[3]); + loader->LoadTexture(region->EnvironmentTexture(4), env_texture[4]); + loader->LoadTexture(region->EnvironmentTexture(5), env_texture[5]); + } + } + + loader->LoadTexture(region->CloudsHigh(), cloud_texture[0], Bitmap::BMP_TRANSLUCENT); + loader->LoadTexture(region->CloudsLow(), cloud_texture[1], Bitmap::BMP_TRANSLUCENT); + loader->LoadTexture(region->ShadesLow(), shade_texture[1], Bitmap::BMP_TRANSLUCENT); + + if (region->DetailTexture0().length()) + loader->LoadTexture(region->DetailTexture0(),noise_texture[0], Bitmap::BMP_TRANSLUCENT, false, true); + + if (region->DetailTexture1().length()) + loader->LoadTexture(region->DetailTexture1(),noise_texture[1], Bitmap::BMP_TRANSLUCENT, false, true); + + subdivisions = terrain_patch.Width() / PATCH_SIZE; + patch_size = terrain_patch.Width() / subdivisions; + + BuildNormals(); + + int i, j; + int ntiles = terrain_patch.Width()/2 * terrain_patch.Height()/2; + double dx = scale * patch_size; + double dz = scale * patch_size; + double offset = -subdivisions/2; + + if (water_texture) { + water = new(__FILE__,__LINE__) Water*[6]; + for (i = 0; i < 6; i++) { + water[i] = new(__FILE__,__LINE__) Water(); + int n = (1<Init(n, (float) (scale*patch_size), 90.0f); + } + } + + // load tile textures: + for (i = 0; i < layers.size(); i++) { + TerrainLayer* layer = layers.at(i); + + if (i < layers.size()-1) + layer->max_height = layers.at(i+1)->min_height; + else + layer->max_height = 1e6; + + if (layer->tile_name.length()) + loader->LoadTexture(layer->tile_name, layer->tile_texture); + + if (layer->detail_name.length()) + loader->LoadTexture(layer->detail_name, layer->detail_texture); + } + + patches = new(__FILE__,__LINE__) TerrainPatch*[subdivisions*subdivisions]; + + if (water_texture) + water_patches = new(__FILE__,__LINE__) TerrainPatch*[subdivisions*subdivisions]; + + for (i = 0; i < subdivisions; i++) { + for (j = 0; j < subdivisions; j++) { + int j1 = subdivisions - j; + Rect rect(j * patch_size, i * patch_size, patch_size, patch_size); + Point p1((j1 + offset )*dx, 0, (i + offset )*dz); + Point p2((j1 + offset+1)*dx, mtnscale, (i + offset+1)*dz); + + int index = i*subdivisions+j; + patches[index] = new(__FILE__,__LINE__) TerrainPatch(this, &terrain_patch, rect, p1, p2); + + if (water_texture && patches[index]->MinHeight() < 3) + water_patches[index] = new(__FILE__,__LINE__) TerrainPatch(this, rect, p1, p2, 30); + + else if (water_patches != 0) + water_patches[index] = 0; + } + } + + int a = 0; + dx = scale * terrain_patch.Width(); + dz = scale * terrain_patch.Height(); + offset = -3.0/2; + double xoffset = offset + 1.0/16.0; + + aprons = new(__FILE__,__LINE__) TerrainApron*[8]; + + for (i = 0; i < 3; i++) { + for (j = 0; j < 3; j++) { + int j1 = 2 - j; + if (i != 1 || j1 != 1) { + Rect rect(j * subdivisions, i * subdivisions, subdivisions, subdivisions); + Point p1((j1 + xoffset )*dx, 0, (i + offset )*dz); + Point p2((j1 + xoffset+1)*dx, mtnscale, (i + offset+1)*dz); + + aprons[a++] = new(__FILE__,__LINE__) TerrainApron(this, &terrain_apron, rect, p1, p2); + } + } + } + + Weather::STATE state = region->GetWeather().State(); + + if (state == Weather::HIGH_CLOUDS || state == Weather::MODERATE_CLOUDS) { + double altitude = region->CloudAltHigh(); + nclouds = 9; + + if (state == Weather::MODERATE_CLOUDS) + nclouds *= 2; + + clouds = new(__FILE__,__LINE__) TerrainClouds*[nclouds]; + + a = 0; + for (i = 0; i < 3; i++) { + for (j = 0; j < 3; j++) { + clouds[a] = new(__FILE__,__LINE__) TerrainClouds(this, 0); + + double xloc = (j-1) * 75000 + (rand()/32768.0 - 0.5) * 50000; + double yloc = (i-1) * 75000 + (rand()/32768.0 - 0.5) * 50000; + + clouds[a]->MoveTo(Point(xloc, altitude, yloc)); + a++; + } + } + + if (state == Weather::MODERATE_CLOUDS) { + altitude = region->CloudAltLow(); + + for (i = 0; i < 3; i++) { + for (j = 0; j < 3; j++) { + clouds[a] = new(__FILE__,__LINE__) TerrainClouds(this, 1); + + double xloc = (j-1) * 75000 + (rand()/32768.0 - 0.5) * 50000; + double yloc = (i-1) * 75000 + (rand()/32768.0 - 0.5) * 50000; + + clouds[a]->MoveTo(Point(xloc, altitude, yloc)); + a++; + } + } + } + } +} + +// +--------------------------------------------------------------------+ + +void +Terrain::BuildNormals() +{ + if (terrain_normals) { + delete [] terrain_normals; + terrain_normals = 0; + } + + int i, x, y; + + int w = terrain_patch.Width(); + int h = terrain_patch.Height(); + Color* pix = terrain_patch.HiPixels(); + BYTE* alt = new(__FILE__,__LINE__) BYTE[h*w]; + int nverts = w * h; + double scale = region->MountainScale() / (region->LateralScale() * 2.0); + + terrain_normals = new(__FILE__,__LINE__) Vec3B[nverts]; + + ZeroMemory(terrain_normals, sizeof(Vec3B) * nverts); + + for (i = 0; i < w; i++) { + alt [ i] = 0; + alt [(h-1)*w + i] = 0; + terrain_normals[ i] = Vec3B(128,128,255); + terrain_normals[(h-1)*w + i] = Vec3B(128,128,255); + } + + for (i = 0; i < h; i++) { + alt [i*w ] = 0; + alt [i*w + (w-1)] = 0; + terrain_normals[i*w ] = Vec3B(128,128,255); + terrain_normals[i*w + (w-1)] = Vec3B(128,128,255); + } + + for (y = 1; y < h-1; y++) { + for (x = 1; x < w-1; x++) { + alt[y*w+x] = (BYTE) pix[y*w+x].Red(); + } + } + + for (y = 1; y < h-1; y++) { + for (x = 1; x < w-1; x++) { + double dx = (alt[y*w + (x-1)] - alt[y*w + (x+1)]) * scale + + (alt[(y-1)*w + (x-1)] - alt[(y-1)*w + (x+1)]) * scale * 0.5 + + (alt[(y+1)*w + (x-1)] - alt[(y+1)*w + (x+1)]) * scale * 0.5; + + double dy = (alt[(y-1)*w + x ] - alt[(y+1)*w + x ]) * scale + + (alt[(y-1)*w + (x-1)] - alt[(y+1)*w + (x-1)]) * scale * 0.5 + + (alt[(y-1)*w + (x+1)] - alt[(y+1)*w + (x+1)]) * scale * 0.5; + + Point norm(dx,dy,1); + norm.Normalize(); + + Vec3B* tnorm = &terrain_normals[y*w + x]; + + tnorm->x = (BYTE) (norm.x * 127 + 128); + tnorm->y = (BYTE) (norm.y * 127 + 128); + tnorm->z = (BYTE) (norm.z * 127 + 128); + + double foo = dx/dy; + } + } + + delete [] alt; +} + +// +--------------------------------------------------------------------+ + +void +Terrain::Activate(Scene& scene) +{ + int i, j; + + StarSystem* system = region->System(); + if (system) + datapath = system->GetDataPath(); + + region->GetWeather().Update(); + + if (!patches) + BuildTerrain(); + + if (patches) { + for (i = 0; i < subdivisions; i++) + for (j = 0; j < subdivisions; j++) + if (patches[i*subdivisions+j]) + scene.AddGraphic(patches[i*subdivisions+j]); + } + + if (water_patches) { + for (i = 0; i < subdivisions; i++) + for (j = 0; j < subdivisions; j++) + if (water_patches[i*subdivisions+j]) + scene.AddGraphic(water_patches[i*subdivisions+j]); + } + + if (aprons) { + for (i = 0; i < 8; i++) + if (aprons[i]) + scene.AddGraphic(aprons[i]); + } + + if (clouds) { + for (i = 0; i < nclouds; i++) + if (clouds[i]) + scene.AddGraphic(clouds[i]); + } +} + +void +Terrain::Deactivate(Scene& scene) +{ + int i, j; + + if (patches) { + for (i = 0; i < subdivisions; i++) { + for (j = 0; j < subdivisions; j++) { + TerrainPatch* p = patches[i*subdivisions+j]; + + if (p) { + p->DeletePrivateData(); + scene.DelGraphic(p); + } + } + } + } + + if (water_patches) { + for (i = 0; i < subdivisions; i++) { + for (j = 0; j < subdivisions; j++) { + TerrainPatch* p = water_patches[i*subdivisions+j]; + + if (p) { + p->DeletePrivateData(); + scene.DelGraphic(p); + } + } + } + } + + if (aprons) { + for (i = 0; i < 8; i++) + if (aprons[i]) + scene.DelGraphic(aprons[i]); + } + + if (clouds) { + for (i = 0; i < nclouds; i++) + if (clouds[i]) + scene.DelGraphic(clouds[i]); + } + + StarSystem* system = region->System(); + + // restore sunlight color and brightness on exit: + if (system) { + system->RestoreTrueSunColor(); + } +} + +// +--------------------------------------------------------------------+ + +void +Terrain::ExecFrame(double seconds) +{ + if (water) { + for (int i = 0; i < 6; i++) { + if (water[i]) + water[i]->CalcWaves(seconds); + } + } +} + +// +--------------------------------------------------------------------+ + +void +Terrain::SelectDetail(Projector* projector) +{ + if (!patches) + return; + + if (detail_frame >= Game::Frame()) + return; + + // compute detail map: + int x, z; + + for (z = 0; z < subdivisions; z++) { + for (x = 0; x < subdivisions; x++) { + TerrainPatch* patch = patches[z*subdivisions + x]; + int ndetail = 0; + Point loc = patch->Location(); + float radius = patch->Radius(); + + if (loc.length() < 2*radius) { + ndetail = detail_level; + } + + else { + double threshold = 4; //16; + + for (int level = 1; level <= detail_level; level++) { + double feature_size = radius / (1 << level); + + if (projector->ApparentRadius(loc, (float) feature_size) > threshold) + ndetail = level; + } + } + + patch->SetDetailLevel(ndetail); + + if (water_patches) { + patch = water_patches[z*subdivisions + x]; + if (patch) + patch->SetDetailLevel(ndetail); + } + } + } + + // compute fog fade level: + double hour = region->DayPhase(); + + if (hour < 12) + fog_fade = (hour) / 12.0; + else + fog_fade = (24-hour) / 12.0; + + fog_fade = fog_fade * (1-region->HazeFade()) + region->HazeFade(); + + detail_frame = Game::Frame(); +} + +// +--------------------------------------------------------------------+ + +double +Terrain::Height(double x, double y) const +{ + double h = 0; + + if (patches) { + int ix = (int) floor(x / (patch_size * scale)); + int iy = (int) floor(y / (patch_size * scale)); + + double px = x - ix * patch_size * scale; + double py = y - iy * patch_size * scale; + + ix = subdivisions/2 - ix; + iy = subdivisions/2 + iy; + + TerrainPatch* patch = 0; + + if (ix >= 0 && ix < subdivisions && + iy >= 0 && iy < subdivisions) + patch = patches[iy*subdivisions+ix]; + + if (patch) + h = patch->Height(px, py); + } + + if (water_patches && h < 30) + h = 30; + + return h; +} + +// +--------------------------------------------------------------------+ + +void +Terrain::SetDetailLevel(int detail) +{ + if (detail >= 1 && detail <= 4) { + + // limit detail on low memory machines: + if (detail > 3 && MachineInfo::GetTotalRam() < 64) + detail = 3; + + detail_level = detail; + } +} + +// +--------------------------------------------------------------------+ + +bool +Terrain::IsFirstPatch(TerrainPatch* p) const +{ + return (patches && *patches == p); +} \ No newline at end of file -- cgit v1.1