From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/TerrainApron.cpp | 696 ++++++++++++++++++++++++----------------------- 1 file changed, 360 insertions(+), 336 deletions(-) (limited to 'Stars45/TerrainApron.cpp') diff --git a/Stars45/TerrainApron.cpp b/Stars45/TerrainApron.cpp index fdc9958..43f6c4d 100644 --- a/Stars45/TerrainApron.cpp +++ b/Stars45/TerrainApron.cpp @@ -1,336 +1,360 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2005. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: TerrainApron.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== -*/ - -#include "MemDebug.h" -#include "Terrain.h" -#include "TerrainApron.h" -#include "TerrainRegion.h" - -#include "CameraView.h" -#include "Bitmap.h" -#include "DataLoader.h" -#include "Game.h" -#include "Light.h" -#include "Scene.h" - -// +====================================================================+ - -const int PATCH_SIZE = 17; -const int HALF_PATCH_SIZE = 8; -const int MAX_VERTS = PATCH_SIZE * PATCH_SIZE; -const int NUM_INDICES_TRI = 3; - -// +--------------------------------------------------------------------+ - -TerrainApron::TerrainApron(Terrain* terr,const Bitmap* patch, const Rect& r, -const Point& p1, const Point& p2) -: terrain(terr), rect(r) -{ - size = fabs(p2.x - p1.x); - scale = size / (PATCH_SIZE-1); - mtnscale = 1.3 * (p2.y - p1.y); - base = p1.y; - - 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 i, j; - - for (i = 0; i < PATCH_SIZE; i++) { - int ty = rect.y + i; - - 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); - - if (tx < 0) - tx = 0; - - if (tx > patch->Width()-1) - tx = patch->Width()-1; - - *pHeight++ = (float) (patch->GetColor(tx,ty).Red() * mtnscale); - } - } -} - -// +--------------------------------------------------------------------+ - -TerrainApron::~TerrainApron() -{ - delete [] heights; -} - -// +--------------------------------------------------------------------+ - -void -TerrainApron::SetScales(double s, double m, double b) -{ - scale = s; - mtnscale = m; - base = b; -} - -// +--------------------------------------------------------------------+ - -bool -TerrainApron::BuildApron() -{ - int i, j; - - int detail_size = PATCH_SIZE-1; - int ds1 = PATCH_SIZE; - int nverts = MAX_VERTS; - int npolys = detail_size * detail_size * 2; - - model = new(__FILE__,__LINE__) Model; - model->SetLuminous(true); - model->SetDynamic(true); - - 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->ApronTexture(); - strcpy_s(mtl->name, "Terrain Apron"); - - model->GetMaterials().append(mtl); - - Surface* s = new(__FILE__,__LINE__) Surface; - VertexSet* vset = 0; - - if (s) { - s->SetName("default"); - s->CreateVerts(nverts); - s->CreatePolys(npolys); - s->AddIndices(npolys*NUM_INDICES_TRI); - - vset = s->GetVertexSet(); - - 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)); - ZeroMemory(vset->rw, nverts * sizeof(float)); - - - // initialize vertices - Vec3* pVert = vset->loc; - float* pTu = vset->tu; - float* pTv = vset->tv; - double dt = (1.0/3.0) / (double) detail_size; - double tu0 = (double) rect.x / rect.w / 3.0 + (1.0/3.0); - double tv0 = (double) rect.y / rect.h / 3.0; - - for (i = 0; i < ds1; i++) { - for (j = 0; j < ds1; j++) { - *pVert++ = Vec3((float) (j* scale - (HALF_PATCH_SIZE*scale)), - (float) (heights[i*PATCH_SIZE + j]), - (float) (i* scale - (HALF_PATCH_SIZE*scale))); - - *pTu++ = (float) (tu0 - j*dt); - *pTv++ = (float) (tv0 + i*dt); - } - } - - // create the polys - for (i = 0; i < npolys; i++) { - Poly* p = s->GetPolys() + i; - p->nverts = 3; - p->vertex_set = vset; - p->material = mtl; - p->visible = 1; - p->sortval = 0; - } - - int index = 0; - - // build main patch polys: - for (i = 0; i < detail_size; i++) { - for (j = 0; j < detail_size; j++) { - // first triangle - Poly* p = s->GetPolys() + index++; - p->verts[0] = (ds1 * (i ) + (j )); - p->verts[1] = (ds1 * (i ) + (j+1)); - p->verts[2] = (ds1 * (i+1) + (j+1)); - - // second triangle - p = s->GetPolys() + index++; - p->verts[0] = (ds1 * (i ) + (j )); - p->verts[1] = (ds1 * (i+1) + (j+1)); - p->verts[2] = (ds1 * (i+1) + (j )); - } - } - - // update the verts and colors of each poly: - for (i = 0; i < npolys; 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); - } - - // create continguous segments for each material: - s->Normalize(); - - Segment* segment = new(__FILE__,__LINE__) Segment(npolys, s->GetPolys(), mtl, model); - s->GetSegments().append(segment); - - model->AddSurface(s); - - - // copy vertex normals: - Vec3 normal = Vec3(0, 1, 0); - - for (i = 0; i < ds1; i++) { - for (j = 0; j < ds1; j++) { - vset->nrm[i*ds1+j] = normal; - } - } - } - - return true; -} - -// +--------------------------------------------------------------------+ - -int -TerrainApron::CollidesWith(Graphic& o) -{ - return 0; -} - -// +--------------------------------------------------------------------+ - -void -TerrainApron::Update() -{ -} - -// +--------------------------------------------------------------------+ - -void -TerrainApron::Illuminate(Color ambient, List& lights) -{ - if (!model || model->NumVerts() < 1) return; - Surface* s = model->GetSurfaces().first(); - if (!s) return; - - // 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; - - // for each light: - ListIter iter = lights; - while (++iter) { - Light* light = iter.value(); - - if (light->CastsShadow()) - eclipsed = light->Location().y < -100; - - 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; - - if (light->IsDirectional()) { - 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(); - } - } - } - - InvalidateSurfaceData(); -} - -// +--------------------------------------------------------------------+ - -void -TerrainApron::Render(Video* video, DWORD flags) -{ - if (!video || (flags & RENDER_ADDITIVE) || (flags & RENDER_ADD_LIGHT)) return; - - if (!model) - BuildApron(); - - if (scene) { - Illuminate(scene->Ambient(), scene->Lights()); - } - - 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); - video->SetRenderState(Video::FOG_ENABLE, true); - video->SetRenderState(Video::FOG_COLOR, terrain->GetRegion()->FogColor().Value()); - video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density)); - - Solid::Render(video, flags); - - video->SetRenderState(Video::LIGHTING_ENABLE, true); - video->SetRenderState(Video::SPECULAR_ENABLE, true); - video->SetRenderState(Video::FOG_ENABLE, false); -} - -// +--------------------------------------------------------------------+ - -int -TerrainApron::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, bool ttpas) -{ - // compute leading edge of ray: - Point sun = Q + w*len; - - if (sun.y < loc.y) - return 1; - - return 0; -} +/* 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: TerrainApron.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== +*/ + +#include "MemDebug.h" +#include "Terrain.h" +#include "TerrainApron.h" +#include "TerrainRegion.h" + +#include "CameraView.h" +#include "Bitmap.h" +#include "DataLoader.h" +#include "Game.h" +#include "Light.h" +#include "Scene.h" + +// +====================================================================+ + +const int PATCH_SIZE = 17; +const int HALF_PATCH_SIZE = 8; +const int MAX_VERTS = PATCH_SIZE * PATCH_SIZE; +const int NUM_INDICES_TRI = 3; + +// +--------------------------------------------------------------------+ + +TerrainApron::TerrainApron(Terrain* terr,const Bitmap* patch, const Rect& r, +const Point& p1, const Point& p2) +: terrain(terr), rect(r) +{ + size = fabs(p2.x - p1.x); + scale = size / (PATCH_SIZE-1); + mtnscale = 1.3 * (p2.y - p1.y); + base = p1.y; + + 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 i, j; + + for (i = 0; i < PATCH_SIZE; i++) { + int ty = rect.y + i; + + 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); + + if (tx < 0) + tx = 0; + + if (tx > patch->Width()-1) + tx = patch->Width()-1; + + *pHeight++ = (float) (patch->GetColor(tx,ty).Red() * mtnscale); + } + } +} + +// +--------------------------------------------------------------------+ + +TerrainApron::~TerrainApron() +{ + delete [] heights; +} + +// +--------------------------------------------------------------------+ + +void +TerrainApron::SetScales(double s, double m, double b) +{ + scale = s; + mtnscale = m; + base = b; +} + +// +--------------------------------------------------------------------+ + +bool +TerrainApron::BuildApron() +{ + int i, j; + + int detail_size = PATCH_SIZE-1; + int ds1 = PATCH_SIZE; + int nverts = MAX_VERTS; + int npolys = detail_size * detail_size * 2; + + model = new(__FILE__,__LINE__) Model; + model->SetLuminous(true); + model->SetDynamic(true); + + 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->ApronTexture(); + strcpy_s(mtl->name, "Terrain Apron"); + + model->GetMaterials().append(mtl); + + Surface* s = new(__FILE__,__LINE__) Surface; + VertexSet* vset = 0; + + if (s) { + s->SetName("default"); + s->CreateVerts(nverts); + s->CreatePolys(npolys); + s->AddIndices(npolys*NUM_INDICES_TRI); + + vset = s->GetVertexSet(); + + 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)); + ZeroMemory(vset->rw, nverts * sizeof(float)); + + + // initialize vertices + Vec3* pVert = vset->loc; + float* pTu = vset->tu; + float* pTv = vset->tv; + double dt = (1.0/3.0) / (double) detail_size; + double tu0 = (double) rect.x / rect.w / 3.0 + (1.0/3.0); + double tv0 = (double) rect.y / rect.h / 3.0; + + for (i = 0; i < ds1; i++) { + for (j = 0; j < ds1; j++) { + *pVert++ = Vec3((float) (j* scale - (HALF_PATCH_SIZE*scale)), + (float) (heights[i*PATCH_SIZE + j]), + (float) (i* scale - (HALF_PATCH_SIZE*scale))); + + *pTu++ = (float) (tu0 - j*dt); + *pTv++ = (float) (tv0 + i*dt); + } + } + + // create the polys + for (i = 0; i < npolys; i++) { + Poly* p = s->GetPolys() + i; + p->nverts = 3; + p->vertex_set = vset; + p->material = mtl; + p->visible = 1; + p->sortval = 0; + } + + int index = 0; + + // build main patch polys: + for (i = 0; i < detail_size; i++) { + for (j = 0; j < detail_size; j++) { + // first triangle + Poly* p = s->GetPolys() + index++; + p->verts[0] = (ds1 * (i ) + (j )); + p->verts[1] = (ds1 * (i ) + (j+1)); + p->verts[2] = (ds1 * (i+1) + (j+1)); + + // second triangle + p = s->GetPolys() + index++; + p->verts[0] = (ds1 * (i ) + (j )); + p->verts[1] = (ds1 * (i+1) + (j+1)); + p->verts[2] = (ds1 * (i+1) + (j )); + } + } + + // update the verts and colors of each poly: + for (i = 0; i < npolys; 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); + } + + // create continguous segments for each material: + s->Normalize(); + + Segment* segment = new(__FILE__,__LINE__) Segment(npolys, s->GetPolys(), mtl, model); + s->GetSegments().append(segment); + + model->AddSurface(s); + + + // copy vertex normals: + Vec3 normal = Vec3(0, 1, 0); + + for (i = 0; i < ds1; i++) { + for (j = 0; j < ds1; j++) { + vset->nrm[i*ds1+j] = normal; + } + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +int +TerrainApron::CollidesWith(Graphic& o) +{ + return 0; +} + +// +--------------------------------------------------------------------+ + +void +TerrainApron::Update() +{ +} + +// +--------------------------------------------------------------------+ + +void +TerrainApron::Illuminate(Color ambient, List& lights) +{ + if (!model || model->NumVerts() < 1) return; + Surface* s = model->GetSurfaces().first(); + if (!s) return; + + // 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; + + // for each light: + ListIter iter = lights; + while (++iter) { + Light* light = iter.value(); + + if (light->CastsShadow()) + eclipsed = light->Location().y < -100; + + 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; + + if (light->IsDirectional()) { + 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(); + } + } + } + + InvalidateSurfaceData(); +} + +// +--------------------------------------------------------------------+ + +void +TerrainApron::Render(Video* video, DWORD flags) +{ + if (!video || (flags & RENDER_ADDITIVE) || (flags & RENDER_ADD_LIGHT)) return; + + if (!model) + BuildApron(); + + if (scene) { + Illuminate(scene->Ambient(), scene->Lights()); + } + + 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); + video->SetRenderState(Video::FOG_ENABLE, true); + video->SetRenderState(Video::FOG_COLOR, terrain->GetRegion()->FogColor().Value()); + video->SetRenderState(Video::FOG_DENSITY, *((DWORD*) &fog_density)); + + Solid::Render(video, flags); + + video->SetRenderState(Video::LIGHTING_ENABLE, true); + video->SetRenderState(Video::SPECULAR_ENABLE, true); + video->SetRenderState(Video::FOG_ENABLE, false); +} + +// +--------------------------------------------------------------------+ + +int +TerrainApron::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, bool ttpas) +{ + // compute leading edge of ray: + Point sun = Q + w*len; + + if (sun.y < loc.y) + return 1; + + return 0; +} -- cgit v1.1