/* 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. 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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; }