summaryrefslogtreecommitdiffhomepage
path: root/Stars45/Terrain.h
blob: 2b30da27905c52eb3e2c1659362ab04e7c42f753 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2005. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         Terrain.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	Test pseudo-random terrain heightfield, based on Solid
*/

#ifndef Terrain_h
#define Terrain_h

#include "Types.h"
#include "Graphic.h"
#include "Geometry.h"
#include "Bitmap.h"
#include "Text.h"

// +--------------------------------------------------------------------+

class Projector;
class Scene;
class TerrainApron;
class TerrainClouds;
class TerrainLayer;
class TerrainPatch;
class TerrainRegion;
class Water;

// +--------------------------------------------------------------------+

struct Vec3B
{
	Vec3B()                                          { }
	Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }

	BYTE x, y, z;
};

// +--------------------------------------------------------------------+

class Terrain
{
public:
	Terrain(TerrainRegion* region);
	virtual ~Terrain();

	virtual void      Activate(Scene& scene);
	virtual void      Deactivate(Scene& scene);

	virtual void      SelectDetail(Projector* proj);
	virtual void      BuildTerrain();
	virtual void      BuildNormals();

	virtual void      ExecFrame(double seconds);

	double            Height(double x, double y) const;

	const Vec3B*      Normals()      const { return terrain_normals;  }
	TerrainRegion*    GetRegion()          { return region;           }
	double            FogFade()      const { return fog_fade;         }

	Bitmap*           Texture()            { return terrain_texture;  }
	Bitmap*           ApronTexture()       { return apron_texture;    }
	Bitmap*           WaterTexture()       { return water_texture;    }
	Bitmap**          EnvironmentTexture() { return env_texture;      }
	Bitmap*           TileTexture(int n)   { return tiles[n];         }
	Bitmap*           CloudTexture(int n)  { return cloud_texture[n]; }
	Bitmap*           ShadeTexture(int n)  { return shade_texture[n]; }
	Bitmap*           DetailTexture(int n) { return noise_texture[n]; }
	Water*            GetWater(int level)  { return water[level];     }
	List<TerrainLayer>& GetLayers()        { return layers;           }

	bool              IsFirstPatch(TerrainPatch* p) const;

	static int        DetailLevel()        { return detail_level;     }
	static void       SetDetailLevel(int detail);

protected:
	TerrainRegion*    region;
	TerrainPatch**    patches;
	TerrainPatch**    water_patches;
	Water**           water;
	TerrainApron**    aprons;
	TerrainClouds**   clouds;
	int               nclouds;

	Bitmap            terrain_patch;
	Bitmap            terrain_apron;
	Bitmap*           terrain_texture;
	Bitmap*           apron_texture;
	Bitmap*           water_texture;
	Bitmap*           env_texture[6];
	Bitmap*           tiles[256];
	Bitmap*           cloud_texture[2];
	Bitmap*           shade_texture[2];
	Bitmap*           noise_texture[2];

	Vec3B*            terrain_normals;
	List<TerrainLayer> layers;

	Text              datapath;
	double            scale;
	double            mtnscale;
	int               subdivisions;
	int               patch_size;
	DWORD             detail_frame;
	double            fog_fade;

	static int        detail_level;
};

#endif Terrain_h