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/* 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: 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
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