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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2005. All Rights Reserved.

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


	OVERVIEW
	========
	A Single Multi-LOD Section of a Terrain Object
*/

#ifndef TerrainPatch_h
#define TerrainPatch_h

#include "Types.h"
#include "Solid.h"
#include "Geometry.h"
#include "Polygon.h"

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

class Projector;
class Terrain;
class Water;

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

class TerrainPatch : public Solid
{
public:
	TerrainPatch(Terrain* terrain,
	const Bitmap* patch, const Rect& rect,
	const Point&  p1,    const Point& p2);
	TerrainPatch(Terrain* terrain,    const Rect& rect,
	const Point&  p1,    const Point& p2,
	double sea_level);
	virtual ~TerrainPatch();

	virtual void      SelectDetail(Projector* projector);
	virtual void      Render(Video* video, DWORD flags);

	virtual int       CollidesWith(Graphic& o);

	// accessors:
	double            Scale()           const { return scale;      }
	double            MountainScale()   const { return mtnscale;   }
	double            SeaLevel()        const { return base;       }
	double            MinHeight()       const { return min_height; }
	double            MaxHeight()       const { return max_height; }
	bool              IsWater()         const { return water != 0; }

	void              UpdateSurfaceWaves(Vec3& eyePos);

	void              SetScales(double scale, double mtnscale, double base);
	void              SetDetailLevel(int nd);

	virtual int       CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
	bool treat_translucent_polys_as_solid=true);

	double            Height(double x, double y) const;
	DWORD             BlendValue(double y);
	int               CalcLayer(Poly* p);
	void              Illuminate(Color ambient, List<Light>& lights);

protected:
	virtual bool      BuildDetailLevel(int level);

	enum { MAX_LOD=8 };

	Terrain*          terrain;
	int               patch_size;
	int               ndetail;
	int               max_detail;
	int               terrain_width;

	Rect              rect;
	float*            heights;
	Model*            detail_levels[MAX_LOD];
	List<Material>    materials;
	Water*            water;

	double            scale;
	double            mtnscale;
	double            base;
	double            size;
	float             min_height;
	float             max_height;
};

#endif TerrainPatch_h